OOC: As discussed, only the kunai are tagged with ftg (as stated in the bio), meaning everything else would need to be tagged manually.First; knowledge.
With the arrival of the young wizard, Minato would activate his chakra sensing and begin his offence. In one swift motion he would cause three pillars of fire to emerge from beneath the boy, encompassing a meter distance in front of him, and to his sides, all aimed to burn the boy to a crisp. Additionally, the yellow flash would throw two FTG tagged kunais, each with a hand. One is aimed to arc high into the sky and fall towards the wizard's location. The other is aimed to hit the boy's neck. However, the second kunai would soon be multiplied, increasing the number of kunais up to a thousand, all spread out across the field.
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
(Katon: Gōka Honoo no Hashira Jutsu) - Fire Release: Great Fire Flame Pillars TechniqueType: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.
(Shuriken Kage Bunshin no Jutsu) - Shuriken Shadow Clone JutsuWeapons and clothing marked with FTG seal. An additional FTG kunai around my neck. CW around waist similar to a belt.Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: After throwing one shuriken or more against their target, the user creates up to a thousand shadow clones of the shuriken (or kunai, senbon, etc, basically any basic weapon) after performing Ram → Rat → Bird → Boar → Tiger which multiply the damage as its striking down the enemy. This is a technique that combines ninja tools with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on shuriken, yet since the shadow clones are real and not illusions, all the shadow blades that fly around are equally lethal. This is valid for any weapon copied and it has been seen that the copied weapons will also have the tags or markings of the original, like sealing or explosive tags or sealing marks.
Some things were out of order and Minato would be quick to notice. First, the detection of the irregularity in his chakra network. Second, the lack of adequate qualifications to the charging boy. Putting the two together, Minato would deduce that he was in an illusion of some sorts. The lack of chakra from the target aided the deduction even further. So, in response to the illusion and flip/charge, Minato would summon Gamahiro above the boy's previous location. The mere size of the summon meant that it would deal with the boy regardless of his movement. The fact that the toad would thrust it's massive sword into the ground after landing meant that a wide area would be affected. The sword thrust was angled in a way that placed Minato outside of it's area of effect, specifically 5 meters outside of the area of effect. Naturally this would put a stop to the boy's next movements.OOC: As discussed, only the kunai are tagged with ftg (as stated in the bio), meaning everything else would need to be tagged manually.
Passives:
( 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
From the moment he saw his opponent, Narmes' curious mind led him to immediately start navigating through the man's head; Essentially reading his thoughts right on the spot. At this point, he'd know what the man would attempt, so he had alright thought his counter maneuvers through. The moment the flames first started rising, Narmes would do a quick, acrobatic flip diagonally backwards (back to his left) in order to completely evade the flames and move out of their area of effect. Simultaneously to this, he'd be casting an illusion on Minato that would make him see Narmes move forward and evade the flames whilst dashing at him.
Doing the flip with a single hand (left), Narmes takes his right hand to retrieve his Ravenclaw potion; Crushing it in his hand and ingesting the elixir through skin contact alone. This doesn't cost him any chakra at all, so would be done as he evades the flames. The elixir would cause Narmes' chakra to become "nonexistent" in a way that no one would be able to track it at all.
Yoi monkīfisuto | Drunken Monkey Fist: Don’t Touch My Banana
Type: Defensive/Supplementary
Rank: C
Range: Short-Mid (illusion can be casted at mid range)
Chakra Cost: N/A
Damage: N/A
Description: This technique utilizes the elements of the playful monkey and is designed, not only to defend, but to increase the opponent’s frustration*with miniscule prankster illusions. In this technique the user makes use of various acrobatic movements; flips, rolls, jumps, bobbing and weaving and taunting motions to avoid enemy attacks and mocking their inability to hit them. This is not an all encompassing defense as the user can only defend/dodge at their current speed level and against other taijutsu or general small area techniques. As the Drunken Fist makes use of highly unpredictable movements that ordinary shinobi would need training for, these acrobatics enable the user to effective bob and maneuver in ways that cause the opponent to be unable to successfully land an attack.Along with the amazing acrobatics, every evasive maneuver would be accompanied by a simple illusion (D-rank). The illusion uses the movements as a medium for induction to make the opponent see an entirely different evasion; basically pranking them to be unaware of the true evasive move. So if the user was doing a roll to the left, he could make the opponent see a flip backwards, though the illusion only lasts a few seconds or so before being released.*
- Can only be used once every 3 turns
- Cannot move more than within a 5 meter area of the original position
- Cannot be used to mask an attack
- Need to have learned the Drunken Monkey Fist cfs
(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.
