[CC] Zatanna - Kisei

Zatanna

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Describe it, explain it and give different usages, etc.
ok so the stupefy spell is probably a standard spell to paralyse opponents and also the main spell to capture people. The advantage from this to genjutsu is that the opponent cant break out of it through pain. only through willpower or some other way.
It can also be used to stop objects coming towards you, animals, summons, weapons, tools. I think maybe breaking apart structures and elements like earth?

I imagine its like a projectile yes? not a beam from the wand?
 

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I imagine its like a projectile yes? not a beam from the wand?
What's the difference between a projectile and a beam in this case? o_O
But yeah, it's a projectile that can be avoided that spawns from the wand in the form of a beam of light.

The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
Fairly basic technique, particularly good against opponents you'd normally be unable to track. It's also somewhat limited, as it's effects don't pertain non-ninja and if someone enters the fight after you use it, you won't be able to locate them either.
 

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What's the difference between a projectile and a beam in this case? o_O
But yeah, it's a projectile that can be avoided that spawns from the wand in the form of a beam of light.



Fairly basic technique, particularly good against opponents you'd normally be unable to track. It's also somewhat limited, as it's effects don't pertain non-ninja and if someone enters the fight after you use it, you won't be able to locate them either.
Ah see I imagine a beam as a constant laser type looking projectile of light.

Ah I see. It's a good sensory spell for 3 turns for tracking ninja. Summons won't be detected but it will let me mentally recognise any ninjas position up to 3x my speed.
 

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Ah see I imagine a beam as a constant laser type looking projectile of light.

Ah I see. It's a good sensory spell for 3 turns for tracking ninja. Summons won't be detected but it will let me mentally recognise any ninjas position up to 3x my speed.
Ah, then no. Just think of it as a projectile of light, like in the books and movies.

The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Alright, explain this one in detail with possible uses and shizzle.
 

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Oohh I know this one! Like cutting a hole in a bag for books to fall out to distract someone to talk to! :please hehe.
Well possible uses I could imagine like cutting solid objects, cutting through ninja tools, summons, environment.
 

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Last charm!

Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Basically, one of your few massively destructive techniques capable of blowing almost anything to smithereens. Be careful on when you go on the attack because this will limit you to no Severing Charm or this spell again for the next turn. You can only use it mid to long range, due to how dangerous it is. Questions?
 

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I think only one, and that's does it have to make contact to explode? Ie if it comes in contact with fire or lightning or wind etc does it still explode? Apart from that, no other questions.
 

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I think only one, and that's does it have to make contact to explode? Ie if it comes in contact with fire or lightning or wind etc does it still explode? Apart from that, no other questions.
I'd have to check with Chris, but based off the description, it needs contact and thus energy-based attacks won't trigger the explosion. Furthermore the technique describes the target as an item and I don't think any energy-based attack would fit that description. I'll check with Chris just in case, though.
 

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I'd have to check with Chris, but based off the description, it needs contact and thus energy-based attacks won't trigger the explosion. Furthermore the technique describes the target as an item and I don't think any energy-based attack would fit that description. I'll check with Chris just in case, though.
Okiedokie that's cool to note if it goes through them
 
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Okiedokie that's cool to note if it goes through them
According to Chris, the energy attack and the spell would work as a neutral clash. Basically, if it has the required rank it can either cancel or overpower the other.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive
  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
C Rank

Disarming Charm: - Supplementary
  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
B Rank

Summoning Charm: - Supplementary
  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary
  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank

Stunning Charm: - Offensive
  • The Stunning Spell ( Stupefy ), also known as a Stunner or Stupefying Charm is a charm that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Human Presence Revealing Spell: - Supplementary
  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive
  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms 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. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

Here's the full technique. Make sure to pay to pay attention to this particular note:

Note: Nearly all Charms 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. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
And read the general description of the Charms branch.
 

