[open] Sannin and above

Sasori

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[FONT=&quot]Rei's R &R
Mid Range - 15m
Customs - Allowed
Terrain -Grassy Plains Field
Time Limit - 4 days
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irce (Outdated)

 

-Broly-

Kage in the Making 👑
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[FONT="]Rei's R &R
Mid Range - 15m
Customs - Allowed
Terrain -Grassy Plains Field
Time Limit - 4 days
[/FONT][/COLOR][/CENTER][FONT=palatino linotype][URL="https://narutobase.net/forums/showthread.php?t=724978"]C[/URL]irce (Outdated)
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Doctor Doom
 

Sasori

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(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.

Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice

Upon arriving to the battlefield, Circe would waste no time observing her opponent. From the looks of it, her opponent across from her was another wizard just like her. "Another magical being." she was just beginning to think she was the only one in existence. Knowing how clever and crafty wizards can be, she decided to play around with her opponent because that would only lead to her falling prey to one of their attacks. With her wand in her right hand, she would speak the words " Doton Mahou." Immediately after she spoke the words, humanoid arms composed out of earth would appear from Mid-long range. A pair of arms would instanty appear beneath her opponent and pull on the man's ankles backwards in order to cause the man to fall on the ground. While this was happening, the rest of the soldiers would leap into the air followed up launched a wide array of weapons down towards his opponent which would explode into shrapnel on their way down.

(Andeddo no kuni) ☠ Earth Style: Land of the Undead
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique, the user will first perform three hand seals and gathers their Earth chakra across the field from Mid to long range. Shortly after this has been done, the ground around the enemy begins to shake as humanoid earth warriors emerge themselves from the ground similar to that as if someone was crawling out of a grave. Immediately as this has been done a pair of hands from an earth warrior will emerge from underneath the ground and grab hold of the enemy’s ankles. While this is being done it will essentially prevent the enemy from moving or cause them to fall if they were currently running, but if doing this technique while the target is running the user must still be capable of physically tracking them in order to be successful. Along with holding an enemy in place it is possible for the user to manipulate the arms to pull one or both of the enemy’s leg causing them to fall which can be useful to throw off any incoming attacks. The main purpose of this technique however, comes from the multitude of earth warriors that will propel themselves into the sky upon their creation which happens pretty quickly and even before the soldiers have fully emerged from the ground. Due to the wide array of soldiers, it makes it nearly impossible to count all of them, but from a quick glance one can see that all of them hold a variety of weapons in hand ranging from spears to axes. Once the soldiers have reached at least Mid-range into the air which happens pretty quickly, the warriors all while in mid-air will thrust their weapons down upon the battlefield which engulfs it a huge shadow rather fast. The wide scale of this technique makes it near impossible to outrun them. So at the time as the earth arms bind the enemy if successful, the weapons begin to rain down. However, before contact has been made the tools all begin to expand exponentially until it appears that they are going to burst; which they do. When the weapons explode, it sends a wide scale of earth like shrapnel across the field that really makes it hard to outrun then, and if contact is made the opponent will be pierced all over. After the shrapnel has reached the ground this leaves the earth soldiers to simply fall from the ground, but at this point the user has no control over them. As they are falling it, it becomes a hazard for any targets on the ground even though it is just free-form earth at this point, because it can still crush and harm someone following basic principles.

Note: Can only be used twice with a two turn cool down period.
Note: No Earth jutsu above A-rank next turn.
Note: The soldiers only last in the turn they are made.
 

-Broly-

Kage in the Making 👑
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(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.

Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice

Upon arriving to the battlefield, Circe would waste no time observing her opponent. From the looks of it, her opponent across from her was another wizard just like her. "Another magical being." she was just beginning to think she was the only one in existence. Knowing how clever and crafty wizards can be, she decided to play around with her opponent because that would only lead to her falling prey to one of their attacks. With her wand in her right hand, she would speak the words " Doton Mahou." Immediately after she spoke the words, humanoid arms composed out of earth would appear from Mid-long range. A pair of arms would instanty appear beneath her opponent and pull on the man's ankles backwards in order to cause the man to fall on the ground. While this was happening, the rest of the soldiers would leap into the air followed up launched a wide array of weapons down towards his opponent which would explode into shrapnel on their way down.