With knowledge of the special kunai coming his way, Narmes throw his own kunai to knock them away while also using a spell to conjure 2 objects at once. One would be around his body like an armor of sorts (like a glass knight), being A rank in power since it is only 1 of 2 conjurations. This would have 2 additional arms beneath where his original arms are, being used to knock away things, defend or attack. The other conjuration would be created 5.3 meters behind Minato and about a foot off the ground and positioned behind his leg (in the form of a demon windmill shuriken). It was positioned in a way that if it caused a shadow, the leg would be in the way; Though that shouldn't be an issue. The object was made to be similar in composition to glass, allowing light to pass through its transparency while also keeping its solidity. The windmill shuriken would immediately upon creation launch itself at full speed at an upwards diagonal angle in order to slice Minato's right arm off at the shoulder. This would happen at twice the speed of Narmes' original speed he holds, and would give off no hints of being created.
( Transfiguration ) - Transfiguration
Type:*Supplementary / Offensive / Defensive
Rank:*D-S (S)
Range:*Short - Long
Chakra:*10 - 40 (40)
Damage:*20 - 80 (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 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.
Chakra:
1000
-10 (Don't touch my banana prankster illusion)
-40 (Conjuration)
950
Some things were out of order and Minato would be quick to notice. First, the detection of the irregularity in his chakra network. Second, the lack of adequate qualifications to the charging boy. Putting the two together, Minato would deduce that he was in an illusion of some sorts. The lack of chakra from the target aided the deduction even further. So, in response to the illusion and flip/charge, Minato would summon Gamahiro above the boy's previous location. The mere size of the summon meant that it would deal with the boy regardless of his movement. The fact that the toad would thrust it's massive sword into the ground after landing meant that a wide area would be affected. The sword thrust was angled in a way that placed Minato outside of it's area of effect, specifically 5 meters outside of the area of effect. Naturally this would put a stop to the boy's next movements.
Following through, Minato would perform a hand seal and create two mockingbirds that would then form a defensive barrier around him. Minato would take note of his inability to sense the boy's chakra as the illusion wears off and he sees the real one in the distance.
(Kuchiyose: Assai Gama Ibukuru) – Summoning: Crushing Toad StomachType: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique bears resemblance to the Summoning: Toad mouth bind technique. However instead of warping the battlefield into the digestive tracks of a giant toad, the user reverse summons themselves and their opponents into the stomach of a giant toad and captures and isolates the target/s inside the stomach, cutting them off from allies and immobilizing their movements while the stomache starts crushing the opponent/s to death.
(Kuchiyose no Jutsu: Gamahiro) Summoning Technique: Gamahiro (Reference)Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Gamahiro is a gigantic toad warrior, rivaling the size of Gamaken and Gamabunta. Although little is known of his personality, as he isn't too keen to speaking, he embodies the true essence of a warrior. Sometimes summoned above an enemy to crush it to death, his main abilities are his prowess in close combat and his mastery in wielding his twin katanas (strapped on his back). A master of Taijutsu (mainly variations of Strong Fist) and Kenjutsu (mainly dual wielding Kenjutsu), he is a very dangerous close combat warrior. With strength and agility that rivals Gamaken's, he's generally dispicted as one of the top warriors amongst the toads of Myobokuzan, a fitting condition that is further proven by his immunity to all B-Rank and below ninjutsu. Like most toads, he can use Oil techniques. A trait unique to him is that from the large toads, Gamahiro is the only one so far seen summoned using the (Kuchiyose: Yatai Kuzushi no Jutsu) Summoning Technique: Food Cart Destroyer to crush an enemy.
Note: Requires signing of Toad Contract
Note: can only be summoned once
(Kenjutsu: Chikyū Seishin No Mukui) - Sword Art: Earth Spirit's ReckoningType: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user gathers a large quantity of chakra that is kneaded inside the body, then channelled into a sword held vertically behind the user's back with both hands. The chakra will pool to the edge of the blade that faces towards the user and be released all at once as the sword is swung in a vertical downward motion. The released chakra will appear as a quick flash of green that acts as a kind of thruster to increases the speed and force of the swing tremendously, so much so that it is able to shatter the ground around the user up to mid range, and destroy earthen structures B-rank and below. The shattering of the ground gives rise to a dust cloud that obscures the vision of both the user and the opponent. The main focus of this technique is to destroy the ground, but it also serves to unearth objects lying beneath the surface, such as people or summonings which are traveling through the earth. Due to the force of the impact and damage caused to the sword, this technique can only be used three times. Upon being used the third time, the sword's blade will shatter.
