[8 Tails Jinchuriki Test] Scaze

Punk Hazard

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Greetings, XXXX.

I will be administrating your test taking your bio and the rules are as followed:

Rules:
♠ Rules and Regulations according to LoK.
♠ Everything is allowed
♠ Terrain: Where Sasuke fought Bae
♠ We start mid range from each other.
♠ 3-day reply limit
♠ If you have any questions please ask them through VM.


I will be using a Sannin-ranked Trafalgar Law bio for this bio theft against you. Please give a link to your bio that you're losing and I will make the first move.

No one other than myself and the participant may post here. If required, administrators/moderators and official senseis can input their opinion as well.

Best of luck!
 
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System001

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Greetings, XXXX.

I will be administrating your test taking your bio and the rules are as followed:

Rules:
♠ Rules and Regulations according to LoK.
♠ Everything is allowed
♠ Terrain: Where Sasuke fought Bae
♠ We start mid range from each other.
♠ 3-day reply limit
♠ If you have any questions please ask them through VM.


I will be using a Sannin-ranked Trafalgar Law bio for this bio theft against you. Please give a link to your bio that you're losing and I will make the first move.

No one other than myself and the participant may post here. If required, administrators/moderators and official senseis can input their opinion as well.

Best of luck!
Default time limit is 4 days. Since you won't agree to my proposed 7 day timelimit, I won't agree to 3 days either. Which leaves us with the default.

Going to assume Sasuke and Bae means Sasuke and Bee.
Since you didn't specify, the exact distance of mid range apart will be between 14-15 meters. Also, we're on the plateau where their fight began, not the water where Sasuke fought Hachibi. I like things to be defined and neat, so the rocky plateau peak is 40 meters wide, with a 15 meter drop straight off the edge into water below. Since, again, you didn't clarify. The ascending suspended stairs part is behind me, thirty meters long, and links from the edge of the plateau up to the mountain behind. The descending stairs at yours, leads to a thin shore (two meters wide) and the water below.

You must be registered for see images

<- There is a link to the bio that is about to fade you, be honoured, for your death will serve as its break-in.

I'm taking first move. Samehada on my back.

(Samehada) - Shark Skin
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The weapon made famous by Hoshigaki Kisame, Samehada is a large sentient sword of comparable size to the Kubikiribōchō. It is described as "the most terrifying of all the Seven Swordsmen's blades" and even earned the title of "Greatsword', further adding to its fearsome reputation. Though mostly wrapped in bandages, Samehada's construction is atypical in that its actual blade is comprised from a series of downward facing sharp scales running along the entirety of its length until its hilt, at the base of which is a small skull. Samehada grows larger in proportion to the amount of chakra it absorbs, causing its scales to become so long that they ultimately resemble shark fins and its mouth, located at the tip of the blade, to become even more pronounced. As the blade is made up of scales, it inflicts injuries through shredding or shaving what it comes into contact with, rather than just cutting the object in question. This flaying effect is similar to a shark's skin, hence the sword's name. While it ordinarily remains rigid, its hilt is able to stretch and bend to great extent, allowing the weapon to be used like a flail within a short range radius. Being capable of conscious thought, Samehada chooses its own user, an exclusive process that has often resulted in it being thought of as notoriously picky, which is clearly shown in the fact that it only goes after the ones with delicious chakra. If someone it disapproves of attempts to wield it, spikes protrude from the handle in order to force them to release their grasp, at which point Samehada will make efforts to return to its chosen owner. Samehada is able to literally slice through an opponent's techniques, in spite of whether the chakra has been transformed or not, and even prevent them from being performed by absorbing all of the necessary chakra. However, it seems to be unable to automatically absorb ambient chakra. Samehada has also the ability to transfer the chakra it has absorbed to the wielder, so it can be used to either regenerate injuries or replenish their chakra reserves. Kisame goes one step further with this fusion by completely merging with Samehada.
Note: While incredibly strong and resilient, the sword is not indestructible and can be damaged, specially by high amounts of heat (S-Rank) directly applied to it.
Note: Dispite being a conscious, sentient being, the sword doesn't have complex enough senses to be put under genjutsu.
Note: Can only be used by Hoshigaki Kisame , Suikazan Fuguki and Killer Bee bios.

____

They came. They always did. Those that sought power that they knew not the weight of. Always people came seeking his Bijuu, craven for it, some for reasons more righteous than others but all for what the Bijuu embodied, Power. It was an ignorant endeavour. They didn't understand what they were wishing for. A Bijuu was both a blessing and a curse, but it was not for them to understand. For they would die for their ambition.
He, that man that Kyle could see in the distance at the edge of mid range, scraggly, shady and lanky in appearance, would die like the rest of them.

Kyle would size his opponent up while factoring in the surrounding terrain. They were both evenly spaced from the centre of the plateau and its edges, his opponent stood roughly fourteen to fifteen meters away, and there existed very little visual cues as to what his enemies abilities may be. The only betrayal was the an unusually large hilt that protruded over the mans shoulder...although many chose to carry Swords and weapons despite lacking proficiency.

Even while Kyle did this, his assault would begin. Owing to his existence as a Jinchuruuki and mastery over lightning, his lightning chakra would exert its influence over the ground beneath and around you without the assistance of handseals. All at once, the ground beneath, spanning out to a nine meters radius around you, would disassemble into rubble, crude spears, pillars and boulders, that would violently rise into the air. Should you not defend you would be impaled, bludgeoned, shocked and crushed by the masses of lightning infused, shifting earth. All of which would radiate masses of lightning into the affected area that would electrocute, paralyse and disintegrate anything caught within the rising rock formation.
The frantically swirling formation of rocks and lightning would tower ten meters straight up into the air, leaving a crater ten meters deep.

) Raiton: Zeusu Takumi no Waza | Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 80 + 30 +20 = 130
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze

With the formation of a handseal however, masses of ash would erupt from the all of the targeted ground and infuse into the lightning technique within virtually the same timeframe. The surges of lightning would be greatly empowered as the ash alights, infusing into the technique to become a fire and lightning combo of blazing earth, searing hot lightning, and ignited ash, that would all coalesce into one another to form a eighteen meter wide towering column of mayhem, while erasing anything caught within its confines from existence. You, who once existed at centre point of its formation, should perish.

(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Hide
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle

Kyle would proudly stare at the chaotic combo from a safe distance of roughly five meters away, only to be interrupted by an inner voice;

"Couldn't you have just used Lightning"

The Hachibi's reprimand however, would simply be answered with a dismissive shrug.
 
