[CC] Suits and Wands

The_Empire

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Ok, tell me what house youre in, and also what you know of the Kisei clan. Ill fill in any blanks you miss.
Kisei is a clan of Wizards and Witches. They were created by a Monk by the name Merlin. He was the one(insert SpongeBob joke lol). Kisei is a clan that uses Mahou which is an advanced Ninjutsu. They use movement, wands, and even their own voice to channel their Mahou and even other Ninjutsu through. They can even use Mahou and Ninjutsu without their voice, wand, and movement. Their main thing to use their Mahou is a wand which is made of different materials(list below).

Wand WoodTraits and Properties
VineA khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.
HollyA shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.
ElderRare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.
HawthornA dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.
RosewoodWands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.
AshwoodAn ivory like color, Ashwood wands are unyielding, perfect for Charms.
YewA morbid yellow tint, Yew wands are another wand suited for Dark Arts.
Wand TypeBenefits associated with it
Dragon HeartstringPowerful, and ideal for Lightning usage
Phoenix FeatherFiery and good for Fire usage
Unicorn Tail HairPowerful and ideal for Water usage
Veela HairTemperamental and ideal for Wind usage
Dittany StalkStrong and ideal for Earth usage
Thestral Tail HairIdeal for usage with any element the user chooses

Kisei also are two different types of Wizards and Witches also which are Dark and Light. There are also different forms that the Dark and Light Kisei uses which are known as Charms, Potions, Transfiguration, Dark Arts, and Defense Against the Dark Arts. There are also known of some advanced forms that uses Mahou which are Legilimency and Occlumency.

House of Slytherin
 
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Zatanna

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Basically what Im about to explain is what youll be able to do once you reach a 7th year student level within the clan. Id say refrain from using them in battle till I or Lok say youre 7th year student. Wont be long.

Ok so lets break down the Wands bit so that you choose what type of wand you want to use. Wands are able to channel your chakra to use all your ninjutsu, from your CCJ to personal elemental ninjutsu. By performing a verbal component and a wand movement, you are able to channel your chakra to produce the technique you desire.

The wand types have a natural affinity for certain elements. Wand woods have certain affinities for specific Kisei CCJ. When combined they give you a unique wand that has an effect on your techniques. Using wands allows a user to perform techniques without the use of hand seals, however to note that a technique that still requires 5 handseals will take the time to perform the incantation as 5 handseals. This is still affected by specialties within your biography, however a wand is able to aid you in this. Each technique has 2 components, a somatic and a verbal. What this means is that for example if you wanted to perform a fire ninjutsu, you would say the word "Katon: X" then perform the movement with your wand.

Depending on what combination you choose allows you to perform the techniques affiliated with without the verbal and somatic components. So again, if you chose to have a Holly wand with a Phoenix Feather core, you could perform Fire techniques and Charms Techniques without actually having to say any words or performing the motions with your wand, simply a point and click.

Reminder, non verbal or somatic is a benefit of higher level students.

I dont know if youve already picked out a wand type combination, but if you have then thats all good.
Ill be posting the techniques and covering a few of the spells at a time. Do you have any questions so far?
 

The_Empire

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Basically what Im about to explain is what youll be able to do once you reach a 7th year student level within the clan. Id say refrain from using them in battle till I or Lok say youre 7th year student. Wont be long.

Ok so lets break down the Wands bit so that you choose what type of wand you want to use. Wands are able to channel your chakra to use all your ninjutsu, from your CCJ to personal elemental ninjutsu. By performing a verbal component and a wand movement, you are able to channel your chakra to produce the technique you desire.

The wand types have a natural affinity for certain elements. Wand woods have certain affinities for specific Kisei CCJ. When combined they give you a unique wand that has an effect on your techniques. Using wands allows a user to perform techniques without the use of hand seals, however to note that a technique that still requires 5 handseals will take the time to perform the incantation as 5 handseals. This is still affected by specialties within your biography, however a wand is able to aid you in this. Each technique has 2 components, a somatic and a verbal. What this means is that for example if you wanted to perform a fire ninjutsu, you would say the word "Katon: X" then perform the movement with your wand.