Note: Only useable thrice per battle.
Note: Cannot be used consecutively.
Note: Courtesy of Ańbu Juniør
(Fūton: Korosu Tame) - Wind Release: To KillType: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.
-Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.
I got a wicked new stash <_>
Stop doing drugs and check your tech you post lol
After evading the flames, Narmes takes note of something before he could bring forth his conjurations. The man had summoned a massive toad; A contract of animals that he was very familiar with, seeing as he was a master of toad arts/summons. He sees that it is Gamahiro and is immediately regretful for what he has to do.
Bombarda....
The incantation was whispered as he pointed his wand upwards to cause a stream of mahou to hit the giant blade before it reaches close range to him. This would instantly cause the blade to explode into a frenzy of mahou as it is immediately shredded into nothing. This would damage everything within close range of it, including Gamahiro, thus causing him to reverse summon.
( 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 C Rank
- 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.
Disarming Charm: - Supplementary B Rank
- 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.
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 A Rank
- 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.
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: - SupplementaryS Rank
- 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.
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.
With the explosion happening above Narmes, yet out of range, he moves on to his next assault without anymore thought into the toad. He'd quickly slam his hands on the ground thus causing a majestic gate of Rashomon to appear 10m in the air and exactly 15m behind Minato. The gate would quickly fall to the ground and cause a massive rumble and dust to scatter due to its size alone. Once on the battlefield, the gate opens up to reveal a cloud of smoke that is similar to the summoning jutsu. Within this smoke, a small, fragile figure could be seen as Narmes yells out to the Elder toad Shima:
PLAN DESICCATION!
(Kuchiyose: Gē No Gehenna) - Summoning Technique: Gate of Gehenna
Rank: A
Type: Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: This summoning is an upgrade of the standard Rashomon in which the user summons a single one of these demonic forms of the main gate of old Kyoto. After slamming their hands on the floor the summoning will begin with the gate being summoned at least ten meters above the field in up to long range. Once reaching the floor the gates true ability will be revealed as the large doors open revealing a puff of smoke as the gate acts as a medium for the summoning technique allowing the user to summon any of his contracts summoning animals to the field using the gate as a medium.*
Note: Can only be used thrice per battle.
Note: The animal the user summons must be posted for reference with this technique but the total summoning process only costs one move with this behaving as a medium.*
Note: Can only be taught by Jhin.
Note: It cannot summon animals that were already dispersed, or require highly specific circumstances to summon (i.e if a summon requires a water source to be present before being summoned, it will be unable to be called with this jutsu).
(Kuchiyose no Jutsu: Nidaisengama ) Summoning Technique: The Two Great Sage Toads (Reference/Shima Summoned)
Type:*Supplementary
Rank:*S
Range:*Short
Chakra:*40 (X2 if summoning both)
Damage:*N/A
Description:*One of the elder leaders of the Toads of Myobokuzan, Fukasaku (also known as Pa) is a small toad (somewhat in contrast with the fact that he's older and more powerful than the gigantic Gamabunta) who serves as the main teacher of Sage techniques to Naruto and Jiraya. Possessing a keen intellect, he is a master strategist and an experienced fighter. Shima (also known as Ma) is his wife and acts as his battle partner but also one of the elder leaders in the clan as well. Capable and powerful, Shima matches Fukasaku's battle prowess and share most of his abilities. Both are capable of using Frog Katas and gathering natural energy to temporarily boost their physical strength (if they aren't merged with the user). Both can perform ninjutsu and use Senjutsu Techniques and while Fukasaku can use up to S-Rank Water and Wind techniques, Shima can use up to S-Rank Fire and Wind techniques. Both can use oil techniques, a trait shared amongst most Toads, and some unique techniques known only to toads. Ma and Pa are the only toads that can merge with the user to gather natural energy and transfer it to him, enabling the user to keep sage mode active as long as the Amphibian Mode is kept. The user can summon one or the other, once per battle for each. However, if the user wants to summon both in the same battle, he needs to gather chakra for one turn before they are summoned (the user does the summoning technique and waits one turn for the summoning to be complete, keeping his hands together as he gathers enough chakra to perform the summon). They seem to be constantly infused with natural energy or their sage mode is incredibly durable though they haven't shown the same type of sensory awareness as ninja sage mode users.
