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<p>[QUOTE="Vex, post: 20791723, member: 142961"]</p><p style="text-align: center"><img src="http://www.lovethispic.com/uploaded_images/13491-Harry-Potter.jpg" data-url="http://www.lovethispic.com/uploaded_images/13491-Harry-Potter.jpg" class="bbImage " style="" alt="" title="" /></p><p></p><p><strong>( Miryoku ) - Charms </strong></p><p>[SPOILER]<strong>Type: </strong>Supplementary / Offensive / Defensive</p><p><strong>Rank: </strong>D-S</p><p><strong>Range: </strong>Short - Long</p><p><strong>Chakra: </strong>10-40</p><p><strong>Damage: </strong>20 - 80</p><p><strong>Description: </strong>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. </p><p></p><p>D Rank</p><p></p><p style="margin-left: 20px"><em>Levitation Charm: - Defensive </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul><p>C Rank</p><p></p><p style="margin-left: 20px"><em>Disarming Charm: - Supplementary </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul><p>B Rank</p><p></p><p style="margin-left: 20px"><em>Summoning Charm: - Supplementary </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul> <p style="margin-left: 20px"><em>Banishing Charm: - Supplementary </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul><p>A Rank </p><p></p><p style="margin-left: 20px"><em>Stunning Charm: - Offensive</em></p><p> <ul> <li data-xf-list-type="ul">The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".</li> </ul> <p style="margin-left: 20px"><em>Human Presence Revealing Spell: - Supplementary</em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul><p>S Rank</p><p></p><p style="margin-left: 20px"><em>Severing Charm: - Offensive/Defensive </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul> <p style="margin-left: 20px"><em>Bombardment: - Offensive/Defensive</em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul><p>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.</p><p>Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .</p><p>Note: Specifical restrictions for each spell are listed in each’s description.</p><p>Note: Only usable by members of the Kisei clan.[/SPOILER]</p><p></p><p><strong>( Transfiguration ) - Transfiguration</strong></p><p>[SPOILER]Type: Supplementary / Offensive / Defensive</p><p>Rank: D-S</p><p>Range: Short - Long</p><p>Chakra: 10 - 40</p><p>Damage: 20 - 80</p><p>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:</p><p><em><u><p style="margin-left: 20px"></p></u></em></p><p style="margin-left: 20px"><em><u>Transformation - Supplementary ( D - S )</p><p></u></em></p><p>Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.</p><p></p><p><em><u><p style="margin-left: 20px">Vanishment: - Defensive ( A )</p><p></u></em></p><p>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.</p><p></p><p><em><u><p style="margin-left: 20px">Conjuration - Offensive/Defensive/Supplementary ( D - S )</p><p></u></em></p><p>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.</p><p></p><p><em><u><p style="margin-left: 20px">Untransfiguration - Supplementary ( B )</p><p></u></em></p><p>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).</p><p>Note: S rank applications are usable only by Year 5 Kisei and higher.</p><p>Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn. </p><p>Note: Only usable by members of the Kisei clan.[/SPOILER]</p><p></p><p><strong>( Kuro Mahou ) - Dark Arts </strong> </p><p>[Spoiler]<strong>Type: </strong>Supplementary / Offensive </p><p><strong>Rank: </strong>B-S </p><p><strong>Range: </strong>Short - Long </p><p><strong>Chakra: </strong>20-40 </p><p><strong>Damage: </strong>40 - 80 </p><p><strong>Description: </strong>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. </p><p></p><p>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. </p><p></p><p>B rank</p><p> </p><p style="margin-left: 20px"><em>Ebublio Jinx: - Supplementary </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul> <p style="margin-left: 20px"><em>Leg-Locker Jinx: - Supplementary </em></p><p> <ul> <li data-xf-list-type="ul">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</li> </ul><p>A rank</p><p></p><p style="margin-left: 20px"><em>Flagrante Hex: - Supplementary/Offensive </em></p><p> <ul> <li data-xf-list-type="ul">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. </li> </ul> <p style="margin-left: 20px"><em>Reductor Hex: - Defensive/Offensive </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul><p>S rank</p><p></p><p style="margin-left: 20px"><em>Sectumsempra Curse: - Defensive/Offensive </em></p><p> <ul> <li data-xf-list-type="ul">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.