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Punk Hazard

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Default TL is 3 days, not 4
_____________________________
"This is the vessel for such a demon?" Law thought to himself upon Kyle's arrival. The wizard knew his intel wasn't mistaken, and he had journeyed too far to return empty handed. He would leave nothing to chance, being sure to passively activate the basic variant of his Legilimency and draw his wand upon arriving to the top of their mutual arrival.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

The Jinchuriki had offered no greeting, instead immediately flowing his chakra into the ground around Law to stage his attack, the decision being immediately relayed to Law. The signal of the Jinchuriki's jutsu began with a tremendous and deep shaking throughout the ground below him. The shaking brought back particular memories to Law. The destruction of his home as troop after troop of ninja stormed the land, armed with powerful ninjutsu and explosives that shook and scarred the city he once called his home. In the dead of night they came, the deep chill that settled throughout the village seemingly a warning from the divine of the chaos and disaster to befall the people of Flevance, the invasion of the neighboring lands being inevitable in hindsight. Storming the village with a guerrilla tactic that was seered into Law's mind and lead to his greatest trauma, making it quite ironic he would come to copy it himself against the vessel later on. Armed with a shower of explosive-tagged kunai, they charged, their weapons thrown at sharp angles so they sank into the heads of their opponents. The violent explosions from the attached explosives- echoing through the air over the sounds of yelling, screaming, and bodies falling in the streets, buildings falling tragically- eviscerated their skulls as his would to the vessel before him once he escaped the electric debris. The guerrilla tactic that would trigger the terrible warfare that would cost Law his friends, his family; his younger sister burned alive from the brilliant flames, produced from explosives much like the wizard's own, encroaching the hospital she rested in. The sounds of screams echoed in Law's mind, the pain deeply latched to his psyche.


The Kisei wouldn't allow himself to be a victim of such destruction again. As the shaking triggers, with a wave of his wand and the incantation "Obtestor" his retaliation would begin. Law would conjure a around his body. The suit, despite appearing as an all-black steel outfit, would be forged from Mahou, granting it the strength of an S-rank jutsu. The suit would be fashioned to offer no impairment to Law's senses, breathing, or his mobility, with a holster for his wand in the arms and legs(suit made of interlocking segments so it can be disassembled if needed but retains its integrity/protective ability along with a moveable slot at the mouth and moveable slots over his ninja pouch for easy access/use, also locked into place until opened and closed during his escape from the electrical debris field).

( 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.

Simultaneously as Law creates the armor with the wave of his wand, he would release two surges of chakra form his body, creating two barriers that would instantly tranverse through the terrain in all directions. The barriers would absorb some of the chakra Kyle infused into the ground, draining the power of his jutsu by half as the ground around Law shakes and then shatters into the floating rubble. The result would be the technique becoming too weak to penetrate through Law's conjured armor(65 damage vs suit's S-rank power=strong B-rank suit left on his body).

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)

With the suit conjured and barriers released as the ground shakes, the resulting shattering, debris and release of lightning would fail to hurt the Kisei. Through the use of his wand, which he'd protect by clasping it in one hand and hovering his free arm over it, Law would control the suit to essentially levitate himself through the debris field, tanking through the earth and lightning until he was 5 meters to the right of the end of the debris field's perimeter(moving at 1x speed, still within mid-range of you throughout the maneuver). The Kisei would lower himself to the ground, awaiting the Jinchuriki's next move. Over the course of his move, Law would be sure not to take his eyes off of the Jinchuriki and the direction he stood in.
 
Last edited:

System001

Active member
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Joined
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Messages
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Kin
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Default TL is 3 days, not 4
_____________________________
"This is the vessel for such a demon?" Law thought to himself upon Kyle's arrival. The wizard knew his intel wasn't mistaken, and he had journeyed too far to return empty handed. He would leave nothing to chance, being sure to passively activate the basic variant of his Legilimency and draw his wand upon arriving to the top of their mutual arrival.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

The Jinchuriki had offered no greeting, instead immediately flowing his chakra into the ground around Law to stage his attack, the decision being immediately relayed to Law. The signal of the Jinchuriki's jutsu began with a tremendous and deep shaking throughout the ground below him. The shaking brought back particular memories to Law. The destruction of his home as troop after troop of ninja stormed the land, armed with powerful ninjutsu and explosives that shook and scarred the city he once called his home. In the dead of night they came, the deep chill that settled throughout the village seemingly a warning from the divine of the chaos and disaster to befall the people of Flevance, the invasion of the neighboring lands being inevitable in hindsight. Storming the village with a guerrilla tactic that was seered into Law's mind and lead to his greatest trauma, making it quite ironic he would come to copy it himself against the vessel later on. Armed with a shower of explosive-tagged kunai, they charged, their weapons thrown at sharp angles so they sank into the heads of their opponents. The violent explosions from the attached explosives- echoing through the air over the sounds of yelling, screaming, and bodies falling in the streets, buildings falling tragically- eviscerated their skulls as his would to the vessel before him once he escaped the electric debris. The guerrilla tactic that would trigger the terrible warfare that would cost Law his friends, his family; his younger sister burned alive from the brilliant flames, produced from explosives much like the wizard's own, encroaching the hospital she rested in. The sounds of screams echoed in Law's mind, the pain deeply latched to his psyche.


The Kisei wouldn't allow himself to be a victim of such destruction again. As the shaking triggers, with a wave of his wand and the incantation "Obtestor" his retaliation would begin. Law would conjure a around his body. The suit, despite appearing as an all-black steel outfit, would be forged from Mahou, granting it the strength of an S-rank jutsu. The suit would be fashioned to offer no impairment to Law's senses, breathing, or his mobility, with a holster for his wand in the arms and legs(suit made of interlocking segments so it can be disassembled if needed but retains its integrity/protective ability along with a moveable slot at the mouth and moveable slots over his ninja pouch for easy access/use, also locked into place until opened and closed during his escape from the electrical debris field).

( 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.

Simultaneously as Law creates the armor with the wave of his wand, he would release two surges of chakra form his body, creating two barriers that would instantly tranverse through the terrain in all directions. The barriers would absorb some of the chakra Kyle infused into the ground, draining the power of his jutsu by half as the ground around Law shakes and then shatters into the floating rubble. The result would be the technique becoming too weak to penetrate through Law's conjured armor(65 damage vs suit's S-rank power=strong B-rank suit left on his body).

(Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.

Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)

With the suit conjured and barriers released as the ground shakes, the resulting shattering, debris and release of lightning would fail to hurt the Kisei. Through the use of his wand, which he'd protect by clasping it in one hand and hovering his free arm over it, Law would control the suit to essentially levitate himself through the debris field, tanking through the earth and lightning until he was 5 meters to the right of the end of the debris field's perimeter(moving at 1x speed, still within mid-range of you throughout the maneuver). The Kisei would lower himself to the ground, awaiting the Jinchuriki's next move. Over the course of his move, Law would be sure not to take his eyes off of the Jinchuriki and the direction he stood in.
@Bolded. Tf is that shit? Is that some kind of wannabe slick attempt at throwing explosive tagged Kunai???
FORREAL?
Aight first off, ain't nothing freeform leaving that electric field, so it has to be thrown afterwards. Second off, you state plural, but never specify how many. So I'm assuming two, and that they were both thrown directly at me. Third off, you never state when. While travelling? Once you land? So I'mma just assume that you throw it as you landing, cause that's convenient for me. Also, I'm assuming you never flew that high above ground level (a few meters tops) since again, you never stated.