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According to Chris, the energy attack and the spell would work as a neutral clash. Basically, if it has the required rank it can either cancel or overpower the other.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive
  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
C Rank

Disarming Charm: - Supplementary
  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
B Rank

Summoning Charm: - Supplementary
  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary
  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank

Stunning Charm: - Offensive
  • The Stunning Spell ( Stupefy ), also known as a Stunner or Stupefying Charm is a charm that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Human Presence Revealing Spell: - Supplementary
  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive
  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms 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. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

Here's the full technique. Make sure to pay to pay attention to this particular note:



And read the general description of the Charms branch.
Its a pretty handy spell. Im going to have to remember this as the NB version and not the HP version. I think its good that the stronger I get, the more utility I have with my spells.
 

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Its a pretty handy spell. Im going to have to remember this as the NB version and not the HP version. I think its good that the stronger I get, the more utility I have with my spells.
Charms are neat, but I think you'll like the next branch even better. It's a personal favourite: Transfiguration!

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.
Given how expansive each transfiguration tech is and how few of them there are, I'll let you explain every single one and interject with anything of value I might add. Make sure to cover as much as possible and think of different scenarios. Describe this version and as soon as I find the new one, I'll post it as well and we'll discuss how this affects the technique. Dig in!
 

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Charms are neat, but I think you'll like the next branch even better. It's a personal favourite: Transfiguration!



Given how expansive each transfiguration tech is and how few of them there are, I'll let you explain every single one and interject with anything of value I might add. Make sure to cover as much as possible and think of different scenarios. Describe this version and as soon as I find the new one, I'll post it as well and we'll discuss how this affects the technique. Dig in!
Ok, well this is going to be intersting...

the first thing that comes to mind is that switching part. So I could switch one item with another, so long as their within mid range of each other and non sentient? So I could swap my oppositions clothes for that of a paper bomb? or a paper bomb vest?

never mind then.

Did you want me to explain that above, or you mean youll say the uses then Ill explain them?
 
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Ok, well this is going to be intersting...

the first thing that comes to mind is that switching part. So I could switch one item with another, so long as their within mid range of each other and non sentient? So I could swap my oppositions clothes for that of a paper bomb? or a paper bomb vest?

never mind then.

Did you want me to explain that above, or you mean youll say the uses then Ill explain them?
Here's the complete, updated version of the technique.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
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 restriction 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 their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
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.

I want you to go over every branch of transfiguration, explaining how it works and how you could use it in your favour.
 

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Here's the complete, updated version of the technique.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
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 restriction 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 their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
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.

I want you to go over every branch of transfiguration, explaining how it works and how you could use it in your favour.
Holllly SH*T ok thats a lot. alright lets do it.

Lets start with Transformation - Supplementary ( D - S )

Its used by commanding Permuto, and has 2 different types, depending on how theyre used, as seend by their "applications and targets"
The first is a tranfiguration of the element targeted, ie changing its property from a gas or liquid or solid. Ofcourse it comes with ther restrictions that you cant transmute it into something you cant actually "use" or do, IE CE or elements etc you cant use. It also requires a higher rank the larger the object. Only S rank can change the properties of a person.
The second, is almost like a transportation/transmutation spell being able to swap the properties of two objects. This also comes with restrictions of how far and fast it can be done with the rank.

Vanishment: - Defensive ( A ) is basically a deletion spell, making something "not exist" but thats not true, it simply jsut folds the chakra into itself till its destroyed. This cannot be used on anything above A rank or living. Can only be used 3 times and once every 3 turns.

Conjuration - Offensive/Defensive/Supplementary ( D - S )
using "Obtestor" this is literally creating something from nothing, within reason based on the rank used. It is cast at twice as the users speed, they last 4 turns before disappearing, also draining 10 chakra per turn to sustain. Additionally the restriction "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 )
Last in transfiguration, basically the opposite of every spell jsut done, by undoing transfiguration spells. Uses only B rank chakra, and uses the incantation; Reparifarge.
restrictions include only being able to transfigure S rank things by year 5s and after it has been used at an S rank, cannot use it again next turn.
 