</li> </ul> <p style="margin-left: 20px"><em>Crucio Curse: - Defensive/Offensive </em></p><p> <ul> <li data-xf-list-type="ul">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. </li> </ul><p>Forbidden rank</p><p></p><p style="margin-left: 20px"><em>Avada Kedavra: -Offensive </em></p><p> <ul> <li data-xf-list-type="ul">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 <br /> 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.</li> </ul><p>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. </p><p>Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. </p><p>Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.</p><p>Note: Specific restrictions for each spell are listed in each’s description. </p><p>Note: Only usable by members of the Kisei Clan.[/spoiler]</p><p></p><p><strong>( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts</strong>[spoiler]</p><p><strong>Type: </strong>Supplementary / Defensive </p><p><strong>Rank: </strong>B-S </p><p><strong>Range: </strong>Short - Long </p><p><strong>Chakra: </strong>20-40 </p><p><strong>Damage: </strong>N/A </p><p><strong>Description: </strong> Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks. </p><p></p><p>B Rank</p><p></p><p style="margin-left: 20px"><em>Impediment Jinx: - Supplementary </em></p><p> <ul> <li data-xf-list-type="ul">The Impediment Jinx ( Impedimenta ) is a jinx 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.</li> </ul> <p style="margin-left: 20px"><em>Langslock: - Supplementary</em></p><p> <ul> <li data-xf-list-type="ul">Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.</li> </ul><p>A</p><p></p><p style="margin-left: 20px"><em>Shield Charm - Defensive</em></p><p></p><ul> <li data-xf-list-type="ul">The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.</li> </ul> <p style="margin-left: 20px"><em>Knockback - Supplementary/Defensive</em></p><p></p><ul> <li data-xf-list-type="ul">The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.</li> </ul><p>S</p><p></p><p style="margin-left: 20px"><em>Patronus Charm - Supplementary/Defensive</em></p><p></p><ul> <li data-xf-list-type="ul">The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.</li> </ul> <p style="margin-left: 20px"><em>Maximum Shield Defensive</em></p><p></p><ul> <li data-xf-list-type="ul">An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.</li> </ul><p>Note: Nearly all DADA spells 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. </p><p>Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. </p><p>Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks. </p><p>Note: Specific restrictions for each spell are listed in each’s description. </p><p>Note: Only usable by members of the Kisei Clan.[/spoiler]</p><p></p><p><strong>( Shutsubotsu ) - Apparition</strong></p><p><strong></strong>[Spoiler]</p><p>Type: Supplementary</p><p>Rank: B - S</p><p>Range: Short - Long</p><p>Chakra: 20 - 40</p><p>Damage: N/A</p><p>Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu. </p><p></p><p>Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.</p><p>Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.</p><p>Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.</p><p>Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.[/spoiler]</p><p></p><p><strong>(Pōshon ) - Potions</strong></p><p>[SPOILER]Type: Supplementary </p><p>Rank: A - S</p><p>Range: Short </p><p>Chakra: N/A </p><p>Damage: N/A</p><p>Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu. </p><p></p><p><strong>A rank</strong></p><p></p><p><em><u><p style="margin-left: 20px">Hufflepuff's Elixir</p><p></u></em></p><p>An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.</p><p></p><p></p><p><u><em><p style="margin-left: 20px">Ravenclaw's Elixir</p><p></em></u></p><p>A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.</p><p></p><p></p><p><strong>S rank</strong></p><p></p><p><em><u><p style="margin-left: 20px">Gryffindor's Elixir</p><p></u></em></p><p>A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.