Ichijin no Jutsu (Gust of Wind Technique)
Ninjutsu (Fuuton) [Wind]
Rank: 4 (C-Class);
Range: 60 feet;
Effect: Cone-shaped burst;
Duration: 1 round;
Saving Throws: Dex negates;
Chakra Resistance: No;
Chakra Cost: 4.
The user, when he uses this technique, creates a severe blast of air (approximately 50 mph) affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked prone and rolled 1d6x15 feet, taking 25 points of nonlethal damage per 10 feet. Small creatures are knocked prone by the force of the wind and blown back 1d6x10 feet. Medium creatures are unable to move forward against the force of the wind and are blown back 1d6x5 feet. Large or larger creatures may move normally within the Ichijin effect. A successful Dex save may prevent a creature from being blown back (and possibly knocked prone).
A gust of wind can’t move a creature beyond the limit of its range. Any creature, regardless of size, takes a –4 penalty on ranged attacks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.