Depending on what combination you choose allows you to perform the techniques affiliated with without the verbal and somatic components. So again, if you chose to have a Holly wand with a Phoenix Feather core, you could perform Fire techniques and Charms Techniques without actually having to say any words or performing the motions with your wand, simply a point and click.

Reminder, non verbal or somatic is a benefit of higher level students.

I dont know if youve already picked out a wand type combination, but if you have then thats all good.
Ill be posting the techniques and covering a few of the spells at a time. Do you have any questions so far?
I have no questions right now. I think I will hold off on picking my wand until the end since I want to see what each technique can do. I was thinking for my Want type, Thestral Tail Hair(Ideal for usage with any element the user chooses). Wait I got a question. What does it mean by usage for any element the user chooses? Can it be used for all elements or just one element?

If and when I want to create a personal CCJ which is. CW wand do I have to use these wand types of woods and types?
 
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Zatanna

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I have no questions right now. I think I will hold off on picking my wand until the end since I want to see what each technique can do. I was thinking for my Want type, Thestral Tail Hair(Ideal for usage with any element the user chooses). Wait I got a question. What does it mean by usage for any element the user chooses? Can it be used for all elements or just one element?

If and when I want to create a personal CCJ which is. CW wand do I have to use these wand types of woods and types?
Thestral Hair allows you to choose a CE or AE as the element for non verbal and wand movements. Effective it covers any 'element' but you can only choose one element for it to effect. So you cant say CE#1 for one battle but then say its for CE#3 in your next battle etc.

Ok first up we will look at charms. This is the technique in its whole:
( 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.

Before we get into them, tell me what you think the strengths of charms are, and what the limitations are. Then we will go over the individual applications
 

The_Empire

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Thestral Hair allows you to choose a CE or AE as the element for non verbal and wand movements. Effective it covers any 'element' but you can only choose one element for it to effect. So you cant say CE#1 for one battle but then say its for CE#3 in your next battle etc.

Ok first up we will look at charms. This is the technique in its whole:
( 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.

Before we get into them, tell me what you think the strengths of charms are, and what the limitations are. Then we will go over the individual applications
To be honest there is no limitation on it its all in the user's head. The real strengths in the Charm technique its self is that it covers almost all the basics of any situation the user could get into. This can be someone running at them fast that they cant count move out them, even a large jutsu coming at them, someone concealing themselves in a mist type of jutsu. This technique is the step of creating a "sandwich" to protect the user from nearly any situation.
 

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To be honest there is no limitation on it its all in the user's head. The real strengths in the Charm technique its self is that it covers almost all the basics of any situation the user could get into. This can be someone running at them fast that they cant count move out them, even a large jutsu coming at them, someone concealing themselves in a mist type of jutsu. This technique is the step of creating a "sandwich" to protect the user from nearly any situation.

Mmm close. Charms give or change the properties of something, to put it directly;
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.
An example could be changing a fire to not be hot. youd still have the glow and the look of a fire, but it would no longer be hot.
Transfiguration on the other hand (we will get to in a bit) would be changing it so the fire would be water. we will cover this later.
This is important for charms though as the distinction between charms and transfiguration is "charms changes the properties, where as transfiguration changes the object completely.

Ok so for the first 4 parts of charms, tell me what you think the benefit and negetives for each type are;

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.
 

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Mmm close. Charms give or change the properties of something, to put it directly;
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.
An example could be changing a fire to not be hot. youd still have the glow and the look of a fire, but it would no longer be hot.
Transfiguration on the other hand (we will get to in a bit) would be changing it so the fire would be water. we will cover this later.
This is important for charms though as the distinction between charms and transfiguration is "charms changes the properties, where as transfiguration changes the object completely.

Ok so for the first 4 parts of charms, tell me what you think the benefit and negetives for each type are;
Oh lol didn't think of that and it actually tells me that in the first description.

