( Kuro Mahou ) - Dark Arts
Type: Supplementary / Offensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.
Dark spells can be classified into three groups: jinxes, hexes, & curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.
B rank
Ebublio Jinx: - Supplementary
The Ebublio Jinx ( Ebublio ) is a jinx that entraps the target in a very large bubble that absorbs physical force, allowing it to survive attacks of equal rank and lower. Appearing as a brilliant purple jet of light accompanied by purple flame and smoke, when the spell lands a bubble rapidly expands from the point of contact to envelop the target. While it is able to absorb physical force, it is vulnerable to energy based attacks. If the item targeted is within short range, the user is able to create the bubble around said object nonverbally and without a wand.
Leg-Locker Jinx: - Supplementary
The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move
A rank
Flagrante Hex: - Supplementary/Offensive
The Flagrante Hex ( Flagrante ) is a Hex that causes objects to emit searing heat when touched. An object bewitched in this way will burn not only flesh, but material as well, causing second degree burns on contact and melting through bones within minutes. Protecting against this curse is difficult, as there are no outward signs of its use though once it's effects only apply to things it touches. This can be applied through direct contact with an object, hexing it and then removing contact with the object with it's effects being triggered or through release of a orange jet of energy. Year 6 and up Kisei are able to add the effects of Flagrante to other spells or jutsu remotely at the cost of a jutsu per turn and can only be done three times per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant). Can only be used overall 5 times, each with a turn break in between.
Reductor Hex: - Defensive/Offensive
The Reductor Hex ( Reducto ) is a hex that can be used to blast solid objects into pieces.This spell differs from Bombardment as Bombardment creates an explosion through force; Reductor insteads heats the object until expands through heat, reducing it's form into ashes, rapidly heating through and melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank
Sectumsempra Curse: - Defensive/Offensive
Sectumsempra ( Sectumsempra ) is a curse whose effect is the equivalent of an "invisible" sword; it is used to slash the victim from a distance, causing rather deep wounds. The slash follows the user's wand movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. Due to the depths of the cut, the victim’s run the risk of dying from blood loss if medic treatment is not applied in time, if the wounds are not instantly fatal. Though the aforementioned medjutsu may heal the wounds and may prevent scars, any body parts that have been severed by this curse cannot be grown back ( a trait of dark magic's permanent effects ). This can only be used 4 times, each with a two turn usage limit in between uses. This also can only be used up to mid range, it's effectiveness and lethality raised through closeness. After using, the user cannot use S rank Dark Arts and higher next turn.
Crucio Curse: - Defensive/Offensive
The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react rationally while under it's effects. In order to sustain the pain, the user cannot use any other jutsu or attacks while it's in use. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 3 times, each with a two turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Forbidden rank
Avada Kedavra: -Offensive
The Killing Curse ( Avada Kedavra ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully on a living person or creature, the curse causes a quick, painless death, without any signs of violence on the outside body. This happens
by the spell having being so comprised of mahou that when it strikes the opponent, it passes through the body, the energy destroying the heart on a cellular level while blasting them backwards 10 meters. However, one may dodge the green bolt or block it with a physical barrier of equal power. An explosion of green fire may result if the spell hits something other than a living target. The Avada Kedavra curse is recognizable by the flash of green light and the rushing noise emitted from the caster's wand. When the curse hits a living, organic target, it is capable of killing them without noticeable, outwards injury. However, when this curse hits an inanimate target, it produces short range greenish explosions of small fire. Can only be used twice per opponent, preventing usage for 3 turns after usage and no S rank and higher Dark Arts for two turns.
Note: Nearly all Dark Arts 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.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
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.