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Jᴀʏ

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Before him was the shinobi said to have become one of the greatest of this era. Taek would have to defeat him should he have any claim to greatness in the future. The battle would begin with Taek channeling chakra into his hands and slamming the ground, creating an intricate pattern of blue seals on the ground that would begin to spew a dense chakra mist onto the field. After creating this seal, Taek would bite his tongue and scrape the blood of the seal near the tip of his tongue with his teeth. Summoning his trusty partner Castor who would upon being summoned instantly merge with the mist. In the same time-frame as his summoning of Castor, Taek would draw several kunai and launch it upwards at an arc with his left hand, whilst running to his right approximately five meters. The two were fighting on a grassland, and were 10 meters apart at the start of the battle. Taek would maintain this distance while running to his right approximately 5 meters. There was no need to attack right away, he simply needed to prep for what was to come.


(Kirigakure Hijutsu: Mujogihen) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.

* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor's last ability deals with the mist as well. Castor is capable of refracting light off the mist to turn it completely dark or blindingly bright at his leisure, due to all of his time living in the mist with the other schools of shark. This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediately manipulate it into a plethora of mist.
Note: Lasts four turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ.
 

-Broly-

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Before him was the shinobi said to have become one of the greatest of this era. Taek would have to defeat him should he have any claim to greatness in the future. The battle would begin with Taek channeling chakra into his hands and slamming the ground, creating an intricate pattern of blue seals on the ground that would begin to spew a dense chakra mist onto the field. After creating this seal, Taek would bite his tongue and scrape the blood of the seal near the tip of his tongue with his teeth. Summoning his trusty partner Castor who would upon being summoned instantly merge with the mist. In the same time-frame as his summoning of Castor, Taek would draw several kunai and launch it upwards at an arc with his left hand, whilst running to his right approximately five meters. The two were fighting on a grassland, and were 10 meters apart at the start of the battle. Taek would maintain this distance while running to his right approximately 5 meters. There was no need to attack right away, he simply needed to prep for what was to come.


(Kirigakure Hijutsu: Mujogihen) - Kirgakure's Secret Technique - Artificial Mist Deception
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will focus chakra into his hands, and then slam them into the ground, creating an intricate pattern of glowing blue seals on the ground. The seals possess the ability to leech the user's chakra and then use it to produce a mist thicker than normal ones created by man-made techniques. The mist is continually produced at high rates, meaning blowing it away will not result in the area being cleared of mist, it will just lighten it slightly. The mist since it has the user's chakra, the user will be able to sense where the opponent is.

* Can be used only once per battle
* Leeches user's chakra 10 per turn
* User cannot use Forbidden Rank techniques while it is active of any element.
* Neither user nor opponent can see or sense each other ( via methods other than the creation of this mist ) - even usages of other Chakra Sensing abilities will be distorted because of the chakra present in the mist itself.

(Same Kuchiyose: Kyasutā) - Shark Summoning: Castor
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Deep within the water country, in the village hidden in the mist dwelled a species of shark, within the dense fog lived a small yet incredible dangerous animal this animal dubbed by Taek as the Scavengers. Although the sharks were much smaller there their usual size, they compensated by using their unusual ability to swim and manipulate mist. These sharks were capable of expelling suiton from there skin, increasing the density of the mist around them to the point where the water vapor was far thicker than normal, but not solidified like regular water. Of these sharks was a teenage shark by the name of Castor. Castor is capable of merging with the mist, hunting down enemies stealthy as well as manipulating the mist around them with a power comparable to that of an A-rank water technique (this manipulation ability works in both ways, Castor can turn water into mist). Castor's last ability deals with the mist as well. Castor is capable of refracting light off the mist to turn it completely dark or blindingly bright at his leisure, due to all of his time living in the mist with the other schools of shark. This final ability is B-rank in power, and all of these abilities take away the appropriate amount of chakra for their rank.

Note: Cannot summon other sharks while Castor is on the field
Note: Castor although being summoned in water can and will immediately manipulate it into a plethora of mist.
Note: Lasts four turns in mist, or three turns without.
Note: Can only be taught by Jᴀʏ.
Active

( 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

One of all but Gryffindor's potions are carried

(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.

Doom stands, unbothered, unfettered, as your completely useless plan comes into your mind and thus his, being a skilled user in Legilimency. As you slam your hand down and the seal appears on the ground, Doom scoffs at you

You think yourself at all ready in the use of seals?