Wingardium Leviosa:
-Benefits: Lift objects we can normally can't. Using an object to provide cover(this one could come in handy depending on the object in the area). Mid range is a good distance which is 90% of the battles are at this distance.
-Negative: Can't be used on something living. Requires the user to maintain the jutsu so they cant use any other jutsu that requires the user to chakra.

Expelliarmus:
-Benefit: Releases something from someone's grip(this could be good against someone that uses a weapon like that of Caliburn Seven Swordsman). There is a pretty distance the object lands also which is five meters.
-Negative: The target can see the jet of red coming at them and defend as they see fit.

Accio:
-Benefit: Any object the user wants they can "summon" it to their hand.
-Negative: Can't be used on all objects(foreign chakra infused ones). Takes time its not "instant".

Depulso:
-Benefit: Sends objects and even jutsus away from the user. Sends the object/jutsu away to mid range. No force is lost when it is pushed back.
-Negative: Objects and jutsus has to be no rank and/or B rank.
 

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Wingardium Leviosa
mostly right. Effectively if anything doesnt have chakra, it can be controlled with this spell. Notably, this can include things like thrown weapons, projectiles, or debris.

Expelliarmus:
Both true, however think that if someone is coming at you with a kenjutsu or weapon technique, a good counter to make their weapon fly away to interrupt their technique.

Accio:
very much as you say. can have creative uses, summoning something from behind the opponent to catch them off guard.

Depulso:
True as well. Remember that all Kisei techniques are dependant on a chakra vs chakra rhubric, so even if something is B rank and boosted by damage, this simple spell can still protech you.


Ok Next 4 and the last of the Charms. Same exercise, tell me the positives and negetives about these 4 charms

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.
 

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Wingardium Leviosa
mostly right. Effectively if anything doesnt have chakra, it can be controlled with this spell. Notably, this can include things like thrown weapons, projectiles, or debris.

Expelliarmus:
Both true, however think that if someone is coming at you with a kenjutsu or weapon technique, a good counter to make their weapon fly away to interrupt their technique.

Accio:
very much as you say. can have creative uses, summoning something from behind the opponent to catch them off guard.

Depulso:
True as well. Remember that all Kisei techniques are dependant on a chakra vs chakra rhubric, so even if something is B rank and boosted by damage, this simple spell can still protech you.


Ok Next 4 and the last of the Charms. Same exercise, tell me the positives and negetives about these 4 charms
Stupefy
-Benefits: This makes it where someone can't move their own muscles for one turn. This great against someone trying to speed blitz you.
-Negative: This charm only last one turn(makes sense for any jutsu like this). The enemy can still use chakra so they could still attack during the time they can't move their muscles.

Homenum Revelio
-Benefits: A sensory type of charm. This can give the user a mental map of everyone in the area at the time of the usage which also includes clones.
-Negative: This doesn't work on summons that are on the field. This only last for three turns which sucks. Anyone that comes into the field after it has been used can't be detected.

Question: Is the tracking speed of this x3?

Diffindo
-Benefits: Can cut through S rank and below jutsus. Mid range is a good distance for this jutsu.
-Negative: Can't use any S rank and above charms for two turns and in the same turn. No consecutive turns :(

Question: The cut through S rank and below jutsus does that go based on damage or chakra?

Bombarda
-Benefits: This Charm cases explosions objects and even people/summons. Works on S rank and below jutsus.
-Negative: Can only be used three times. Must be used from a distance which sucks like from Mid or Long range. Must wait two turns before using this Charm again( No boom boom :( ). No S rank and above Charms the next turn(nooooo).

Question: It say short range so is that the whole short range up to the max which I think it is five meters or is there an exact distance around it explodes?

Also same question as above with Diffindo but for Bombarda instead.
 
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Stupefy
-Benefits: This makes it where someone can't move their own muscles for one turn. This great against someone trying to speed blitz you.
-Negative: This charm only last one turn(makes sense for any jutsu like this). The enemy can still use chakra so they could still attack during the time they can't move their muscles.

Homenum Revelio
-Benefits: A sensory type of charm. This can give the user a mental map of everyone in the area at the time of the usage which also includes clones.
-Negative: This doesn't work on summons that are on the field. This only last for three turns which sucks. Anyone that comes into the field after it has been used can't be detected.