Again, since you didn't specify exact distance I'm gonna assume that you're still 14-15 meters away, and that you've effectively circled around out of the combos range in terms of your position in relation to me, idc if you zigzagged, spiralled or went in a straight line to get there.

___

The Jinchuruki would watch as a dark silhouette emerges from the mayhem and finds footing five meters away from his creation, although still at relatively the same distance away from him.
He was, admittedly, disappointed that his opponent had not died to his first attack. However, those who came seeking the Bijuu were often, to Kyle's misfortune, in possession of various tricks that allowed them to weather the onslaught of his attacks for a time. His enemies survival then was neither unusual or unexpected, as it was simply a matter of time before he succumbed to one of Kyle's attacks...they all did, eventually.

Relentlessly continuing his assault, the Jinchuruuki would perform five rapid handseals while flooding his chakra into the ground beneath his opponent.
The result would be simple - the ground beneath and around his opponent would once again erupt the moment the Kisei lands, but this time would form a massive pillar of fire. With the Kisei at the centre-point, a column of rapidly rotating flames, brimming right to the edges of short range in every direction, would burst upwards to consume the Kisei and all that surrounds him.

(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Hide
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 +20 = 100
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.


Under normal circumstances the pillar would simply consume a short ranged radius area in flame, ascend fifteen meters into the sky, and form a swirling column of fire that would drag in anything within short range of its position. The additional handseal however would have masses of ash rise up from the ground in virtually the same timeframe as the fires eruption. The result would be the fire swelling outwards equally in all directions to a diameter of 14 meters, and ascending to twenty meters high, while also burning with greater intensity.

(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Hide
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle

A third jutsu, however, stringed into the end of the combo, would alter the flames even further. Under the influence of Heart of Fire, the core (inner half) of the rising flames would be transformed into a knight of dense fire. The knight of fire would be housed within the spiralling flames, and under its vigil escape would not be possible as the combo would relentlessly track you down as the knight aims to cleave you into purgatory with its drawn claymore.

(Katon: Kokoro no Hi)-Fire Release: Heart of Fire
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu) 40
Damage Points: N/A
Description: Heart of Fire is a unique jutsu supplementary in nature which exclusively augments other fire jutsu, meaning it naturally bears the ability to be activated in the same timeframe slot as them. Essentially, Heart of Fire pushes the principles of fire that acts like a solid to the limit in any jutsu it is applied to, though in a unique way. Rather than turning all the flames in the technique solid, only select flames in the center of the fire will be selected. Moreover, the only solid aspect within the fire will be a knight composed of condensed, solid flames, his size scaling no larger than the realms of the chosen technique. The knight and the surrounding fire will initially appear and behave as outlined in the other jutsu (ex. being shot from the user’s mouth as a linear fireball), but the knight can exit that action and act as he please at any time, as he is sentient in nature. The knight is capable of flight, and moves at a speed matching the technique. The knight does not, however, empower the jutsu in any way, as his power is derived directly from it, nor can he reshape it. Rather, he just takes control of the jutsu and turns it into a hybrid state as the flame which surrounds him, the shape of the original technique, is still quite dangerous. Naturally, the knight attacks anything which entire the confines of that fire. This technique does however come with some heavy restrictions.
Only one knight may ever be created from this, so a jutsu that splits its power into three fireballs would result in one knight stunted in power in one of those fireballs, the other two unaffected. The jutsu ends after three turns, and carries a two turn cooldown before reuse. While it is active, the user will be limited to fire release and advanced elements which use it.
Note: Only usable thrice per battle

Once again, Kyle would stare at his combo.

"Kyle...your tendency towards Fire bothers-"

This time the Hachibi's critical words would be drowned out by an animated response from Kyle.

"Gyuki! How many times do I have to say it. Lightning is cool and all, but there's just something special about watching things burnnn!"

Curiously, Samehada would gurgle from Kyle's back, as if he were aware of the silent exchange between the Jinchuruuki and the Bijuu.

"Gigigigiii"

Or perhaps it was just a response to Kyle's sudden movement, since shortly after he began performing the handseals he would begin a dash to the left - repositioning himself in a safer area five meters to the left - while still maintaining a distance of 14-15 meters from he, and the position where you landed, as well as a few meters away still from the rising inferno. The two explosive Kunai you threw (going to assume two since you didn't specify), would fruitlessly land and explode at his previous position, well away from Kyle, sometime after he reaches his new position.
___
Man I gotta get more low ranked fireboosts. Spamming belenos a bad look.
 

Punk Hazard

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@Bolded. Tf is that shit? Is that some kind of wannabe slick attempt at throwing explosive tagged Kunai???
FORREAL?
Aight first off, ain't nothing freeform leaving that electric field, so it has to be thrown afterwards. Second off, you state plural, but never specify how many. So I'm assuming two, and that they were both thrown directly at me. Third off, you never state when. While travelling? Once you land? So I'mma just assume that you throw it as you landing, cause that's convenient for me. Also, I'm assuming you never flew that high above ground level (a few meters tops) since again, you never stated.


Again, since you didn't specify exact distance I'm gonna assume that you're still 14-15 meters away, and that you've effectively circled around out of the combos range in terms of your position in relation to me, idc if you zigzagged, spiralled or went in a straight line to get there.

___

The Jinchuruki would watch as a dark silhouette emerges from the mayhem and finds footing five meters away from his creation, although still at relatively the same distance away from him.
He was, admittedly, disappointed that his opponent had not died to his first attack. However, those who came seeking the Bijuu were often, to Kyle's misfortune, in possession of various tricks that allowed them to weather the onslaught of his attacks for a time. His enemies survival then was neither unusual or unexpected, as it was simply a matter of time before he succumbed to one of Kyle's attacks...they all did, eventually.

Relentlessly continuing his assault, the Jinchuruuki would perform five rapid handseals while flooding his chakra into the ground beneath his opponent.
The result would be simple - the ground beneath and around his opponent would once again erupt the moment the Kisei lands, but this time would form a massive pillar of fire. With the Kisei at the centre-point, a column of rapidly rotating flames, brimming right to the edges of short range in every direction, would burst upwards to consume the Kisei and all that surrounds him.