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Holllly SH*T ok thats a lot. alright lets do it.

Lets start with Transformation - Supplementary ( D - S )

Its used by commanding Permuto, and has 2 different types, depending on how theyre used, as seend by their "applications and targets"
The first is a tranfiguration of the element targeted, ie changing its property from a gas or liquid or solid. Ofcourse it comes with ther restrictions that you cant transmute it into something you cant actually "use" or do, IE CE or elements etc you cant use. It also requires a higher rank the larger the object. Only S rank can change the properties of a person.
The second, is almost like a transportation/transmutation spell being able to swap the properties of two objects. This also comes with restrictions of how far and fast it can be done with the rank.
We'll be discussing only one branch at a time, since I want to make sure we go over every little detail. Alright, so before we start talking about this, you need to know there are things you can't transfigure;

Food: It’s impossible to make good food out of nothing. You can summon it if you know where it is, you can transform it, you can increase the quantity if you’ve already got some already, but you cannot create it directly. This doesnt extend to water and soups, however. Just food itself. This in relation to the RP doesnt matter much though.

People: You cannot use transfiguration to transfigure a body from a state of death to alive. Raising the dead is a no, as well as reanimating them. NOTE: By reanimating them I mean actually raising from the dead, not animating the corpse in a way similar to zombies (Inferi).

Money: It's impossible to magick money out of nowhere or otherwise it'd devoid the entire wizarding world lol. No need for anyone to purchase shit when you can replicate any amount instantly. You can copy and duplicate it BUT it never lasts; it always disappears moments later so it's still pretty useless. This in relation to the RP doesnt matter much though.

Abstract things: Now, this one is a bit trickier. With certain potions, you can replicate intense emotions, but it wont be the actual feelings. With a custom amormentia potion, for example, you can make a powerful infatuation or obsession but not actual love. This in relation to the RP is a non issue though.

Injuries via dark magic: Wounds inflicted by Dark Arts cannot be healed via magic or any other known means. This means that if something like Septemsempra lands, it will cut the opponent in such a way that the injury can be healed and stopped, but the missing limb will not be able to be regrown. If an arm is targeted, they can stop the blood flow but not the injury itself.

Additionally we can't freely transmute from one state of matter to another; we're limited to one phase at a time. We can't go from solids to gas or vice versa. If you want to achieve such a result, two usages of Transformation would be required - one to turn the solid into a liquid and the second one to turn the liquid into a gas. Also, you can only transform something with less chakra in it than the rank of the spell you use.

An interesting hidden ability is that you can turn items into elements you do not know, but they won't maintain their properties. For instance, you can make a golden sword that will not have the S/W of Gold nor it's durability. However, if you had Gold Release, then the sword would have all of those properties.

I don't know what you mean by the S-rank being able to change the properties of a person, you can only change your properties, not someone else's. Switching doesn't change the properties of 2 objects but actually swaps both items. Basically, if you applied it to an armour, you'd get the armour while the target would receive your own clothes in return or something like that. Thoughts?
 

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We'll be discussing only one branch at a time, since I want to make sure we go over every little detail. Alright, so before we start talking about this, you need to know there are things you can't transfigure;

Food: It’s impossible to make good food out of nothing. You can summon it if you know where it is, you can transform it, you can increase the quantity if you’ve already got some already, but you cannot create it directly. This doesnt extend to water and soups, however. Just food itself. This in relation to the RP doesnt matter much though.

People: You cannot use transfiguration to transfigure a body from a state of death to alive. Raising the dead is a no, as well as reanimating them. NOTE: By reanimating them I mean actually raising from the dead, not animating the corpse in a way similar to zombies (Inferi).