</p><p></p><p style="margin-left: 20px"><em><u>Slytherin's Elixir</u></em></p><p></p><p>A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.</p><p></p><p>Note: Usable only by members of the Kisei Clan.</p><p>Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio. </p><p>Note: The user is unable to use more than one type of potion per turn.</p><p>Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.</p><p>Note: After using a potion, the user must wait until effects wear off before using any other one. </p><p>Note: Specific drawbacks for each potion are listed within the jutsu.[/SPOILER]</p><p></p><p><strong>( Legilimency ) - Legilimency</strong> </p><p>[SPOILER]Type: Supplementary</p><p>Rank: B - A</p><p>Range: Short - Long</p><p>Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )</p><p>Damage: N/A</p><p>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).</p><p></p><p>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.</p><p>Note: A rank usage can allow one to simply navigate the mind.</p><p>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. </p><p>Note: Must place within bio stating the user is a Legilimens.[/SPOILER]</p><p></p><p><a href="http://narutobase.net/forums/showthread.php?t=715154">Learned Here</a></p><p></p><p><strong>( Sutaffu to Dasutā ) - Staff and Duster</strong></p><p>[SPOILER]Type: Weapon</p><p>Rank: A - S</p><p>Range: Short</p><p>Chakra: N/A</p><p>Damage: N/A</p><p>Description: Throughout history, numerous magical items have been created as foci for the witch or wizard to concentrate their Mahou. This makes their magic much more precise and potent. Historically, the great Heads of House have had special items with magical properties imbued in them. Gryffindor's sword, Slytherin's locket, Ravenclaw's diadem, etc. As Head of Hufflepuff House, Harry Dresden has two particular items associated with him. </p><p></p><p><em><u><p style="margin-left: 20px">Duster - A rank</p><p></u></em></p><p>The Duster is a long leather coat that covers the entire body. The material is interwoven with numerous magical spells and enchantments, designed to protect the user. The material is light and flowing, not hindering the user's movements in any way. It makes the user impervious to freeform weapons and tools, which will simply bounce off of the duster harmlessly. Additionally, twice per battle, at the cost of a move, the duster is able to absorb the kinetic energy from a taijutsu attack, and instantly redirect the force into an expulsion blast that would repel everything from short range of the user at a rapid speed (similar to the banishment spell). This does no damage to the opponent, and this is done without conscious input from the user, although it would still cost a move. <strong>Another ability of the duster allows the user to, once every other turn, use it as a focus and to allow the user access to a dark magic spell, or the flight tech in addition to normal apparition. However, the spell used follows normal restrictions.</strong> </p><p></p><p><em><u><p style="margin-left: 20px">Staff - S rank</p><p></u></em></p><p>The staff is, like most wands, created from wood harvested from the Juubi's tree form. However, the staff is much larger and, as such, imbued with much more Mahou than a traditional wand. Additionally, it's inscribed with dozens of runes, which seemingly move around the staff, occasionally glowing (purely cosmetic). Firstly, the staff is, unlike a traditional wand, incredibly loyal to its owner. Even if he were to be defeated by another wizard, the staff would continue to be loyal. Next, the staff functions as a focus, being able to passively make the user's spells much more potent (increase of 1 rank in damage up to S-rank) when used through it. <strong>Unfortunately however, this boost can only be utilized on one spell per turn.</strong> Finally, since it is so strongly reinforced with magic, the staff is unable to be destroyed and is capable of battering through up to C rank, basic elemental defenses. The type of wood the staff was made from is Ashwood, and the core is a Phoenix feather. </p><p></p><p>Note: Usable only by Vex</p><p>Note: Must be mentioned in bio or at the start of battle</p><p>Note: Counts as both a PCCJ and a CW</p><p>Note: Utilizing the kinetic absorption ability, or the <strong>dark/flight</strong> spell would consume '15' chakra <strong>in addition to the normal chakra cost for the jutsu.