(Katon: Barioria no Unmei) | Fire Release: Doom of Valyria
Hide
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 +20 = 100
Description: An extremely powerful jutsu, Doom of Valyria allows the user to (after making 4 handseals) flood immense amounts of fire chakra into the ground, and through it raise gigantic pillar(s) of fire. These pillars will spiral ferociously as they rise which, is not just a cosmetic effect, but rather serves to imbue the rising flame with the effects of ‘Aggravate’. That is, the rotating columns of fire will, through use of convection, create shifting high to low, and low to high airflows that will serve to exert a powerful suction effect. The suction effect will span out up to short range away from the pillars, and can neutralise propulsion forces of B rank and below. The scale of this technique can be such that it would be capable of affecting large swathes of land, each pillar affecting up to a short ranged radius area and towering up to 15 meters into the sky

Note:
This technique can only be used twice, with a two turn cooldown in between uses. Once used, the user will be barred from utilising fire techniques above B rank for the rest of the turn, and cannot use fire above S rank next turn. Because of its effects, this technique is potentially fatal if used within short range of the user, unless they have some kind of countermeasure.


Under normal circumstances the pillar would simply consume a short ranged radius area in flame, ascend fifteen meters into the sky, and form a swirling column of fire that would drag in anything within short range of its position. The additional handseal however would have masses of ash rise up from the ground in virtually the same timeframe as the fires eruption. The result would be the fire swelling outwards equally in all directions to a diameter of 14 meters, and ascending to twenty meters high, while also burning with greater intensity.

(Katon: Belenos no buresu)- Fire Release: Breath of Belenos
Hide
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (+20 to Fire/Lightning techniques)
Description: This technique utilizes the ash variant(similar to that of the Fire Release: Ash Pile Burning technique) of the Fire element. With the performance of a single hand seal, the user is able to either expel a plume of superheated ash, or create it, and thereafter having it erupt from the ground in a desired location. On its own, this plume of ash can do little harm to the opponent. At best, it can cause minor burns that would do nothing more than to distract an opponent momentarily. However, this technique’s true value comes to light when it is used in conjunction with other techniques in a supplementary manner. Given the highly flammable and explosive nature of ash, this makes it ideal for it to be used in conjunction with Fire/Lightning based techniques. The flames/sparks would serve to ignite the ash, thereby creating additional flames to augment both Fire/Lightning techniques(+20 in damage). Fire techniques would increase in magnitude with the addition of more flames, whilst lightning techniques would mesh well with Fire due to both elements belonging to the Yang element. This technique can also be combined with other elements, such as Earth and Wind. Since these elements are not capable of igniting the ash, the ash would simply serve to cloak the techniques, whilst providing no boost in damage at all other than allowing the original techniques to cause minor burns. By cloaking the techniques in ash, this makes them extremely prone to ignition. Upon any contact with Fire/Lightning etc. techniques, the ash would immediately explode violently, causing damage to its surroundings. The scale of the explosion is proportional to the rank of the technique that triggered the ignition(eg. B-rank lightning would result in a B-rank explosion of fire). This makes it extremely dangerous for the opponent to counter these Earth/Wind techniques with Lightning/Fire as it may trigger an explosion that could prove to be hazardous to the opponent. This technique can also be used to cloak other elements, so long as it is logical. Water will not work as the liquid would simply douse the flames as they ignite. Due to this technique’s supplementary nature, it can be triggered extremely quickly; it can be performed almost in conjunction with the previous technique, with both techniques being performed in the same timeframe.

Notes:

-Can only be used 4x per battle

A third jutsu, however, stringed into the end of the combo, would alter the flames even further. Under the influence of Heart of Fire, the core (inner half) of the rising flames would be transformed into a knight of dense fire. The knight of fire would be housed within the spiralling flames, and under its vigil escape would not be possible as the combo would relentlessly track you down as the knight aims to cleave you into purgatory with its drawn claymore.

(Katon: Kokoro no Hi)-Fire Release: Heart of Fire
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra Cost: (Same as targeted jutsu) 40
Damage Points: N/A
Description: Heart of Fire is a unique jutsu supplementary in nature which exclusively augments other fire jutsu, meaning it naturally bears the ability to be activated in the same timeframe slot as them. Essentially, Heart of Fire pushes the principles of fire that acts like a solid to the limit in any jutsu it is applied to, though in a unique way. Rather than turning all the flames in the technique solid, only select flames in the center of the fire will be selected. Moreover, the only solid aspect within the fire will be a knight composed of condensed, solid flames, his size scaling no larger than the realms of the chosen technique. The knight and the surrounding fire will initially appear and behave as outlined in the other jutsu (ex. being shot from the user’s mouth as a linear fireball), but the knight can exit that action and act as he please at any time, as he is sentient in nature. The knight is capable of flight, and moves at a speed matching the technique. The knight does not, however, empower the jutsu in any way, as his power is derived directly from it, nor can he reshape it. Rather, he just takes control of the jutsu and turns it into a hybrid state as the flame which surrounds him, the shape of the original technique, is still quite dangerous. Naturally, the knight attacks anything which entire the confines of that fire. This technique does however come with some heavy restrictions.
Only one knight may ever be created from this, so a jutsu that splits its power into three fireballs would result in one knight stunted in power in one of those fireballs, the other two unaffected. The jutsu ends after three turns, and carries a two turn cooldown before reuse. While it is active, the user will be limited to fire release and advanced elements which use it.
Note: Only usable thrice per battle

Once again, Kyle would stare at his combo.

"Kyle...your tendency towards Fire bothers-"

This time the Hachibi's critical words would be drowned out by an animated response from Kyle.

"Gyuki! How many times do I have to say it. Lightning is cool and all, but there's just something special about watching things burnnn!"

Curiously, Samehada would gurgle from Kyle's back, as if he were aware of the silent exchange between the Jinchuruuki and the Bijuu.

"Gigigigiii"

Or perhaps it was just a response to Kyle's sudden movement, since shortly after he began performing the handseals he would begin a dash to the left - repositioning himself in a safer area five meters to the left - while still maintaining a distance of 14-15 meters from he, and the position where you landed, as well as a few meters away still from the rising inferno. The two explosive Kunai you threw (going to assume two since you didn't specify), would fruitlessly land and explode at his previous position, well away from Kyle, sometime after he reaches his new position.
___
Man I gotta get more low ranked fireboosts. Spamming belenos a bad look.
As Law lowered himself towards himself towards the ground, his opponent took off running. His hands moved quickly, weaving seals as he poured his chakra into the ground below and around Law. The Legilimens would stop himself from landing, floating in the air 5 meters above the ground(still within mid-range of you), in response to the Jinchuriki's sprint, handseals, and passively picking up on his thoughts as he made the decision to execute the maneuver. His wand at the ready, Law would begin gathering his own chakra, ready to move.

The ground below Law rumbled as shaking commenced once more, Kyle's chakra budding into flames and displacing the earth. The shaking, along with the heat rising from the ground from the flames' manifestation below signalling the effects of the jutsu. With a wave of his wand and the needed incantation, Law would activate a Ninjutsu of his own. The moment the flames broke the earth, Law would target himself and Kyle only; both would vanish without a trace, the flames erupting past the surface and breaching into the sky and hitting nothing but dead air. Law and Kyle would find themselves teleported into a large, crystalline cavern filled with a large body of water, infested with ferocious sharks, the fire left behind completely.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique

Immediately upon being reverse summoned, Law would focus his chakra into the water Kyle stood on. With a wave of his free arm, the water below the Jinchuriki would violently burst upwards in a spiraling formation. The sudden force would carry Kyle upwards through the air, shattering his bones in the process should he leave himself undefended.

