♆ Futsu-Nushi-No-Kami - God of Lightning ♆ Priest vs Shady

Shady Doctor

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Messages
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♆ Official fight for God of Lightning
♆ Non-Windy day on plain field
♆ Five day reply limit (Both Agreed)
♆ Starting at Mid range
♆ All out, I'll be using , you may make the first move as per rules.
 

Priest

Active member
Legendary
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Apr 7, 2010
Messages
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♆ Official fight for God of Lightning
♆ Non-Windy day on plain field
♆ Five day reply limit (Both Agreed)
♆ Starting at Mid range
♆ All out, I'll be using , you may make the first move as per rules.
Passives are mentioned in bio.


Not everyday you get to see a woman taking up a dangerous responsibility. The person standing before the Holy One is quite young and though Priest would remind himself not to underestimate a ninja even if its a small kid, their abilities can be an abomination sometimes. For the lady standing before him though, he knew nothing of. Never seen her before nor has he heard of her ability. Soon he'll be able to find out.

, donned in his normal Priestly attire, though only thing missing is his gloves, his Zeus' Toothpick strapped on his back, would be facing the girl, standing upright, his hands by his sides with the palms facing backwards while the back of the hands facing the girl. Without even moving an inch, Priest focuses chakra into his ears, instantly activating his sonar skill, so that he'll be able to sense/hear what is going on around him. Still not showing any sign of aggression, while he simply introduces himself to the girl with a simple conversation, Priest decides to test his challenger to see how strong she is. He hates to see his opponent end up not up to the task like his last two challengers.

With his palms facing backwards, it turned out to be a good and stealthy stance. An explosive paper tag would drop from Priest's right sleeve onto his palm and as soon as it touches the palm, it vanishes. What happened would be aswell, hidden from the girl's view, seeing that Priest's palms are facing backwards, so the retraction of paper tag and the repel would be totally be hidden. The paper tag would instantly appear 1 millimeter behind the girls left thigh, a little below the left buttock and as soon as it appears, it explodes, leaving the terrain painted with her entrails. Rather simple but gruesome. No sound would be made at repel and recall nor does it shows that Priest had attacked while standing still.

What would a very young and cute girl like yourself want with the spear? As a matter of fact, you could severely harm yourself with it.

After the explosion, Priest would begin what would seem to be his first aggressive action. He would retrieve, 2 explosive tagged bayonets from his sleeves and hurl it towards the girls as a rebound attack. Should the girl somehow escape the first assault, she would be met with the next.

Priest observes to see the girl's move.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing
his ears with sound chakra. Then, by utilizing chakra and
enfacing his lungs, the user will be able to control the
frequency and intensity of the sound emitted from his
simple breathing. This low frequency, inaudible sound is
passively emitted and has no effect other than emerging
from him and bouncing off of objects. Using the enhanced
hearing, the user is able to know where everything is around
them, effectively creating a sonar effect through the rebound
and reflection of sound waves. The hearing and the sonar
effect is precise enough so that one can effectively use it to
substitute one's vision in battle if needed. Despite being very
effective, specially if the user has any of his other senses
hindered, it also leaves the user vulnerable to sound
genjutsu or sound attacks which will be much more drastic
in its effects.
Note: Lasts 6 turns
Paw Arts: Repel (Nykyujutsu: Oshi) X2
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description:A simple yet effective technique to use as both
an attack as well as a defense. The user will repel a solid
object or technique using one or both of his paws. He
repels the targeted object or technique to another location,
away from the battle field. This can be done to avoid
techniques or attacks or to remove hindering objects from
the battle field. However, its main ability comes with the
ability to call forth that object once again to a different
location on the field. This can be useful to attack an
unsuspecting enemy or to provide a fast defense. The
object will appear in any location of the field. The main
thing to consider is, however, the lack of momentum the
object will carry once it appears. In this case, to be used as
an attack, gravity and other forces might be necessary to
exploit to give maximum effect. Techniques that are not
physical or tangible in nature like fire, lightning or wind will
not be able to be called forth as once they are replled and
sent away, they lose their shape and disperse wherever the
user might have sent them. Fire and Lightning will also
damage the user upon making contact with the paws
making the paws unusable for 2 turns. The size of the target
is relevant and proportional to the rank within the clan
being that the maximum size it can affect is up to 10 times
the users mass.
Note: Calling forth the object counts as a move and the
user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are
tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called
forth, the user cannot use the technique at the risk of being
unable to call forth the object
Note: Object can be called forth inbetween 5 turns after the
technique was used"
Note: This technique can't be used to repel enemy ninja to
desired locations, however summoning and clones can be
affected as such.
 