</strong></p><p>Note: While Staff is indestructible, Duster is not and is susceptible to being damaged or destroyed by ninjutsu A-rank and above.[/SPOILER]</p><p></p><p><strong>(Jigokuburezā) Reflect Charm</strong></p><p>[SPOILER]Type: Defense/Offensive</p><p>Rank: S</p><p>Range: N/A</p><p>Chakra: 40</p><p>Damage: N/A</p><p>Description: A powerful Charm, this technique was created to further aid the user's defensive capabilities. Upon performing a technique, the user will add the incantation "Reflecto" at the end of the incantation needed for the host jutsu(in the case of non-verbal castings, the user need only say the "Reflecto" incantation). The result is a thin layer of Mahou surrounding the user's jutsu, with a faint purple tint that gives it a glossy and almost smooth appearance. The layer of Mahou does not enhance the user's technique in any way, but comes into effect upon clashing with offensive enemy techniques. Should the host jutsu clash with an enemy technique carrying equal or less than chakra than the Reflecto Charm, the layer of Mahou surrounding the user's will burst, creating a loud "Crack" sound similar to an Apparating wizard. The burst lasts but an instant, being just strong and long enough to cause the enemy technique clashing to be reflected back in the opposite direction. </p><p></p><p>Note: Can only be used twice times per battle with a two turn cooldown in between each use</p><p>Note: No Mahou S-rank or above within the same turn and no Charms may be used within the same turn</p><p>Note: No Charms S-rank and above in the next turn[/SPOILER]</p><p></p><p><a href="https://narutobase.net/forums/showthread.php?t=30106&page=11&p=21500559&highlight=Dresden#post21500559">Both Approved here </a></p><p>[/QUOTE]</p>
[QUOTE="Vex, post: 20791723, member: 142961"] [CENTER][IMG]http://www.lovethispic.com/uploaded_images/13491-Harry-Potter.jpg[/IMG][/CENTER] [B]( Miryoku ) - Charms [/B] [SPOILER][B]Type: [/B]Supplementary / Offensive / Defensive [B]Rank: [/B]D-S [B]Range: [/B]Short - Long [B]Chakra: [/B]10-40 [B]Damage: [/B]20 - 80 [B]Description: [/B]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 [INDENT][I]Levitation Charm: - Defensive [/I][/INDENT] [list]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.[/list] C Rank [INDENT][I]Disarming Charm: - Supplementary [/I][/INDENT] [list]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. [/list] B Rank [INDENT][I]Summoning Charm: - Supplementary [/I][/INDENT] [list]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.[/list] [INDENT][I]Banishing Charm: - Supplementary [/I][/INDENT] [list]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. [/list] A Rank [INDENT][I]Stunning Charm: - Offensive[/I][/INDENT] [list]The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding". [/list] [INDENT][I]Human Presence Revealing Spell: - Supplementary[/I][/INDENT] [list]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. [/list] S Rank [INDENT][I]Severing Charm: - Offensive/Defensive [/I][/INDENT] [list]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. [/list] [INDENT][I]Bombardment: - Offensive/Defensive[/I][/INDENT] [list]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. [/list] 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.[/SPOILER] [B]( Transfiguration ) - Transfiguration[/B] [SPOILER]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: [I][U][INDENT] Transformation - Supplementary ( D - S )[/INDENT][/U][/I] Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings. [I][U][INDENT]Vanishment: - Defensive ( A )[/INDENT][/U][/I] 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. [I][U][INDENT]Conjuration - Offensive/Defensive/Supplementary ( D - S )[/INDENT][/U][/I] 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. [I][U][INDENT]Untransfiguration - Supplementary ( B )[/INDENT][/U][/I] 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.[/SPOILER] [B]( Kuro Mahou ) - Dark Arts [/B] [Spoiler][B]Type: [/B]Supplementary / Offensive [B]Rank: [/B]B-S [B]Range: [/B]Short - Long [B]Chakra: [/B]20-40 [B]Damage: [/B]40 - 80 [B]Description: [/B]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 [INDENT][I]Ebublio Jinx: - Supplementary [/I][/INDENT] [list]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.