Question: Is the tracking speed of this x3?

Diffindo
-Benefits: Can cut through S rank and below jutsus. Mid range is a good distance for this jutsu.
-Negative: Can't use any S rank and above charms for two turns and in the same turn. No consecutive turns :(

Question: The cut through S rank and below jutsus does that go based on damage or chakra?

Bombarda
-Benefits: This Charm cases explosions objects and even people/summons. Works on S rank and below jutsus.
-Negative: Can only be used three times. Must be used from a distance which sucks like from Mid or Long range. Must wait two turns before using this Charm again( No boom boom :( ). No S rank and above Charms the next turn(nooooo).

Question: It say short range so is that the whole short range up to the max which I think it is five meters or is there an exact distance around it explodes?

Also same question as above with Diffindo but for Bombarda instead.
Stupefy
Yeah, so similar to a paralyzing genjutsu except they can release with genjutsu methods. Overpowering with raw physical power would need some kind of strength empowering technique greater than 30 chakra.

Homenum Revelio
Reminder that if someone joins the fight or avoids the charm then cannot be detected after you cast it
To answer your question;
The specific wording is that it can track targets moving x3 their speed, meaning that its not a tracking boost. Well It is but it isnt. Should then start moving faster than x3 their base speed, then the spell will be ineffective.


Diffindo
An S rank charm for a reason, this tech is good defensively and offensively. All around a useful charm tech and ofc the restrictions to boot.
to answer your question; All or most Kisei techniques are based on a chakra vs chakra rhubric. so this technique can sever other techniques that are 40 chakra or below regardless of damage boost.

Bombarda
Yeah the way it see it is that if you imagine a circle with a 5m radius, the center is where the Bombarda charm explodes, which destroys everything around it in a short range, meaning everything within 5m of the point is affected. hence why you cant use it in short range because youll be caught up in it.

Diffindo can only be used up to mid range. It cannot reach beyond mid range, that is to say 15m.
 

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Stupefy
Yeah, so similar to a paralyzing genjutsu except they can release with genjutsu methods. Overpowering with raw physical power would need some kind of strength empowering technique greater than 30 chakra.

Homenum Revelio
Reminder that if someone joins the fight or avoids the charm then cannot be detected after you cast it
To answer your question;
The specific wording is that it can track targets moving x3 their speed, meaning that its not a tracking boost. Well It is but it isnt. Should then start moving faster than x3 their base speed, then the spell will be ineffective.


Diffindo
An S rank charm for a reason, this tech is good defensively and offensively. All around a useful charm tech and ofc the restrictions to boot.
to answer your question; All or most Kisei techniques are based on a chakra vs chakra rhubric. so this technique can sever other techniques that are 40 chakra or below regardless of damage boost.

Bombarda
Yeah the way it see it is that if you imagine a circle with a 5m radius, the center is where the Bombarda charm explodes, which destroys everything around it in a short range, meaning everything within 5m of the point is affected. hence why you cant use it in short range because youll be caught up in it.

Diffindo can only be used up to mid range. It cannot reach beyond mid range, that is to say 15m.
Okay thanks for answering those. No further questions on these at all.
 

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Okay thanks for answering those. No further questions on these at all.

Ok so to rehash:
Charms are properties that you give or add/remove to a target, changing what it does. Compared to transfiguration the base material and type of object always stay the same.

Moving onto transfiguration. Read through the technique first, which will explain a bit more about how it differs, then give me some examples of how you would use transfiguration, or how its different to charms.

( 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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Ok so to rehash:
Charms are properties that you give or add/remove to a target, changing what it does. Compared to transfiguration the base material and type of object always stay the same.

Moving onto transfiguration. Read through the technique first, which will explain a bit more about how it differs, then give me some examples of how you would use transfiguration, or how its different to charms.

( 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.
Okay the first thing I see going through this technique is its long lol. but seriously this actually changes the form and appearance of an object or an animal(we are animals also lol).