(Suiton: Arekuruu Hayase) - Water Release: Raging Rapids
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Using their skills with Water Release, the user generates a powerful vortex of water around their enemy with a swing of their arm that sends them flying upwards and then dispels it with another hand gesture. (Requires a water source).

Note: Tobirama and Mei terumi can perform this without a water source.
 
Last edited:

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As Law lowered himself towards himself towards the ground, his opponent took off running. His hands moved quickly, weaving seals as he poured his chakra into the ground below and around Law. The Legilimens would stop himself from landing, floating in the air 5 meters above the ground(still within mid-range of you), in response to the Jinchuriki's sprint, handseals, and passively picking up on his thoughts as he made the decision to execute the maneuver. His wand at the ready, Law would begin gathering his own chakra, ready to move.

The ground below Law rumbled as shaking commenced once more, Kyle's chakra budding into flames and displacing the earth. The shaking, along with the heat rising from the ground from the flames' manifestation below signalling the effects of the jutsu. With a wave of his wand and the needed incantation, Law would activate a Ninjutsu of his own. The moment the flames broke the earth, Law would target himself and Kyle only; both would vanish without a trace, the flames erupting past the surface and breaching into the sky and hitting nothing but dead air. Law and Kyle would find themselves teleported into a large, crystalline cavern filled with a large body of water, infested with ferocious sharks, the fire left behind completely.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique

Immediately upon being reverse summoned, Law would focus his chakra into the water Kyle stood on. With a wave of his free arm, the water below the Jinchuriki would violently burst upwards in a spiraling formation. The sudden force would carry Kyle upwards through the air, shattering his bones in the process should he leave himself undefended.

(Suiton: Arekuruu Hayase) - Water Release: Raging Rapids
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: Using their skills with Water Release, the user generates a powerful vortex of water around their enemy with a swing of their arm that sends them flying upwards and then dispels it with another hand gesture. (Requires a water source).

Note: Tobirama and Mei terumi can perform this without a water source.
Again, since you didn't specify if our positions changed, I'm just going to take the fact that the width of the cave, and width of the plateau being the same simply means that we're in relatively the same positions, both of us positioned at a near equal distance from the centre of the cave, both 14-15 meters apart, with 12-13 meters behind each of us to the caves edge. Also, since you stated that I'm 'stood on//water', i'll take that to mean that neither of us are submerged in the lake, and that it simply serves as the ground to the cave, rather than flooding it completely, which is what the techniques description implies anyway.

_____

The surroundings would change instantly. As an experienced Shinobi, Kyle would immediately take note of the terrains unique features and paraphernalia. Without missing a beat, the Shinobi would immediately jump upwards into the air upon being summoned to this strange terrain.

HoF would expire due to being out of range, or simply by being cancelled by the Jinchuruuki, leaving Kyle free to, simultaneously to his jump, flood massive amounts of chakra into all of the water. The result would be that, under the influence of Kyle's lightning chakra, all of the water in the cave would be placed under Kyle's control to be freely manipulated as he wishes. (Should you persist in your attempt to manipulate the water it would simply prove futile due to Kyle's superior chakra already coursing through and controlling it and overriding any attempt at further manipulation).
Under Kyle's guidance, the water would split into separate erupting streams as surges of lightning begin to jolt through it, streams that would burst towards you from all directions. These streams, filled to the brim with lightning chakra, would shock, and crush you upon contact with colossal force. Each stream would range in size, some being no more than a few feet thick, while others would be half a dozen or more meters thick.

(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Hide
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 30 = 110
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

From beneath, behind, from the front, sides and from virtually every direction you would have water flung at you - as well as your now stunned and paralysed sharks, that would be caught up in the technique and chucked towards you, the dead fish now simply being used to assault your being after being washed up and lobbed at you by Kyle's jutsu.
The remains of your shark teeth, too, would be swept up, and like a rain of senbon fly towards your position

You must be registered for see images
Like this, but much more streams

Kyle, suspended in mid air by his jump, would be more than safe. Not a speck of electrocuted water would come anywhere within a few meters distance of him as he directs them to all thunder towards you, and his jump would keep him well away from the angled shark teeth since he would remain some distance from the ceiling/walls.
After, as the streams assault you, he would be free to continue by beginning a string of handseals, and then summoning a Stingray beneath him. The Stingray would levitate in position, at a height short range above where Kyle was initially summoned to. (still within mid ranged of you.)

Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.

Note:
- Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.
- Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..
- Krieg can swim at commendable speeds through both water and air.
- Krieg can only be summoned once per battle.
- Krieg stays on the field for four turns.
- Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.

The summoning of the Ray would conjure dark clouds over the field.

___
Timeframe

Fire combo > Grinder of the Shark Tooth > Usurpers Claim
 

Punk Hazard

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Again, since you didn't specify if our positions changed, I'm just going to take the fact that the width of the cave, and width of the plateau being the same simply means that we're in relatively the same positions, both of us positioned at a near equal distance from the centre of the cave, both 14-15 meters apart, with 12-13 meters behind each of us to the caves edge. Also, since you stated that I'm 'stood on//water', i'll take that to mean that neither of us are submerged in the lake, and that it simply serves as the ground to the cave, rather than flooding it completely, which is what the techniques description implies anyway.

_____

The surroundings would change instantly. As an experienced Shinobi, Kyle would immediately take note of the terrains unique features and paraphernalia. Without missing a beat, the Shinobi would immediately jump upwards into the air upon being summoned to this strange terrain.

HoF would expire due to being out of range, or simply by being cancelled by the Jinchuruuki, leaving Kyle free to, simultaneously to his jump, flood massive amounts of chakra into all of the water. The result would be that, under the influence of Kyle's lightning chakra, all of the water in the cave would be placed under Kyle's control to be freely manipulated as he wishes. (Should you persist in your attempt to manipulate the water it would simply prove futile due to Kyle's superior chakra already coursing through and controlling it and overriding any attempt at further manipulation).
Under Kyle's guidance, the water would split into separate erupting streams as surges of lightning begin to jolt through it, streams that would burst towards you from all directions. These streams, filled to the brim with lightning chakra, would shock, and crush you upon contact with colossal force. Each stream would range in size, some being no more than a few feet thick, while others would be half a dozen or more meters thick.

(Raiton: Senshu Yousei)-Lightning Release: Usurper’s Claim
Hide
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 30 = 110
Description:
To begin the user will form the Dog>Dragon hand seals and focus their lightning chakra into an existing liquid source or technique. Using a similar concept that has been shown in previous lightning techniques, the user will then infuse the liquid with a current of lightning throughout the source, containing and electrifying it and by doing giving them the ability to levitate and manipulate the liquid. The user can shape the liquid into various forms to attack their target, shocking them from the current while also dealing blunt damage from the force of the water.