Note: Requires signing the Toad Contract
Note: The user may still use other techniques while summoning the elder toads, but cannot perform any handseals
You see, Narmes was still passively navigating the man's mind, so knew the two mockingbirds created were a defense mechanism being used. With this in mind, plan desiccaation was perfect. Shima knew this plan was for her to destroy specific techniques that Narmes couldn't take out at moments or just needed her to do it while he was doing something else. In any case, she knew that the mockingbirds hanging around the boy needed to be dealt with. Using Senjutsu, she'd simply control the surrounding natural energy in order to disrupt the air currents around the birds which would immediately cause them to break apart and disperse on the spot. While Shima was doing this, Narmes had simply thrown numerous boomerangs at and around Minato; A couple aiming to hit him in the torso, and a few aimed to barely pass by him on each side.
(Senjutsu: Muki kansō) - Sage Technique: Inorganic Desiccation
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Essentially the ability allows the user to reach in to natural substances and pull the natural energy from causing them to become desiccated and damaged. When used against earth for example the earth would become seemingly older and barren causing it to crack and fracture in to dust (in case of a mud, it would dry out the mud). When used against water the liquid would become stagnant and their bonds will break down, so that the mass of water breaks down into a fine mist, to basic moisture in the air (like that produces when we breathe) nullifying the water. When used on techniques this can be performed at range with no physical contact. Due to the technique being natural energy based it's capable of defending from all techniques S rank and below that are not dual nature, such as lava or ice. And additional use of this technique is to draw out chakra from nature into the air, to disrupt currents in the air, this can be used to nullify the flow of wind release techniques. Not only this, but due to the short burst of chakra being pulled out through this technique, the users next sage technique will gain at +1 rank in damage, or +20 damage to S rank and above.
Note: May be used twice per battle. Two turns between uses
Note: Reduces sage mode by 1 turn
Note: This technique can only be used during sage mode.
Note: May only be taught by Jhin
Note: No senjutsu techniques in the turn following this above A rank.
Afterwards, Shima would be standing behind Minato awaiting a reaction while Narmes stood looking straight at him awaiting the same thing.
Chakra:
950
- 40 (Bombardment Spell)
- 30 (Gate of Gehenna)
- 40 (Inorganic Desiccation)
840
Hold upI got a wicked new stash <_>
--
Second; observation.
The moment the beam is shot Minato would cut it off at it's source. Through a single hand seal he would cause a small chakra burst on the boy's palm, forcing him to let go of the wand, thus ending the usage of the beam before it hits, allowing for the attacks to go through as intended. The wand would fly forwards around 5 meters, placing it outside of the reach of the boy.
Following through, Minato would infuse the mockingbirds with more chakra, allowing them to become more durable.
(Ninjutsu: Dorobō Neko) Ninja Arts: Burgler CatSuiton: Poseidon no yueki | Water Release: Poseidon's InfusionRank: C
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: With one handseal, the user is able to create a small chakra burst on the palms of the opponent, when he/she's holding something (such as a sword, or a kunai, etc). The burst will invariably make the hand open, and shoot the object outwards. If in short-range, the user can choose to make the object fall on her hand.
Mainly this is a distraction jutsu, as most opponents, Sannin and above, will have the necessary reflexes to re-catch the weapon again after it is shot a small distance (arm's range or elbow's range).
The user can shout: "Expelliarmus", if the user is a geek.Type: Supplementary
Rank: A-rank
Range: Short/Long
Chakra Cost: 30
Damage Points: N/A
Description:
The user creates an abundance of thick moisture within the surrounding atmosphere using their suiton chakra as a base. At first sight the moisture itself is many times thinner than the original hiding in the mist technique, being nearly invisible to the naked eye. While the moisture on its own doesn’t possess an immediate threat, when combined with a wind style jutsu it comes into full effect. When a wind jutsu is used, the moisture ‘thickens’ the wind immediately, infusing with it to create a coat of sorts. It’s purpose is to essentially eliminate the natural weakness wind has to fire, as when colliding with a fire jutsu the moisture prevents the fire from feeding off the wind/continuing forwards by becoming a first line of defense for the wind. This doesn't only have an affect against fire though. Due to this techniques nature and affects, the way it is created makes it only react to the user's chakra. This means that when another wind jutsu goes through it that isn't the user's, it won't attach to it, it'll act as a normal A-rank mist.
Restrictions
• Only enough moisture to coat 1 wind jutsu per use
• Usable 2x per match
• No water jutsu S rank or above While active
• Wind jutsu infused with this become neutral to fire jutsu
• Due to this jutsu having no affects on its own and only being something to aid another technique, it can be used beside a wind technique within the same time frame