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,449💴
Trait Points
40⚔️
Passives are mentioned in bio.


Not everyday you get to see a woman taking up a dangerous responsibility. The person standing before the Holy One is quite young and though Priest would remind himself not to underestimate a ninja even if its a small kid, their abilities can be an abomination sometimes. For the lady standing before him though, he knew nothing of. Never seen her before nor has he heard of her ability. Soon he'll be able to find out.

, donned in his normal Priestly attire, though only thing missing is his gloves, his Zeus' Toothpick strapped on his back, would be facing the girl, standing upright, his hands by his sides with the palms facing backwards while the back of the hands facing the girl. Without even moving an inch, Priest focuses chakra into his ears, instantly activating his sonar skill, so that he'll be able to sense/hear what is going on around him. Still not showing any sign of aggression, while he simply introduces himself to the girl with a simple conversation, Priest decides to test his challenger to see how strong she is. He hates to see his opponent end up not up to the task like his last two challengers.

With his palms facing backwards, it turned out to be a good and stealthy stance. An explosive paper tag would drop from Priest's right sleeve onto his palm and as soon as it touches the palm, it vanishes. What happened would be aswell, hidden from the girl's view, seeing that Priest's palms are facing backwards, so the retraction of paper tag and the repel would be totally be hidden. The paper tag would instantly appear 1 millimeter behind the girls left thigh, a little below the left buttock and as soon as it appears, it explodes, leaving the terrain painted with her entrails. Rather simple but gruesome. No sound would be made at repel and recall nor does it shows that Priest had attacked while standing still.

What would a very young and cute girl like yourself want with the spear? As a matter of fact, you could severely harm yourself with it.

After the explosion, Priest would begin what would seem to be his first aggressive action. He would retrieve, 2 explosive tagged bayonets from his sleeves and hurl it towards the girls as a rebound attack. Should the girl somehow escape the first assault, she would be met with the next.

Priest observes to see the girl's move.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing
his ears with sound chakra. Then, by utilizing chakra and
enfacing his lungs, the user will be able to control the
frequency and intensity of the sound emitted from his
simple breathing. This low frequency, inaudible sound is
passively emitted and has no effect other than emerging
from him and bouncing off of objects. Using the enhanced
hearing, the user is able to know where everything is around
them, effectively creating a sonar effect through the rebound
and reflection of sound waves. The hearing and the sonar
effect is precise enough so that one can effectively use it to
substitute one's vision in battle if needed. Despite being very
effective, specially if the user has any of his other senses
hindered, it also leaves the user vulnerable to sound
genjutsu or sound attacks which will be much more drastic
in its effects.
Note: Lasts 6 turns
Paw Arts: Repel (Nykyujutsu: Oshi) X2
Rank: B
type: Attack/Supplementary/Defense
Range: Short-Long
Chakra: 20
Damage: 40
Description:A simple yet effective technique to use as both
an attack as well as a defense. The user will repel a solid
object or technique using one or both of his paws. He
repels the targeted object or technique to another location,
away from the battle field. This can be done to avoid
techniques or attacks or to remove hindering objects from
the battle field. However, its main ability comes with the
ability to call forth that object once again to a different
location on the field. This can be useful to attack an
unsuspecting enemy or to provide a fast defense. The
object will appear in any location of the field. The main
thing to consider is, however, the lack of momentum the
object will carry once it appears. In this case, to be used as
an attack, gravity and other forces might be necessary to
exploit to give maximum effect. Techniques that are not
physical or tangible in nature like fire, lightning or wind will
not be able to be called forth as once they are replled and
sent away, they lose their shape and disperse wherever the
user might have sent them. Fire and Lightning will also
damage the user upon making contact with the paws
making the paws unusable for 2 turns. The size of the target
is relevant and proportional to the rank within the clan
being that the maximum size it can affect is up to 10 times
the users mass.
Note: Calling forth the object counts as a move and the
user needs to spend additional chakra
Note: Can affect techniques of one rank higher if they are
tangible and physical in nature (Earth, Water, etc)
Note: While something is repelled and awaiting to be called
forth, the user cannot use the technique at the risk of being
unable to call forth the object
Note: Object can be called forth inbetween 5 turns after the
technique was used"
Note: This technique can't be used to repel enemy ninja to
desired locations, however summoning and clones can be
affected as such.
Wew if spawning things a Millimeter away from people isn't abuse. Lol