[/list] [INDENT][I]Leg-Locker Jinx: - Supplementary [/I][/INDENT] [list]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[/list] A rank [INDENT][I]Flagrante Hex: - Supplementary/Offensive [/I][/INDENT] [list]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. [/list] [INDENT][I]Reductor Hex: - Defensive/Offensive [/I][/INDENT] [list]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. [/list] S rank [INDENT][I]Sectumsempra Curse: - Defensive/Offensive [/I][/INDENT] [list]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.[/list] [INDENT][I]Crucio Curse: - Defensive/Offensive [/I][/INDENT] [list]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. [/list] Forbidden rank [INDENT][I]Avada Kedavra: -Offensive [/I][/INDENT] [list]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.[/list] 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.[/spoiler] [B]( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts[/B][spoiler] [B]Type: [/B]Supplementary / Defensive [B]Rank: [/B]B-S [B]Range: [/B]Short - Long [B]Chakra: [/B]20-40 [B]Damage: [/B]N/A [B]Description: [/B] Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks. B Rank [INDENT][I]Impediment Jinx: - Supplementary [/I][/INDENT] [list]The Impediment Jinx ( Impedimenta ) is a jinx 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. [/list] [INDENT][I]Langslock: - Supplementary[/I][/INDENT] [list]Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it. [/list] A [INDENT][I]Shield Charm - Defensive[/I][/INDENT][I][/I] [list]The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns. [/list] [INDENT][I]Knockback - Supplementary/Defensive[/I][/INDENT][I][/I] [list]The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all. [/list] S [INDENT][I]Patronus Charm - Supplementary/Defensive[/I][/INDENT][I][/I] [list]The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns. [/list] [INDENT][I]Maximum Shield Defensive[/I][/INDENT][I][/I] [list]An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages. [/list] Note: Nearly all DADA spells 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: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks. Note: Specific restrictions for each spell are listed in each’s description. Note: Only usable by members of the Kisei Clan.[/spoiler] [B]( Shutsubotsu ) - Apparition [/B][Spoiler] Type: Supplementary Rank: B - S Range: Short - Long Chakra: 20 - 40 Damage: N/A Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu. Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one. Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns. Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all. Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.[/spoiler] [B](Pōshon ) - Potions[/B] [SPOILER]Type: Supplementary Rank: A - S Range: Short Chakra: N/A Damage: N/A Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu. [B]A rank[/B] [I][U][INDENT]Hufflepuff's Elixir[/INDENT][/U][/I] An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns. [U][I][INDENT]Ravenclaw's Elixir[/INDENT][/I][/U] A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times. [B]S rank[/B] [I][U][INDENT]Gryffindor's Elixir[/INDENT][/U][/I] A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns. [INDENT][I][U]Slytherin's Elixir[/U][/I][/INDENT] A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all. Note: Usable only by members of the Kisei Clan. Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio. Note: The user is unable to use more than one type of potion per turn. Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw. Note: After using a potion, the user must wait until effects wear off before using any other one. Note: Specific drawbacks for each potion are listed within the jutsu.[/SPOILER] [B]( Legilimency ) - Legilimency[/B] [SPOILER]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.