[CC] Advanced Mahou

Inch

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I dunno if I need to say, but as stated occlumency allows you to protect your mind from harmful forces, and legilimency gives you access to mind reading/access with certain restrictions. I'll probably go with Occlumency, as it feels more practical.

No further questions.
 

Lord of Kaos

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Okay now we go over Potions.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.


S rank

Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.


Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.


Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

Starting with Hufflepuff, simply put, you add 20 chakra to your mahou to increase it's damage by +20. This only works with streams and projectiles though, but it let's you use mahou up to mid rage without needing to use a wand as well. As noted prior to the potion, you don't have to actually ingest potions to get their effects. Breaking them and letting the potion touch your skin can allow its effects to take place as well. The usefulness of this is that a lot of our spells work by the amount of chakra used, this let's them overpower same rank ones by having more chakra than the jutsu.

Ravenclaw is more for stealth. By using it, you basically erase the use of chakra in your jutsu so they can't be sensed by any form of chakra sensing. This even includes doujutsu and yY sensing. If used with other jutsu, you prevent it from being sensed period, which is cool lol.

Gryffindor let's you become a physical tank by using mahou. Starting at C rank immunity, each spell you use increases this one rank, eventually capping at 100 damage defense. What this means is unless the damage surpasses what you can tank, it will not hurt you. Doesn't work on things that don't physically hit you, like Genjutsu ofc. However, while this is in use, your spells lose one rank damage, which is then applied to you in turn.

Slytherin is probably the tamest of them all, only giving you +20 physical strength and x2 speed boost while gaining B rank immunity. However, you also get restricted; you can only use S rank and below energy elements and only 3 fields of magic up to A rank and energy attacks do 40 more damage. Reborn really hoed us on this one tbvh. When it ends, our speed is halved and physical strength (Tai) is halved as well.

Normal members can have 3 of these at any time, but not the potion of their rival house. Only one can be used per turn and they can't stack either. Heads of House and Headmaster can have 4 potions but have to follow the same rival restrictions. Questions?
 

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Hufflepuff is real lit, though the only real drawback of it imho is the fact it only works on the streaming or projectiles of mahou. So we can't cuck people with certain spells. Lol

The raven claw is dope as hell. We get to be pseudo Hayabusa, especially if we use this along with camouflage technique.. Just to be 100% sure, this only conceals chakra, not the sound and stuff from a technique or myself correct?

Gryffindor is one of the best imo. It's basically taking a rank away from each spell we use, but taking the chakra from that to put into our tanking abilities. The cool thing is unless the damage capacity is taken out in one go, it won't weaken the defense. Meaning if we're at the 100 damage cap and tank a 95 damage attack, we can keep tanking more and more stuff at 95 damage until something exceeds 100 in a single attack. To be sure, what if I'm being hit by 80 damage from below and 90 from behind? I'm assuming we could tank those since they are still individual in their damage?

Don't really feel us higher breeds (Gryffindor) should explain The last potion since it isn't ever available to us. Basically a physical boost, with numbers comparable to the raikage lightning armor, bar no lightning lol. B rank damage immunity, ×2 speed, +20 to physical damage while limited to certain levels of elemental techniques.
 

Inch

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Hmm. I'm mostly interested in how we're able to take these things. The description says we need not necessarily drink them, so does that mean they're all activatable by just crushing the vial? That seems much more practical in practically every battle situation.

As the follow up question, we'd be able to perform a spell while crushing the vial and have that potions effect apply to the spell, correct?
 

Lord of Kaos

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Hmm. I'm mostly interested in how we're able to take these things. The description says we need not necessarily drink them, so does that mean they're all activatable by just crushing the vial? That seems much more practical in practically every battle situation.

As the follow up question, we'd be able to perform a spell while crushing the vial and have that potions effect apply to the spell, correct?
Yes, they can be activated by crushing them and used while using a spell.
 

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All correct but this definition explains it more clearly and accurately.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

As noted, there are 3 D's to this jutsu, the first being Destination. You must visualize your new location clearly, thinking of the spot and marking it with mahou as you begin the next step. The second D is Determination - you must be fully determined to go to said spot and nowhere else, or it will not work fight, resulting in splinching. If you're even thinking of a single other location, this jutsu wil be very dangerous, splitting you into two as you appear in both places, likely dead lol. The third D is Deliberation. Move with deliberate movements, don't rush it or you'll end up like mentioned above.

