Flagrante Hex: - Supplementary/Offensive
The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
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I'll take first, I wanna try this combo rq.
Morgana appears and nods to her adversary, wand in hand. With no further warning, she starts the bout, whipping it downward and mentally thinking to herself, "Doton Flagrante." As a result of the spell/jutsu combo, dust particles will rise up from the ground around you and quickly move towards you, sticking all over your body once it reaches you. While normally it would be very difficult to notice the dust until it begins to weigh you down, in this instance the spell causes the dust to exist at a burning hot temperature, meaning once the dust comes into contact with you it begins scalding your body all over quite badly. Should you fail to protect yourself from further contact, the heat along with eventually being weighed down by the dust would likely prove lethal.
(Doton: Bafometto no Omo-Sa) - Earth Style: The Weight of Baphomet
( Kuro Mahou ) - Dark Arts Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage Points: N/A
Description: By manipulating their Earth chakra into the ground below, the user of this jutsu causes small particles of Dust to rise up. The dust particles are microscopic, making it so that they wouldn't be able to deal any damage to the opponent, even if they were to get inside their body through opening such as the nose, ears or even any cuts. Their small size allows them to rise up from below the opponent unnoticed, should they reach and enter the eyes of the opponent, they'd cause minor irritation, acting as a ditraction but dealing no real damage. The real ability of the dust particles comes into play when the user adds more chakra into the dust particles. The dust particles, which would have taken the liberty of settling onto objects and opponents, will begin to rapidly aggregate towards chosen areas while also drastically increasing in weight. This will result in said objects being weighed down drastically, to the point where any sort of complicated movement would be made impossible, with simple movement being able to occur at half the target's speed, appearing to almost be happening in slow motion. The weight added increases over time, with the initial increase making the target ten times heavier than their previous weight, and continiuing to increase drastically as time passes. Thus, within the space of two turns this technique could even seal the movements of those who have insane and, almost immeasurable physical strength; such as the Demonic Statue of the Outer Path. The weight would steadily continue to increase allowing it to easily way down even EIG users. The brilliance of this technique, is that if utilized within Iwagakure, the user can skip the first part of raising dust and simply utilize the earth particles that naturally float within the air of the Land of Earth. Allowing this jutsu to be used at a faster, more stealthy pace.
~ Can only be used three times
~ No Earth jutsu above S-rank in the same turn
Type: Supplementary / Offensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.
Dark spells can be classified into three groups: jinxes, hexes, & curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.
B rank
Ebublio Jinx: - Supplementary
The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal rank and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand.
Leg-Locker Jinx: - Supplementary
The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move
A rank
Flagrante Hex: - Supplementary/Offensive
The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
Reductor Hex: - Defensive/Offensive
The Reductor Hex ( Reducto ) is a hex that can be used to blast solid objects into pieces.This spell differs from Bombardment as Bombardment creates an explosion through force; Reductor insteads heats the object until expands through heat, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank
Sectumsempra Curse: - Defensive/Offensive
Sectumsempra ( Sectumsempra ) is a curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
Crucio Curse: - Defensive/Offensive
The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react rationally while under it's effects. In order to sustain the pain, the user cannot use any other jutsu or attacks while it's in use. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 3 times, each with a two turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Forbidden rank
Avada Kedavra: -Offensive
The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens
by the spell having being so comprised of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire may result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used twice per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
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I'll take first, I wanna try this combo rq.
Morgana appears and nods to her adversary, wand in hand. With no further warning, she starts the bout, whipping it downward and mentally thinking to herself, "Doton Flagrante." As a result of the spell/jutsu combo, dust particles will rise up from the ground around you and quickly move towards you, sticking all over your body once it reaches you. While normally it would be very difficult to notice the dust until it begins to weigh you down, in this instance the spell causes the dust to exist at a burning hot temperature, meaning once the dust comes into contact with you it begins scalding your body all over quite badly. Should you fail to protect yourself from further contact, the heat along with eventually being weighed down by the dust would likely prove lethal.
(Doton: Bafometto no Omo-Sa) - Earth Style: The Weight of Baphomet
( Kuro Mahou ) - Dark Arts Rank: A
Type: Defensive/Supplementary
Range: Short - Long
Chakra cost: 30
Damage Points: N/A
Description: By manipulating their Earth chakra into the ground below, the user of this jutsu causes small particles of Dust to rise up. The dust particles are microscopic, making it so that they wouldn't be able to deal any damage to the opponent, even if they were to get inside their body through opening such as the nose, ears or even any cuts. Their small size allows them to rise up from below the opponent unnoticed, should they reach and enter the eyes of the opponent, they'd cause minor irritation, acting as a ditraction but dealing no real damage. The real ability of the dust particles comes into play when the user adds more chakra into the dust particles. The dust particles, which would have taken the liberty of settling onto objects and opponents, will begin to rapidly aggregate towards chosen areas while also drastically increasing in weight. This will result in said objects being weighed down drastically, to the point where any sort of complicated movement would be made impossible, with simple movement being able to occur at half the target's speed, appearing to almost be happening in slow motion. The weight added increases over time, with the initial increase making the target ten times heavier than their previous weight, and continiuing to increase drastically as time passes. Thus, within the space of two turns this technique could even seal the movements of those who have insane and, almost immeasurable physical strength; such as the Demonic Statue of the Outer Path. The weight would steadily continue to increase allowing it to easily way down even EIG users. The brilliance of this technique, is that if utilized within Iwagakure, the user can skip the first part of raising dust and simply utilize the earth particles that naturally float within the air of the Land of Earth. Allowing this jutsu to be used at a faster, more stealthy pace.