Note:
~Can only be used two times
~Cannot use lightning techniques above S rank for the rest of this turn and the next
~Can only be taught by xHoudinii

From beneath, behind, from the front, sides and from virtually every direction you would have water flung at you - as well as your now stunned and paralysed sharks, that would be caught up in the technique and chucked towards you, the dead fish now simply being used to assault your being after being washed up and lobbed at you by Kyle's jutsu.
The remains of your shark teeth, too, would be swept up, and like a rain of senbon fly towards your position

You must be registered for see images
Like this, but much more streams

Kyle, suspended in mid air by his jump, would be more than safe. Not a speck of electrocuted water would come anywhere within a few meters distance of him as he directs them to all thunder towards you, and his jump would keep him well away from the angled shark teeth since he would remain some distance from the ceiling/walls.
After, as the streams assault you, he would be free to continue by beginning a string of handseals, and then summoning a Stingray beneath him. The Stingray would levitate in position, at a height short range above where Kyle was initially summoned to. (still within mid ranged of you.)

Kuchiyose No Jutsu:Batoidea: Blitz Krieg)- Summoning: Batoidea: Blitz Krieg
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Blitz Krieg is one of the three boss summons of the Ray Contract. Blitz Krieg specialises in lightning, and has a pectoral fin span of 7 meters, while being 5 meters long from head to tail base. (Not including tail length.) Blitz Krieg, upon being summoned, passively brings with him dark purple clouds of lightning that settle over the battlefield, at a minimum height of two meters above head height. The clouds greatly reduce lighting, the battlefield only illuminated by the small non hindering static bolts that course throughout the airborne clouds. The true use of the clouds is that they attract the lightning techniques of the opponent, weakening them by one rank as they store some of the oppositions electrical charge within them. Krieg is then capable of taking hold of the stored electrical energy, effectively utilizing the clouds as an electrical source as he uses his chakra to empower the currents, allowing for the release of Lightning attacks from anywhere within the clouds. Fortunately for the enemy, the enhancement and manipulation of the electrical essence within the artificial clouds isn’t necessarily discreet, as a distinct crackling noise can be heard echoing in the nearby vicinity. Utilizing this method, Krieg can release B, A and S rank bolts, waves, blades, blasts and walls of lightning, either through use of the clouds. When Krieg disappears, he is capable of causing the lightning clouds to disperse in a electrostatic discharge which empowers any Lightning jutsu in play by +20, whether it be the users or the opponents. The clouds are both self fuelled and sustained by Krieg, and in turn Krieg also utilises them as a medium for his active electroception while in air, although on the flip side only beings within a 2 meter radius of the clouds can be sensed. Underwater however, Krieg's passive electro-location is unrivalled, spanning out for miles. The clouds can only be removed by a large scaled blowing wind technique of at least A rank, otherwise they would simply reform.

Note:
- Krieg is resistant to B rank and below lightning techniques, however when struck by an enemies lightning technique his electero-location begins to malfunction, rendered unreliable for two turns except at close distances of three meters or less.
- Krieg can only release lightning techniques through use of the clouds and only the generic applications described, not any specific known techniques..
- Krieg can swim at commendable speeds through both water and air.
- Krieg can only be summoned once per battle.
- Krieg stays on the field for four turns.
- Krieg is limited to creating three B ranked lighting attacks, two A rank lightning attacks, and two S rank lightning attacks, overall Krieg can only use five lightning attacks per battle, all of which naturally count as a jutsu.

The summoning of the Ray would conjure dark clouds over the field.

___
Timeframe

Fire combo > Grinder of the Shark Tooth > Usurpers Claim
Law would smirk as he passively picked up on the Jinchuriki's thoughts, knowing when he did as he poured his chakra into the surrounding water and jumped into the air what was to come. And so, the beginning of the Jinchuriki's end would truly take root here. As the water becomes electrified and start to change shape to move towards Kyle's target, Law would allow the armor he conjured around his body to dissipate, disappearing as fluidly as it had appeared. He would simultaneously cause the lower half of his body to shift into a state resembling a dark cloud, as though his very coat itself had dissolved at the bottom in a plume of shadows(obviously a partial transformation). That is, however, how it would appear if he could still seen, for the moment his shifted, the Kisei would begin his movement. At double his previous speed, he would navigate himself around the water, moving through the gaps to avoid any sharks or electrified streams as he moves at top speed. He would not slow, he would not stop, zig-zagging, turning and finally moving upwards towards the right of his previous position, avoiding the jutsu entirely faster than the Jinchuriki could see. Upon leaving field of Kyle's jutsu, Law would continue to hover around above it but below the cavern's roof, doing so at max speed.

( Shutsubotsu ) - Apparition
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.

However, the true strength of the Apparition would come not in its speed or maneuverability. But rather, in its passive nature, allowing Law to execute his deadliest maneuver yet. With a wave of his wand and the needed incantation, Law would conjure two items. One would be a replicant of his previous suit of armor, this time forged around his upper body where no transformation has occurred, A-rank in strength. The second would be within the air behind Kyle; a very thin, but powerful needle(the remaining A-rank). The needle would be the same length of that of a regular senbon, formed 5.5 meters above and behind his head, angled so that, immediately being conjured, it would be guided towards the back of the Jinchuriki's skull. Shooting through the air at max speed, the needle would easily pierce through Kyle's skull and exist from between his eyes, piercing into the water and sinking below as the Jinchuriki falls dead into the water. Of course, Law would manipulate to senbon in accommodation to Kyle's jump in his trajectory so that the senbon would strike him accurately. The senbon would be conjured within the same timeframe as Apparition is activated, and is immediately fired upon creation.

( 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.
 
Last edited:

System001

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Law would smirk as he passively picked up on the Jinchuriki's thoughts, knowing when he did as he poured his chakra into the surrounding water and jumped into the air what was to come. And so, the beginning of the Jinchuriki's end would truly take root here. As the water becomes electrified and start to change shape to move towards Kyle's target, Law would allow the armor he conjured around his body to dissipate, disappearing as fluidly as it had appeared. He would simultaneously cause the lower half of his body to shift into a state resembling a dark cloud, as though his very coat itself had dissolved at the bottom in a plume of shadows(obviously a partial transformation). That is, however, how it would appear if he could still seen, for the moment his shifted, the Kisei would begin his movement. At double his previous speed, he would navigate himself around the water, moving through the gaps to avoid any sharks or electrified streams as he moves at top speed. He would not slow, he would not stop, zig-zagging, turning and finally moving upwards towards the right of his previous position, avoiding the jutsu entirely faster than the Jinchuriki could see. Upon leaving field of Kyle's jutsu, Law would continue to hover around above it but below the cavern's roof, doing so at max speed.

( Shutsubotsu ) - Apparition
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.