I would use this technique to change the ground its self into lets say into an animal that would be used to evade a jutsu. I would use the same animal after evading a jutsu and use it to attack an opponent while I do another jutsu assuming(you can tell me if I can or can't) i can still use another jutsus while the animal is still active. If not then I would throw some kind of kunais or things of that nature.

I also could use this to create a sword or a shield to use to attack or defend against a jutsu the opponent uses. Conjuring might be the go to.
 
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Zatanna

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Okay the first thing I see going through this technique is its long lol. but seriously this actually changes the form and appearance of an object or an animal(we are animals also lol).

I would use this technique to change the ground its self into lets say into an animal that would be used to evade a jutsu. I would use the same animal after evading a jutsu and use it to attack an opponent while I do another jutsu assuming(you can tell me if I can or can't) i can still use another jutsus while the animal is still active. If not then I would throw some kind of kunais or things of that nature.

I also could use this to create a sword or a shield to use to attack or defend against a jutsu the opponent uses. Conjuring might be the go to.
Right so yes we are animals, and hence the example given was
"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. "

Im not sure how you would change the ground into an animal, simply for a few logical reasons.
1. the ground is much to large an object to change into an animal, there would need to be maybe like a boulder or tree or some kind of actual target rather than just "ground"
2. Yes, if you transfigured say a tree into an animal for example panther or cat, it can attack, however these attacks would be considered freeform, and only deal freeform damage, not the equivalent to the rank's damage.
3. Yes you can use techniques while this technique is active, for example transfigure something into a bear then use a charm on the next timeframe or turn etc.

A reminder that even if say you transfigured your lower body into horse legs, or transfigured your upper body into a shark head, you wouldn't get any 'stat' bonuses for it, eg moving x3 faster because of horse legs or dealing 80 damage with a shark head bite. Potentially the way around this may be something like transfiguring your head/body into your summoning contract if you have techniques or ability's that let you deal damage.
as an example if you had a shark contract and a summon that deals 80 damage when it bites someone, then potentially maybe you might be able to get away with it, but, thats a more specific case by case basis. (needing to be discussed with mods)
The other potential way to get around this would be to make a PCCJ that would include Transfiguration to become an Animagus, effectively being able to turn into an animal, with extra abilities. again though that would be case by case up to mods.

right so first off we will discuss the the spells: Transform (Permuto) and untransfigure (Reparifarge )
Transformation has a lot into it so break down a bit more for me with different strengths and weaknesses.
The for Untransform, tell me strength and weakness.

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.

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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Right so yes we are animals, and hence the example given was
"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. "

Im not sure how you would change the ground into an animal, simply for a few logical reasons.
1. the ground is much to large an object to change into an animal, there would need to be maybe like a boulder or tree or some kind of actual target rather than just "ground"
2. Yes, if you transfigured say a tree into an animal for example panther or cat, it can attack, however these attacks would be considered freeform, and only deal freeform damage, not the equivalent to the rank's damage.
3. Yes you can use techniques while this technique is active, for example transfigure something into a bear then use a charm on the next timeframe or turn etc.

A reminder that even if say you transfigured your lower body into horse legs, or transfigured your upper body into a shark head, you wouldn't get any 'stat' bonuses for it, eg moving x3 faster because of horse legs or dealing 80 damage with a shark head bite. Potentially the way around this may be something like transfiguring your head/body into your summoning contract if you have techniques or ability's that let you deal damage.
as an example if you had a shark contract and a summon that deals 80 damage when it bites someone, then potentially maybe you might be able to get away with it, but, thats a more specific case by case basis. (needing to be discussed with mods)
The other potential way to get around this would be to make a PCCJ that would include Transfiguration to become an Animagus, effectively being able to turn into an animal, with extra abilities. again though that would be case by case up to mods.

right so first off we will discuss the the spells: Transform (Permuto) and untransfigure (Reparifarge )
Transformation has a lot into it so break down a bit more for me with different strengths and weaknesses.
The for Untransform, tell me strength and weakness.