Immediately after your jutsu begins, Doom slams his hands down onto the ground himself, causing a large pillar of earth to rise directly beneath you. The pillar covers your entire short range radius as far as it's width goes (of course you'd be in the center). Its height goes 6 meters into the air. As the pillar comes up from the earth it completely cracks and destroys the earth that it covers, thus destroying your seal due to destroying the medium it's on and rendering your technique no more. The pillar is of course extremely sharp and comes out with great force, completely breaking your legs and leaving you severely bleeding if caught in it. And of course this would happen before you summon your shark.

(Doton: Kujo Joushou Iwa Chuuseki) - Earth Release: Destructive Rising Rock Pillars​
Type: Offensive
Rank: A
Range: Mid-Long
Chakra: 30
Damage: 60
Description: This jutsu causes gigantic pillars of rock to forcefully emerge from the ground. This is a even greater scaled Earth Release: Rising Spikes and is large enough to impale a summoning technique.

At the exact same time Doom's arm chains would throw 4 kunai in total. They would all rain down on you from above and land in different places. All of them have bottles of jaggerbombs and explosive tags on them except for one in particular which has a fuuin tag on it that will detonate when it gets within 5 meters of you.



( Fūin Wana Bakuhatsu ) – Sealing Trap Explosion​
Rank: B-Rank
Type: Offensive, Defensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user places a seal on a chosen location which when an enemy target draws closer to the seal it will release itself in activation to the enemy’s chakra and cause an explosion.


(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs​
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld

That kunai will come directly down on top of your head, or is aimed to atleast. Another is aimed to land 5 meters behind you, one is aimed to land 5 meters in front of you, and another is aimed directly at your heart, aiming to go through it. Once the two tags that are aimed in front and behind you hit the ground, the tags are timed to go off. The jaggerbombs attached to them increases their range and lethality to an explosive range of 5 meters. Due to a stronger tag, the fuuin tagged kunai has an explosive range of 7 meters. If the kunai that is aimed towards your heart misses, it will detonate once it gets a meter past your position, with an explosive range of 5 meters.



From slamming his hands on the ground, Doom nimbly and gracefuly transitions to a small flip via his hands to his feet and immediately begins running at you at his current top speed (which I think is pretty high, so its fast). As he runs he releases sound through the ground, causing vibrations that send you into fits of great pain while his bladed arm chains extend towards you, aiming to pierce your left leg and your head respectively. Doom is of course able to effectively change the trajectory of the chains, so simply dodging won't be enough.


( Ototon: Jakkuhanma ) - Sound Release: Jackhammer​
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.
 

Jᴀʏ

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As the ground began to shift Taek smiled, it seemed his opponent would try and achieve the usual tactic, a tactic he had seen an adversary once employ in order to get rid of the seal he had placed. Taek would instantly channel ration chakra into his right hand performing three handseals he would then slam the ground releasing a large bolt of electricity which would move onto to destroy both the earth construct and continue on towards Doctor Doom. Taek would also launch multiple kunai (more than you had launched) upwards towards the ones his adversary had thrown, Taek would throw the kunai with enough force to propel them back towards Dr. Doom. He would also make sure to intercept them before they got anywhere near him, as the tags on them worried him.

(Raiton: Ikazuchi Hakai) - Lightning Release: Lightning Destruction
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: After performing a small sequence of 3 hand seals the user will place their hand on the ground converting their chakra in to lightning. The user then sends an enormous bolt of electricity that cuts through the ground in the direction of the enemy. The shape of the bolt is a triangular with the base in the direction of the user and the tip headed towards the target. It causes devastating destruction on its way and generates enough heat and power to destroy whatever it comes into contact with.

At this point the seal would begin to release an overwhelming amount of mist expanding to long range, and what with the electricity travel towards him, Dr. Doom would have enough on his hands. Taek would manipulate the flesh on his back quickly forming bat-like, and fleshy wings, as well as multiple booster appendages to propel him high unto the air. There was no need to rush.. "This is turning out to be quite the interesting battle.."



(Senninka: Tsuyoi Uyoku of Illidan) - Sage Transformation: The Mighty Wings of Illidan
Rank: A
Type: Supplementary
Range: Short - Mid (When used to attack)
Chakra Cost: 30 to initiate +5 to sustain per turn
Damage Points: 60 (when used to attack)
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back. These wings can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The user can create boosters on their back once per battle that last for three turns. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way just like the Jet Booster Jump technique. This can only be done thrice per battle and counts as a move each time but can be done in the same time-frame as another technique. The user flies at their current running speed.

Note: Can only be used thrice
Note: The boosters can only be maintained for three turns and created once, the wings can be sustained indefinitely

 
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