Money: It's impossible to magick money out of nowhere or otherwise it'd devoid the entire wizarding world lol. No need for anyone to purchase shit when you can replicate any amount instantly. You can copy and duplicate it BUT it never lasts; it always disappears moments later so it's still pretty useless. This in relation to the RP doesnt matter much though.

Abstract things: Now, this one is a bit trickier. With certain potions, you can replicate intense emotions, but it wont be the actual feelings. With a custom amormentia potion, for example, you can make a powerful infatuation or obsession but not actual love. This in relation to the RP is a non issue though.

Injuries via dark magic: Wounds inflicted by Dark Arts cannot be healed via magic or any other known means. This means that if something like Septemsempra lands, it will cut the opponent in such a way that the injury can be healed and stopped, but the missing limb will not be able to be regrown. If an arm is targeted, they can stop the blood flow but not the injury itself.

Additionally we can't freely transmute from one state of matter to another; we're limited to one phase at a time. We can't go from solids to gas or vice versa. If you want to achieve such a result, two usages of Transformation would be required - one to turn the solid into a liquid and the second one to turn the liquid into a gas. Also, you can only transform something with less chakra in it than the rank of the spell you use.

An interesting hidden ability is that you can turn items into elements you do not know, but they won't maintain their properties. For instance, you can make a golden sword that will not have the S/W of Gold nor it's durability. However, if you had Gold Release, then the sword would have all of those properties.

I don't know what you mean by the S-rank being able to change the properties of a person, you can only change your properties, not someone else's. Switching doesn't change the properties of 2 objects but actually swaps both items. Basically, if you applied it to an armour, you'd get the armour while the target would receive your own clothes in return or something like that. Thoughts?
Ohhh OK I think I understand it a bit more. Especially the different element stuff.
And yeah, sorry that's what I mean by s rank changing properties.
I can think of a few unique properties of transfiguration that seem pretty useful. Like changing a wall of lava or some liquid into a large chunk of metal instead stopping it instantly.
I think I probably will need battle training later on to properly and effectively use each school of mahou, as well as probably expand my imagination a bit and study up a bit more.
 

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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. Conjuration can only be used once every 3 turns, a max of 4 times. S ranked Conjurations can only last 3 turns.
Basically, you can't conjure the five restricted concepts I mentioned earlier. Other than that, feel free to try out new stuff on the fly.

When conjured, they have twice the user's speed when he casts the spell. What this means is that if you for example had EIG active and used a B rank conjuration, ( due to EIG restrictions, this is the highest ninjutsu you can use ), you would be able to use it with twice your speed. Lasting up to 4 turns, it drains 10 chakra per turn.
 

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Basically, you can't conjure the five restricted concepts I mentioned earlier. Other than that, feel free to try out new stuff on the fly.

When conjured, they have twice the user's speed when he casts the spell. What this means is that if you for example had EIG active and used a B rank conjuration, ( due to EIG restrictions, this is the highest ninjutsu you can use ), you would be able to use it with twice your speed. Lasting up to 4 turns, it drains 10 chakra per turn.
Ok, and as states, it says anything within reason? Im guessing size within reason? and within the concept of this universe haha.
So If Im getting it right, If I conjure 3 S rank shields, they'd all be B rank?
I'm starting to understand the limitations more and more I think...
 

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Ok, and as states, it says anything within reason? Im guessing size within reason? and within the concept of this universe haha.
So If Im getting it right, If I conjure 3 S rank shields, they'd all be B rank?
I'm starting to understand the limitations more and more I think...
I'd say it has to do with size and OPedness. For instance, I'd refrain from recreating Madara's meteorite technique but I'll ask Chris how limited we are. For now, just make sure it's not something too crazy.

As per the second question, no. If you use this technique three times, it will be three S-rank shields. If you used the technique once, instead the math would look a little bit like this. S-rank = 4 B-ranks => 4 B-ranks/3 shields = three very slightly above B-rank shield, I suppose.
 
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