Transformation:
-Strengths: Change the properties of an object to it new traits and properties. It can change phases of matter from the next phase. Can change to any element the user knows. Can change something another Kisei has created but just must be more chakra(Does this go for any jutsu more specifically Kisei CCJ?) Can be used on the user. Can switch with objects on the user.

-Weakness: Can't change the phase of matter more then one phase so never skipping a phase. Cant change to an element the user doesn't know even if it common. Doesn't grant any added boost or power when used on the user themselves. S rank only last two turns and only used three times per battle.(Does this restriction go for other usage also or more specifically if they transform the user body part to something else?) Must be the same size as whatever they are switching.

UnTransfiguration:
-Strengths: Can be used to undo things that another Kisei has used. which does go back to their original state.

-Weakness: Can't undo things above B rank.
 

Zatanna

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Transformation:
-Strengths: Change the properties of an object to it new traits and properties. It can change phases of matter from the next phase. Can change to any element the user knows. Can change something another Kisei has created but just must be more chakra(Does this go for any jutsu more specifically Kisei CCJ?) Can be used on the user. Can switch with objects on the user.

-Weakness: Can't change the phase of matter more then one phase so never skipping a phase. Cant change to an element the user doesn't know even if it common. Doesn't grant any added boost or power when used on the user themselves. S rank only last two turns and only used three times per battle.(Does this restriction go for other usage also or more specifically if they transform the user body part to something else?) Must be the same size as whatever they are switching.

UnTransfiguration:
-Strengths: Can be used to undo things that another Kisei has used. which does go back to their original state.

-Weakness: Can't undo things above B rank.
So specifically for Kisei CCJ, you need MORE than what is present in the technique to change it. If someone hypothetically transfigured the ground around you into lava using A rank 30 chakra, youd need at least 40 chakra to transfigure it into something else, however this only applies if you wish to transfigure it into something else.
The advantage being that transfiguring it into something else can give you an advantage, say if you need a source of water on the field or a CE that requires a source. Where as untransfiguring it turns it back to normal.

As for the turn usage, it applies to all S rank uses.

ok on to the next two spells:

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.
 
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The_Empire

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So specifically for Kisei CCJ, you need MORE than what is present in the technique to change it. If someone hypothetically transfigured the ground around you into lava using A rank 30 chakra, youd need at least 40 chakra to transfigure it into something else, however this only applies if you wish to transfigure it into something else.
The advantage being that transfiguring it into something else can give you an advantage, say if you need a source of water on the field or a CE that requires a source. Where as untransfiguring it turns it back to normal.

As for the turn usage, it applies to all S rank uses.

ok on to the next two spells:
Vanishment
-Strength: Can vanish any object with no chakra no matter the rank.


-Weakness: Can't vanish people nor anything above A rank that's infused with chakra. Can only be used every other three turns and the object comes back into play with in three turns.

Question: How does the object come back? Does it come back in the same position it was in before not losing any kind of power or momentum?

Conjuration
-Strength: Can make nearly anything which is good and doesn't have a cap on size wise either just based on it not saying the size. Twice the speed of the user when using the object.

-Weakness: Drain chakra per turn and last only for four turns. Can't use any other jutsus at the same time.
 

Zatanna

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Vanishment
-Strength: Can vanish any object with no chakra no matter the rank.


-Weakness: Can't vanish people nor anything above A rank that's infused with chakra. Can only be used every other three turns and the object comes back into play with in three turns.

Question: How does the object come back? Does it come back in the same position it was in before not losing any kind of power or momentum?

Conjuration
-Strength: Can make nearly anything which is good and doesn't have a cap on size wise either just based on it not saying the size. Twice the speed of the user when using the object.

-Weakness: Drain chakra per turn and last only for four turns. Can't use any other jutsus at the same time.
Answer:
The object that vanishes comes back in exactly the form it comes. So if its thrown at you and you vanish it, if you dont move, it will come back with the same speed and angle to go hit you again.

Alright, before we proceed, did LoK tell you if you were a Light Wizard or Dark Wizard? this affects what Dark Arts and Defence against Dark Arts spells you can use
 
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