As Wanda arrived on the battlefield, she was fully prepared to take a life or have hers taken. Holding her wand within her left hand, she simply observed the wielder of the Spear that belonged to her country. She decided she wouldn't speak to the man directly, instead, she'd use her skill as a Legilimens to passively read his immediate thoughts (Legilimency within bio). She read his thought of activating his inner sonar skill to enhance his sensing, so she crushed her Hufflepuff potion in her hand directly after the activation, allowing it to soak into her skin and give her heightened abilities. The moment Priest has the thought of making the explosive tagged kunai vanish in order to bring it directly on Wanda's person, she'd prepare herself to stop him in his tracks. With the first use of the repel technique happening, Wanda flicks her wand and forces the ground underneath and around priest to transform nigh instantly. The ground within a 9m radius of priest himself would immediately become Stygian Water, leaving him to drop into it and be burned alive before he could bring the kunai back with a second usage of repel. Seeing as he was in contact with the ground, his feet would automatically be in contact with the water when it is converted, thus he'd be burned even if he was to find a way out of it. At the very least, his feet would be in no condition to stand on comfortably, nor move at his original running speeds due to the burns.

Now knowing the man fought with foul play and ill intent, Wanda decided she'd erase him before he could continue his abusive ways. With another flick of the wand, She conjured a half dome of pure Mahou around Priest, covering every side of him except beneath where the Stygian water was present. The half dome would be 5.5m away in all directions and layered with half meter spikes that pointed inwards towards the man. Upon creation, the dome would quickly begin to enclose, moving twice as fast as Wanda herself and attempting to crush priest inside in a moment's notice. All the while, Wanda continued to dive within his mind, waiting to see the thoughts of what he'd do next. Of course, priest would have no idea she was within his mind.


( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S (Tran - A) (Conj - S)
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80 (Tran - 60 + 20) (Conj - 80 + 20)
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:

Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.

Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.

Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.


Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

(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.

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.
(Potions also found in bio)

( Legilimency ) - Legilimency (reference)

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.
 
Last edited:

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Wew if spawning things a Millimeter away from people isn't abuse. Lol




As Wanda arrived on the battlefield, she was fully prepared to take a life or have hers taken. Holding her wand within her left hand, she simply observed the wielder of the Spear that belonged to her country. She decided she wouldn't speak to the man directly, instead, she'd use her skill as a Legilimens to passively read his immediate thoughts (Legilimency within bio). She read his thought of activating his inner sonar skill to enhance his sensing, so she crushed her Hufflepuff potion in her hand directly after the activation, allowing it to soak into her skin and give her heightened abilities. The moment Priest has the thought of making the explosive tagged kunai vanish in order to bring it directly on Wanda's person, she'd prepare herself to stop him in his tracks. With the first use of the repel technique happening, Wanda flicks her wand and forces the ground underneath and around priest to transform nigh instantly. The ground within a 9m radius of priest himself would immediately become Stygian Water, leaving him to drop into it and be burned alive before he could bring the kunai back with a second usage of repel. Seeing as he was in contact with the ground, his feet would automatically be in contact with the water when it is converted, thus he'd be burned even if he was to find a way out of it. At the very least, his feet would be in no condition to stand on comfortably, nor move at his original running speeds due to the burns.