[/SPOILER] [URL="http://narutobase.net/forums/showthread.php?t=715154"]Learned Here[/URL] [B]( Sutaffu to Dasutā ) - Staff and Duster[/B] [SPOILER]Type: Weapon Rank: A - S Range: Short Chakra: N/A Damage: N/A Description: Throughout history, numerous magical items have been created as foci for the witch or wizard to concentrate their Mahou. This makes their magic much more precise and potent. Historically, the great Heads of House have had special items with magical properties imbued in them. Gryffindor's sword, Slytherin's locket, Ravenclaw's diadem, etc. As Head of Hufflepuff House, Harry Dresden has two particular items associated with him. [I][U][INDENT]Duster - A rank[/INDENT][/U][/I] The Duster is a long leather coat that covers the entire body. The material is interwoven with numerous magical spells and enchantments, designed to protect the user. The material is light and flowing, not hindering the user's movements in any way. It makes the user impervious to freeform weapons and tools, which will simply bounce off of the duster harmlessly. Additionally, twice per battle, at the cost of a move, the duster is able to absorb the kinetic energy from a taijutsu attack, and instantly redirect the force into an expulsion blast that would repel everything from short range of the user at a rapid speed (similar to the banishment spell). This does no damage to the opponent, and this is done without conscious input from the user, although it would still cost a move. [B]Another ability of the duster allows the user to, once every other turn, use it as a focus and to allow the user access to a dark magic spell, or the flight tech in addition to normal apparition. However, the spell used follows normal restrictions.[/B] [I][U][INDENT]Staff - S rank[/INDENT][/U][/I] The staff is, like most wands, created from wood harvested from the Juubi's tree form. However, the staff is much larger and, as such, imbued with much more Mahou than a traditional wand. Additionally, it's inscribed with dozens of runes, which seemingly move around the staff, occasionally glowing (purely cosmetic). Firstly, the staff is, unlike a traditional wand, incredibly loyal to its owner. Even if he were to be defeated by another wizard, the staff would continue to be loyal. Next, the staff functions as a focus, being able to passively make the user's spells much more potent (increase of 1 rank in damage up to S-rank) when used through it. [B]Unfortunately however, this boost can only be utilized on one spell per turn.[/B] Finally, since it is so strongly reinforced with magic, the staff is unable to be destroyed and is capable of battering through up to C rank, basic elemental defenses. The type of wood the staff was made from is Ashwood, and the core is a Phoenix feather. Note: Usable only by Vex Note: Must be mentioned in bio or at the start of battle Note: Counts as both a PCCJ and a CW Note: Utilizing the kinetic absorption ability, or the [B]dark/flight[/B] spell would consume '15' chakra [B]in addition to the normal chakra cost for the jutsu.[/B] Note: While Staff is indestructible, Duster is not and is susceptible to being damaged or destroyed by ninjutsu A-rank and above.[/SPOILER] [B](Jigokuburezā) Reflect Charm[/B] [SPOILER]Type: Defense/Offensive Rank: S Range: N/A Chakra: 40 Damage: N/A Description: A powerful Charm, this technique was created to further aid the user's defensive capabilities. Upon performing a technique, the user will add the incantation "Reflecto" at the end of the incantation needed for the host jutsu(in the case of non-verbal castings, the user need only say the "Reflecto" incantation). The result is a thin layer of Mahou surrounding the user's jutsu, with a faint purple tint that gives it a glossy and almost smooth appearance. The layer of Mahou does not enhance the user's technique in any way, but comes into effect upon clashing with offensive enemy techniques. Should the host jutsu clash with an enemy technique carrying equal or less than chakra than the Reflecto Charm, the layer of Mahou surrounding the user's will burst, creating a loud "Crack" sound similar to an Apparating wizard. The burst lasts but an instant, being just strong and long enough to cause the enemy technique clashing to be reflected back in the opposite direction. Note: Can only be used twice times per battle with a two turn cooldown in between each use Note: No Mahou S-rank or above within the same turn and no Charms may be used within the same turn Note: No Charms S-rank and above in the next turn[/SPOILER] [URL="https://narutobase.net/forums/showthread.php?t=30106&page=11&p=21500559&highlight=Dresden#post21500559"]Both Approved here [/URL] [/QUOTE]
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