However, the true strength of the Apparition would come not in its speed or maneuverability. But rather, in its passive nature, allowing Law to execute his deadliest maneuver yet. With a wave of his wand and the needed incantation, Law would conjure two items. One would be a replicant of his previous suit of armor, this time forged around his upper body where no transformation has occurred, A-rank in strength. The second would be within the air behind Kyle; a very thin, but powerful needle(the remaining A-rank). The needle would be the same length of that of a regular senbon, formed 5.5 meters above and behind his head, angled so that, immediately being conjured, it would be guided towards the back of the Jinchuriki's skull. Shooting through the air at max speed, the needle would easily pierce through Kyle's skull and exist from between his eyes, piercing into the water and sinking below as the Jinchuriki falls dead into the water. Of course, Law would manipulate to senbon in accommodation to Kyle's jump in his trajectory so that the senbon would strike him accurately. The senbon would be conjured within the same timeframe as Apparition is activated, and is immediately fired upon creation.

( 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.
Quoting.
 

Klad

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I was asked to check this by both sides actually, unfortunately

#1

Scaze takes control of the water in the cave via his lightning technique and shapes it to rise in a, like he says, literally lots and lots of streams with electricity. Should also note that the streams have sharks inside of them. Riker responds with Apparition, claiming he zig-zags through the water streams and through the gaps to successfully evade the technique.

As I see it, both of these moves are extremely ambiguous. Scaze indeed makes no mention of how close the streams are to each other, or how high they go, however he did explain their size actually. As for Riker, I consider it really hard to evade the streams without taking a hit, however his x2 speed boost covers up for him a little bit. Though, not enough. It is really hard to rule this properly, however I think I came to my best conclusion by giving it a middle ground. The fact that Scaze emphasizes on the large quantity of the streams he's made is a downside of his argument that Riker is dead. Splitting the original technique into so many parts would make the power of each stream less than E-rank, in other words a "scratch" damage done to Riker. Since Riker is basically faster than the streams, he can outrun a part of them, namely the below ones, so he can safely go upwards without getting hit from below. And this is where the hard part comes. Because the number of the streams is undefined, it's impossible to get the damage done to Riker accurately. I do believe he's hit by some of the streams in the side, yes, but as I said, the streams hold so little power they can be considered free form (Less then E-rank basically). My final verdict on this point is that Riker gets hit by some of the streams with the sharks inside, however they have not the power to actually do any major damage to him. The shark teeth which rain as senbons would also be rendered uneffective. My final verdict on this is that Riker comes out as uninjured by the whole thing as he conjures the armor on him.

#2

You can indeed conjure multiple items at a time with the power split with that technique. You also can conjure it anywhere within long rage as long as it's at least 5 meters away from the opponent. Riker is safe in this too.

#3

The initial usage of this technique can be used for dodging, as LoK says in that thread, so I needn't add more.

Continue this as I ruled above if you both are down for it.
 
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Punk Hazard

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I was asked to check this by both sides actually, unfortunately

#1

Scaze takes control of the water in the cave via his lightning technique and shapes it to rise in a, like he says, literally lots and lots of streams with electricity. Should also note that the streams have sharks inside of them. Riker responds with Apparition, claiming he zig-zags through the water streams and through the gaps to successfully evade the technique.

As I see it, both of these moves are extremely ambiguous. Scaze indeed makes no mention of how close the streams are to each other, or how high they go, however he did explain their size actually. As for Riker, I consider it really hard to evade the streams without taking a hit, however his x2 speed boost covers up for him a little bit. Though, not enough. It is really hard to rule this properly, however I think I came to my best conclusion by giving it a middle ground. The fact that Scaze emphasizes on the large quantity of the streams he's made is a downside of his argument that Riker is dead. Splitting the original technique into so many parts would make the power of each stream less than E-rank, in other words a "scratch" damage done to Riker. Since Riker is basically faster than the streams, he can outrun a part of them, namely the below ones, so he can safely go upwards without getting hit from below. And this is where the hard part comes. Because the number of the streams is undefined, it's impossible to get the damage done to Riker accurately. I do believe he's hit by some of the streams in the side, yes, but as I said, the streams hold so little power they can be considered free form (Less then E-rank basically). My final verdict on this point is that Riker gets hit by some of the streams with the sharks inside, however they have not the power to actually do any major damage to him. The shark teeth which rain as senbons would also be rendered uneffective. My final verdict on this is that Riker comes out as uninjured by the whole thing as he conjures the armor on him.

#2

You can indeed conjure multiple items at a time with the power split with that technique. You also can conjure it anywhere within long rage as long as it's at least 5 meters away from the opponent. Riker is safe in this too.

#3

The initial usage of this technique can be used for dodging, as LoK says in that thread, so I needn't add more.

Continue this as I ruled above if you both are down for it.
Thanks for the check Klad. Appreciated, though I have a slight dispute I'd like to have looked into to avoid this being dragged out and more complications.
 

Houdinii

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Thanks for the check Klad. Appreciated, though I have a slight dispute I'd like to have looked into to avoid this being dragged out and more complications.
Was asked to check this by Riker, for the most part I agree with Klad. The problem is both moves where written rather ambiguiously, Scaze was general with the size and directions of the water streams. Riker was unspecfic in how he dodged the streams, simply zig-zagging through them and etc. However there was a rather large amount of water being manipulated in a relatively small spce, which would make it incredibly difficult for Riker to come out completely unscathed.

Due to this I draw a similar conclusion to Klad, I think Riker dodges the majority of the water but he would be grazed lightly by the water. However this is important, as all of the water streams comes from the same source below, they are not seperated at the base. This means the entire water source contains S rank lightning, sure the actual physical impact would be little more than an E rank and just a graze, but Riker would still be exposed to the lightning for that brief moment.

So going with the best case scenario that Riker was grazed where his armor is located he would be exposed to A rank lightning for a brief moment. This would cause some damage and paralyze him momentarily, leaving him to begin to fall through the gap he was trying to escape through. Therefore he is in no immediately danger and due to the timing of his move Scaze would have to defend from the conjured needle. Continue from there
 

System001

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Was asked to check this by Riker, for the most part I agree with Klad. The problem is both moves where written rather ambiguiously, Scaze was general with the size and directions of the water streams. Riker was unspecfic in how he dodged the streams, simply zig-zagging through them and etc. However there was a rather large amount of water being manipulated in a relatively small spce, which would make it incredibly difficult for Riker to come out completely unscathed.

Due to this I draw a similar conclusion to Klad, I think Riker dodges the majority of the water but he would be grazed lightly by the water. However this is important, as all of the water streams comes from the same source below, they are not seperated at the base. This means the entire water source contains S rank lightning, sure the actual physical impact would be little more than an E rank and just a graze, but Riker would still be exposed to the lightning for that brief moment.