Now knowing the man fought with foul play and ill intent, Wanda decided she'd erase him before he could continue his abusive ways. With another flick of the wand, She conjured a half dome of pure Mahou around Priest, covering every side of him except beneath where the Stygian water was present. The half dome would be 5.5m away in all directions and layered with half meter spikes that pointed inwards towards the man. Upon creation, the dome would quickly begin to enclose, moving twice as fast as Wanda herself and attempting to crush priest inside in a moment's notice. All the while, Wanda continued to dive within his mind, waiting to see the thoughts of what he'd do next. Of course, priest would have no idea she was within his mind.


( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S (Tran - A) (Conj - S)
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80 (Tran - 60 + 20) (Conj - 80 + 20)
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:

Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.

Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.

Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.


Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

(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.



(Potions also found in bio)

( Legilimency ) - Legilimency (reference)

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.
Priest would instantly be alerted to the sudden change in composition of the ground he's standing on. At that instant the ground morphs into liquid, Priest would apparate before falling in.

He knows the girl before him is upto no good and whatever she might be turning the ground into, is of no advantage to Priest, seeing(sensing) that the sole of his shoes begin to wear away on contact with the liquid. The apparition is so that Priest's entire body turned to sound except for his shoes, which would be shed during the apparition. The apparition would also release an insurmountable omnidirectional shockwave that is able to push all matter backwards. This would pave and rid the immediately vicinity off the corrosive water, making it ripple into a wave outwards towards the girl. The shockwave itself would clear the area up to short range from Priest while the momentum and the rippling wave motion itself would transport the entire acid up to mid/long-range. Since the circumference of the pit would just be 1m away from the girl, its quite easy and quick as the wave would easily catch up to her in no time giving her no choice but to defend. Should she continue with the second assault, she'll be hit by her own jutsu as the Mahou construct is made only above the lake of acid.

The apparition would leave Priest afloat and as soon as Mahou construct begin to form, Priest would return to his initial form, swing his spear slightly and immediately an armor of lightning would form over his entire body. The armor is enhanced(originally requires no handseal, but swinged spear for lightning expansion) and protruding from the body are tendrils. Two of the tendrils(5m) are jutting out from Priest's foot which would pivot on the ground and launch Priest forwards towards the girl. Priest would blast through the incoming mahou jutsu(if the girl still makes it) and once he is out, he'll punch forward, extending the whip on his left hand towards the girl to pierce her in her mid-section.

Priest noticed that the girl had not replied to him(words don't affect t/f though). Rather boring if she'll just snub him, Priest thought.