Dark Wizards are able to passively fly, appearing as either full black smoke clouds or a partial transformation. As a full cloud, you obviously can't attack or use jutsu because you're a cloud of smoke lol. In the partial form, you can create your appearance in any partial way you wish, the rest of you still being a funneling cloud of smoke. The full form looks like the gif while the second can be seen in the youtube video linked below.

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Great utility in this. A ranges worth of movement instantly is a great boon to have. Everything else is great as well including the passive dark wizard ability. This clan's jutsu all flow together perfectly. Great work.

Okay first Occlumency. Simple and easy to explain, you use magic to strengthen and protect your mind, preventing anything from penetrating it to affect you. The A rank version prevents A rank Gen, Yamanaka, Keigoku, etc attacks from effecting you while in use. S rank works, ofc, on S ranks. It basically creates a pocket dimension where you store the negative/harmful energy.

( Occlumency ) - Occlumency
Type: Supplementary
Rank: A - S
Range: Short
Chakra: 30 - 40 ( -10 chakra per turn )
Damage: N/A
Description: Occlumency is the act of using magical defense of the mind against external penetration. This allows an Occlumens to block forces and entities from affecting his mind and penetrating it in any way, effectively shutting down any mental connection with the user and opponent. Ideal for blocking high grade chakra attacks on the mind/spiritual energies, the most basic form of Occlumency involves clearing one's mind, making it blank and empty in order to prevent an attack or end one. More advanced Occlumency involves shutting one's mind completely to outside forces, preventing their minds from being injured or tampered with by anything of S rank and below, a magical ‘barrier’ existing around their spiritual energy. This can be akin to a pocket dimension where the external forces are blocked, preventing them from actually penetrating the mind and affecting/afflicting it negatively.
Note: A rank usage works on same rank jutsu and below and prevents the same rank from affecting their minds for 4 turns each use and can only be used three times.
Note: S rank usage works on same rank and below jutsu and prevents the same rank and higher from affecting the mind for 3 turns per use and can only be used twice.
Note: After any usage, the user cannot use for three turns.
Note: Must place within bio stating the user is an Occlumens.

Legilimency on the other hand is harder to explain; it allows you instead of protecting your own mind, to read and investigate other's minds. The lowest level allows you to "read" their current thoughts, allowing you to know what they're thinking at that given moment. This extends one landmark for normal members, basically anything thought in a landmark can be heard. Heads of Houses can hear up to two landmarks and Clan head up to 3. This, again, is the basic version.

The A rank version is far more useful and as such more limited. You can choose specific thoughts to invade and investigate, allowing you to travel through their minds to find any information you need about anything. Because of this, it has a limited range ( mid max ) and can only target one person at a time.

For either version, you must list in your bio which one you are.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

Questions?
I choose legilimency. Great ability with an up to the minute update on your opponent at all times within a fight? Can't be beat. Also great use in the NW capability. A great cover all for "outside" attacks.
Okay now we go over Potions.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.


Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.


S rank

Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.


Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.


Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

Starting with Hufflepuff, simply put, you add 20 chakra to your mahou to increase it's damage by +20. This only works with streams and projectiles though, but it let's you use mahou up to mid rage without needing to use a wand as well. As noted prior to the potion, you don't have to actually ingest potions to get their effects. Breaking them and letting the potion touch your skin can allow its effects to take place as well. The usefulness of this is that a lot of our spells work by the amount of chakra used, this let's them overpower same rank ones by having more chakra than the jutsu.

Ravenclaw is more for stealth. By using it, you basically erase the use of chakra in your jutsu so they can't be sensed by any form of chakra sensing. This even includes doujutsu and yY sensing. If used with other jutsu, you prevent it from being sensed period, which is cool lol.

Gryffindor let's you become a physical tank by using mahou. Starting at C rank immunity, each spell you use increases this one rank, eventually capping at 100 damage defense. What this means is unless the damage surpasses what you can tank, it will not hurt you. Doesn't work on things that don't physically hit you, like Genjutsu ofc. However, while this is in use, your spells lose one rank damage, which is then applied to you in turn.

Slytherin is probably the tamest of them all, only giving you +20 physical strength and x2 speed boost while gaining B rank immunity. However, you also get restricted; you can only use S rank and below energy elements and only 3 fields of magic up to A rank and energy attacks do 40 more damage. Reborn really hoed us on this one tbvh. When it ends, our speed is halved and physical strength (Tai) is halved as well.

Normal members can have 3 of these at any time, but not the potion of their rival house. Only one can be used per turn and they can't stack either. Heads of House and Headmaster can have 4 potions but have to follow the same rival restrictions. Questions?
Awesome restrictions which allows versatility. I hate slytherins but I get a choice in what I want to use so thats cool.
 
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