(Andeddo no kuni) ☠ Earth Style: Land of the Undead
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique, the user will first perform three hand seals and gathers their Earth chakra across the field from Mid to long range. Shortly after this has been done, the ground around the enemy begins to shake as humanoid earth warriors emerge themselves from the ground similar to that as if someone was crawling out of a grave. Immediately as this has been done a pair of hands from an earth warrior will emerge from underneath the ground and grab hold of the enemy’s ankles. While this is being done it will essentially prevent the enemy from moving or cause them to fall if they were currently running, but if doing this technique while the target is running the user must still be capable of physically tracking them in order to be successful. Along with holding an enemy in place it is possible for the user to manipulate the arms to pull one or both of the enemy’s leg causing them to fall which can be useful to throw off any incoming attacks. The main purpose of this technique however, comes from the multitude of earth warriors that will propel themselves into the sky upon their creation which happens pretty quickly and even before the soldiers have fully emerged from the ground. Due to the wide array of soldiers, it makes it nearly impossible to count all of them, but from a quick glance one can see that all of them hold a variety of weapons in hand ranging from spears to axes. Once the soldiers have reached at least Mid-range into the air which happens pretty quickly, the warriors all while in mid-air will thrust their weapons down upon the battlefield which engulfs it a huge shadow rather fast. The wide scale of this technique makes it near impossible to outrun them. So at the time as the earth arms bind the enemy if successful, the weapons begin to rain down. However, before contact has been made the tools all begin to expand exponentially until it appears that they are going to burst; which they do. When the weapons explode, it sends a wide scale of earth like shrapnel across the field that really makes it hard to outrun then, and if contact is made the opponent will be pierced all over. After the shrapnel has reached the ground this leaves the earth soldiers to simply fall from the ground, but at this point the user has no control over them. As they are falling it, it becomes a hazard for any targets on the ground even though it is just free-form earth at this point, because it can still crush and harm someone following basic principles.

Note: Can only be used twice with a two turn cool down period.
Note: No Earth jutsu above A-rank next turn.
Note: The soldiers only last in the turn they are made.

As you make say Doton Mahou, Doom passively activates his legilimency, allowing him passage into your mind.

( 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

And as the earth shakes, signifying your attacks beginning, Doom readies himself for action. The hands would pop up and Doom would see them out of his peripheral vision, adjusting his head just slightly to do so. The hands had just grabbed him when Doom smashed one of the vials containing his blood on his hip, smearing it across the snake tattoo found in the same area. This action would instantly summon Manda onto the field. Manda would be summoned coiled up around Doom, giving him around a 5 meter area of space between the walls of the snake. The coil would be made in such a way that Manda's tail would be inside of the coil, swiping at your soldiers that had grabbed Doom with his tail and destroying them while Doom regained his balance. Of course, Manda would cover the above area, absorbing your S rank attack in its entirety and protecting Doom. After your attack, Manda's skin would fall off to the side as it shed, but that wouldn't be the end of it. Due to Manda's large size, he is able to stay covering the top of Doom to protect him, while using his 100 meter long frame to also strike outwards to attack you, aiming to slam down onto you from above. He would do this all with fluid motion at once upon being summoned


Kuchiyose no Jutsu: Manda) - Summoning Technique: Manda
Type: Offensive/Defensive
Rank: F
Range: Short
Chakra: 50
Damage: N/A (-10 to user upon summoning)
Description: Manda is a gigantic, 100 meter long snake who serves as the "leader" of all snakes. Fierce and aggressive, Manda is a shrewd warrior. To summon Manda, the user takes a big gamble, as he can easily turn on its summoner if he so deems it. Not only that, but the sacrifice and the amount of chakra needed damages the user, making summoning Manda a forbidden act. Manda has some unique abilities. Extremely fast and strong, his tail acts as a sharp mace that he can fling at the enemies with ease, speed and tremendous power (capable of overcoming even A-Rank defenses). Manda is also capable of using his chakra for 2 unique techniques: he can borrow underground (even if its affected by up to A-Rank techniques), tunneling through the earth at enormous speed or shed his skin, using a sort of substitution technique, where he trades places with his shed skin. While underground, Manda can sense the vibrations through the earth and pinpoint the location of his enemy. While completely immune to techniques A-Rank and below, Manda can take one S-Rank attack and survive by shedding his skins afterwards, although this can only be done once.

Note: requires snake contract
Note: can only be summoned once

But that wouldn't be all, for immediateled after Manda was summoned, Doom would mutter a word and summon a blueish lightweight metal armor over him. This armor would be complete with claws and wings that would be made in such away that they could flap as if they were real wings and move as if real claws. It would still be flexible and light enough for Manda to be able to move the main body to strike you. Doom would still be able to retain control of him anyway. The armor upon Manda would look like this. With this, when Manda strikes towards you, the gigantic dragon like creatures head would crash down upon you by simply craning its neck. Doom would remain protected beneath the Dragon. It should be noted that after your technique has subsided, Doom would manipulate the armor (and thus manda) to take off in flight towards you, still aiming to crash down upon you. Manda would be moving at twice Doom's speed at this point.

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( 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.
 
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