(Ototon: Apparitionu) Sound Release: Apparation
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: A sound jutsu conceived after seeing the
legendary Hozuki clan in action. The user would be able to
suddenly turn his body into pure, low frequency, high
amplitude sound waves. It would, in actuality, appear as if
the user had turned into wind. However, the user's body
becomes changed into sound. The user is actually able to
reform and disperse at will. This can even be applied to
singular portions of the user's body, or to single limbs. The
opponent would not actually be harmed upon the user's
body turning to sound. However, the sound waves would
drive back all matter within a short range radius.
This is
similar in manner to (Ototon: Himei Zetsubou no Jutsu) -
Sound Release: Scream of Despair Skill. Thus, the jutsu
would be good to use upon being bound. While the user is
capable of normal movement if a singular body parts are
changed into sound, if the user were to turn just his lower
body into sound he becomes capable of moving at the
average speed of a sage ranked user, and able to use
sustained flight. This is done by way of acoustic levitation.
Furthermore, if the user was to turn his entire body into
sound he becomes able to move as a cloud of sound waves
(unable to attack, and extremely vulnerable to wind) that
travels at the speed of a Sage Ranked shinobi. The user is
visible as ripples in the air, and the opponent is able to
hear him as a low pitched hum. Although matter, and energy
attacks will be unable to affect the user, attacks utilizing
wind are extremely effective. They become able to disperse
the user's form. When large scaled wind jutsu such as
Tornado Wall strike the user, his form becomes displaced to
such a degree that he is unable to reform. This means that
the user must be very wary while he is transformed. Upon
dispersing, a loud 'pop' is heard. This is, of course, purely
cosmetic and serves no purpose. Alternatively, by varying
the way in which the sound waves travel, and condensing
them - the user becomes able to appear as a traveling whisp
of dark smoke (again, purely cosmetic).
Note: Usable twice per battle.
Note: Lasts for the duration of the turn it's used in
Note: No sound jutsu in the same turn
Note: No sound above A rank next turn
Note: Teachable only by Vex
Note: User cannot use this Jutsu whilst he is using a
technique to seal the opponent's wind, or restricting him
from using wind.
(Raiton: Eregan Rai Jisshi)- Lightning Release: Elegant Electrical Embodiment
Type: Defense/Offense
Rank: S
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: 80 +15 +25 = 120
Description: The user will gather lightning chakra throughout
their body, and release it on the edge of the users skin all at
once. This creates a unique armor of extreme condensed
electricity for the user with random electrical wires appear
out of it the armor that extends up to short range radius of
the user.
This doesn't add to Taijutsu but gives a more
unique pain and method of attack, numbing on first contact
and paralyzing on prolonged contact. Metal weapons will be
shredded against the armor as well. Specific usages come
along with the armor as well. Defensively, when touching
things of solidity, no matter the size, the electricity will be.
able to ravage along the body, conducting through it, and
destroy it to pieces, this makes golems in contact with the
opponent vulnerable, roots of wood destroyed with ease,
and steel cages less of a threat (this costs a move and is A-
Rank) and extends up to the size of the construct it is
negating no matter the size, this ability activates whenever
the material touches the armor, even when the user is
unable to notice the attack. Also, the electricity will prevent
earth (KG and CE as well) to be created under the user and
their short range radius for the electricity will negate it
before its creation/usage (passive) due to the electrical wires
created with the armor discharging lightning into the
ground. The user can also create electrical whips out of their
limbs that are heavily condensed able to restrict the
opponent, swing around areas or slice through material/
flesh that extend up to mid range. The user can shape the
threads to create various tools like spears, spikes, walls,
spheres, etc to aid for various purposes, using a hand seal
will allow the user to release these weapons as a projectiles
(count as a move and is A-Rank). The user can create up to
eight constructs at most (with the use of one hand seal) with
the power of this technique being split accordingly. While
active, the user can only use Lightning and non-elemental
abilities. The user will be able to deactivate it mentally with
no time wasted. Due to the stress of the electricity the user
will be unable to use Taijutsu above C-Rank for three turns,
only applicable when armor is active for all 4 turns.
Note: Can only be taught by Noni
Note: Last four turns and can only be used twice per battle
Note: Can not use lightning in same turn deactivated
Note: The abilities that come with this armor can only be
used four times before it disperses on its own
(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a lightning jutsu the user will
perform 2 handseals as they release there chakra into the
lightning jutsu. In doing so, the user will increase the power
and size of the lightning jutsu boosting any lightning jutsu by
25 damage points. By the increase in chakra the lightning
gains more power as the power of the electrical current is
increased.
Note: Can only use used on lightning the user or the users
summon has created
Note: Can only be used once on each lightning jutsu created
Note: can only be used 3 times


ISS: 2/6
EEE: 1/4

TF:
Transfigure
Apparation
Conjure
Lightning Armour/Lightning Expansion

Note that I did not use any of the A-rank moves of the armour but the one that comes with the armour itself thus the attack power would be that of the armour.
 
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