~ Can only be used three times
~ No Earth jutsu above S-rank in the same turn
Type: Supplementary / Offensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.
Dark spells can be classified into three groups: jinxes, hexes, & curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.
B rank
Ebublio Jinx: - Supplementary
The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal rank and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand.
Leg-Locker Jinx: - Supplementary
The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move
A rank
Flagrante Hex: - Supplementary/Offensive
The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
Reductor Hex: - Defensive/Offensive
The Reductor Hex ( Reducto ) is a hex that can be used to blast solid objects into pieces.This spell differs from Bombardment as Bombardment creates an explosion through force; Reductor insteads heats the object until expands through heat, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank
Sectumsempra Curse: - Defensive/Offensive
Sectumsempra ( Sectumsempra ) is a curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
Crucio Curse: - Defensive/Offensive
The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react rationally while under it's effects. In order to sustain the pain, the user cannot use any other jutsu or attacks while it's in use. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 3 times, each with a two turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Forbidden rank
Avada Kedavra: -Offensive
The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens
by the spell having being so comprised of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire may result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used twice per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
As Raven witnessed her opponent stir her wand through the air she felt as if an attack would follow. She couldn't see the attack coming, so she deemed it as some sort of sneak attack. In retaliation to the appearent sneak attack, Raven quickly releases an omnidirectional shockwave of sound through the ground and air as she stomped her left foot in order to protect her for the imposing threat, followed by a deafening clap.
As the violent shockwave continued towards the woman, Raven thinks about how her opponent seemingly casted her techniques through the sole movement of her wand and how she incorperates sneak attacks into her fighting style. To prevent any unfortunate mishaps, she weaves two handseals to activate her unique sensing.
(Ototon: Ten Ribenji) - Sound Release: Heavenly Revenge
Rank: S
Type: Offensive
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user stomps his foot on the ground and releases a massive amount of sound chakra, amplifying the "stomp" sound which is released as a wave of low frequency sound through the ground and also through the air, all around. This omni directional sound "explosion" causes the ground to crack open in an omnidirectional area around the user up to mid range and pushes the air all around through massive sound vibrations. These are able to stop any incoming attack (following logic and elemental interactions) but also disable and stop any attack or thing moving or traveling through the ground.
Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it.
Kami no Shiwaza|Handiwork of God
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A(Depends on Sigil)
Description: The Enochian clan utilize several Sigils during battle to accomplish various effects. These Sigils consist of several Runes(symbols that act as lettering) adorned along the body of each Enochian, remaining dormant and hidden when not in use. The Handiwork of God is one of the most powerful set of Sigils of the Enochian clan, with the Runes located on the user's back. These Sigils focus on the interaction between the objects they are placed on and the Nature Energy around these objects.
-Scope of the Heavens: This powerful Sigil, upon the activation of two handseals, grants upon the user the property of clairvoyance. The Sigil accomplishes this by enhancing the connection the user has with the flow of Nature Energy around them beyond normal levels. As Nature Energy undergoes its constant flow in the world, objects within the path would cause disturbances, or gaps, within the flow of Nature Energy. This Sigil grants the user advanced detection of these gaps in Nature Energy, granting them a form of extrasensory perception. This perception manifests itself as a map of the user’s surroundings in their mind’s eye, with the map appearing as a black canvas, with the objects creating the gaps manifesting as auras in this canvas. This allows the user to identify things all around them, granting them perception and tracking on a level similar to the Byakugan in their mind's eye, though not able to detect nearly as far (x3 to tracking). While active, the user's connection to Nature Energy is enhanced enough to even specify what the objects are (rock, a tree, etc.) and precise enough to detect chakra fluctuations.The Sigil remains active for a maximum of five turns (-10 chakra per turn) and can only be used three times per battle (A-rank).
In response to you stomping and making sound blast wave, Morgana waves her wand while saying fuuton, inhales, then exhales a stream of wind blades over a sufficient area to protect herself when they clash with the oncoming sound. Due to wind's strength over sound, the blades will puncture through and continue on towards you, interrupting you/the timeframe before you're able to continue with your second technique.
(Fūton: Shinkū Renpa) – Wind Release: Serial Waves
Rank: S
Type: Attack
Range: Short – Mid
Chakra cost: 40
Damage points: 80(95)
Description: After performing a the required hand seals Rat → Snake → Horse → Dog theuser takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilised in conjunction with the effects of extreme suction, such as that generated by the Baku, where the augmented attack proved effective enough to even slice through the defences of a complete Susanoo.
Immediately thereafter, she waves her wand again, causing a dragon of earth to erupt from beneath her feet. She rides this dragon toward you in the wake of the wind blades, and would allow the dragon's colossal force to collide with you should you fail to provide a counter to it.
(Doton: Dosenkiryū) – Earth Release: Earth and Stone Dragon Technique
Rank: S
Type: Offensive
Range: Short – Long (Made short range of the user with a long range reach)
Chakra cost: 40
Damage points: 80
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.