So going with the best case scenario that Riker was grazed where his armor is located he would be exposed to A rank lightning for a brief moment. This would cause some damage and paralyze him momentarily, leaving him to begin to fall through the gap he was trying to escape through. Therefore he is in no immediately danger and due to the timing of his move Scaze would have to defend from the conjured needle. Continue from there
I'll be exercising my right to a third check. I'll contact my chosen mod now.
 

Vex

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I'm in agreement with Klad. Scaze makes no reference to the overall number of streams. He says in his move that the sizes vary, and simply comments on the volume of water (being all of it in the cave). Since Scaze makes no reference to how close together the streams are, Riker is free to assume that they are spaced out enough for him to fit through each. I disagree with Houdini in that Riker would take much damage; the chakra channeled into each individual stream is 'diluted' to the point that any streams which happen to hit Riker would do very little damage.

In regards to the other issues, you can conjure multiple items at a time at different ranges with a single use of this jutsu. And, of course, you can use flight in order to avoid techniques. As of right now, Riker is in some pain from superficial wounds from the water, and Scaze is left to defend from the conjured needle. Continue from there.

Edit: Was asked to clarify something further by Riker. Since he's clad in A rank armor, and being propelled by a B rank technique, I don't believe that the few streams to strike him would provide enough force to slow his momentum.
 
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System001

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Law would smirk as he passively picked up on the Jinchuriki's thoughts, knowing when he did as he poured his chakra into the surrounding water and jumped into the air what was to come. And so, the beginning of the Jinchuriki's end would truly take root here. As the water becomes electrified and start to change shape to move towards Kyle's target, Law would allow the armor he conjured around his body to dissipate, disappearing as fluidly as it had appeared. He would simultaneously cause the lower half of his body to shift into a state resembling a dark cloud, as though his very coat itself had dissolved at the bottom in a plume of shadows(obviously a partial transformation). That is, however, how it would appear if he could still seen, for the moment his shifted, the Kisei would begin his movement. At double his previous speed, he would navigate himself around the water, moving through the gaps to avoid any sharks or electrified streams as he moves at top speed. He would not slow, he would not stop, zig-zagging, turning and finally moving upwards towards the right of his previous position, avoiding the jutsu entirely faster than the Jinchuriki could see. Upon leaving field of Kyle's jutsu, Law would continue to hover around above it but below the cavern's roof, doing so at max speed.

( Shutsubotsu ) - Apparition
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.

However, the true strength of the Apparition would come not in its speed or maneuverability. But rather, in its passive nature, allowing Law to execute his deadliest maneuver yet. With a wave of his wand and the needed incantation, Law would conjure two items. One would be a replicant of his previous suit of armor, this time forged around his upper body where no transformation has occurred, A-rank in strength. The second would be within the air behind Kyle; a very thin, but powerful needle(the remaining A-rank). The needle would be the same length of that of a regular senbon, formed 5.5 meters above and behind his head, angled so that, immediately being conjured, it would be guided towards the back of the Jinchuriki's skull. Shooting through the air at max speed, the needle would easily pierce through Kyle's skull and exist from between his eyes, piercing into the water and sinking below as the Jinchuriki falls dead into the water. Of course, Law would manipulate to senbon in accommodation to Kyle's jump in his trajectory so that the senbon would strike him accurately. The senbon would be conjured within the same timeframe as Apparition is activated, and is immediately fired upon creation.

( 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.
Since you've only stated that you're below the Canvern's roof, I'm going to assume you mean just a meter below. Since you haven't specified an exact distance or even a rough measurement. Just that you're high above, but below the ceiling. So i'm assuming almost exactly below.
_____

For the first time in the battle a most curious phenomenon would occur, that is that a chakra entity would begin to spawn within a few meters of Samehada. Until now, the opponent had constantly been at a distance of almost long range away, as were the techniques he spawned, and at such a distance his chakra was far out of the reach of the gluttonous Samehada. Now though, at only a few meters away just outside of short range, his chakra was condensing temptingly close to a Samehada that had not had a chance at a meal for the entirety of this battle, and had been starved from travel. At long last, Samehada was finally close to a chakra source that was not a product of its wielder.

Masses of malevolent, dark chakra focused all into one tiny spot would surely make for a delightful meal. And so, Samehada would begin to thrash and stretch towards your needle even as it begins to form. So great was it's excitement and voracity that the weapon would almost entirely peel away from Kyle's back, almost forming a 'C' shape from still being connected only where the sarashi tightly lashed it to its wielders back, while its hilt and head would curve backwards towards your needle.

"Graahh"
The weapon would groan as it starts to thrash.

Kyle, well aware of Samehada's habits by now, would instantly begin to respond in response to Samehada's initial shivering and thrashing. Knowing that only chakra could elicit such a reaction from Samehada, and that the weapon was starting to lean away from him, he would quickly deduce that something, an attack or perhaps even his opponent, was at his back.

As a result, Kyle, forgetting about his previous plans, would instantly consider two defensive methods, and decide to go with the simplest but most thorough method.
As your needle begins to form Samehada would begin thrashing, and in an almost instant response to this the Shinobi would, quite simply, release masses of ash from his body.
Excluding the eye and upper nose area of his face, so that his line of sight is not at all limited or obscured, ash would burst from virtually every other inch of his body, particularly from his rear area - such as the back and top of his head, his back, and legs. Your needle would run straight into the incredibly dense black ash, which like dark ethereal wings would formlessly splash out from the Jinchuruki's rear and tower high over him, passing around Samehada as it does so. Even if you attempted to manipulate and reposition the needle, due to the extending and formless nature of the ash, and it covering almost all of his body, it would be impossible to manoeuvre past it towards Kyle. The needle then, incapable of penetrating the defensive mass of ash, would simply be snuffed out.
As the ash rushes out from the Jinchuruuki's body, it would all begin to flood towards his rear where it would coalesce into a dark centaur, roughly four times the size of a man. The ash released from his rear would spread outwards like branching wings, while the ash at his front and sides would initially swirl around him like a barrier as it disperses towards his rear to form the centaur.
The centaur, capable of traversing through air, would watch the Jinchuruuki's rear and immediately deflect any attack sent towards Kyle with its shield or sword. Meanwhile, a thick, flattened tail that would extend from the Centaur's rear and snake down to beneath Kyle would act like a platform for the Ninja to stand on.

Kyle knew that whatever Samehada was reacting to, would either be snuffed out by the ash's release or dealt with personally by the centaur. And with Samehada now calm, Kyle knew that the Centaur had well and truly exterminated whatever it was that was behind him, and that he was correct to trust his back to the familiar.
He assumed that whatever it was, had been a small and pinpoint attack, as he had not been able to discern anything of its presence through sound, smell, or hearing, not even its clash against the ash.

Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
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Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

Then, wanting to ensure that none of his blindspots could ever be targeted again, the Jinchuruuki would immediately release his fire chakra into the atmosphere short range around him, forming a barrier that would prevent all threats from nearing him.

Even as he does this, the Centaur, through rhythmic beatings of its wings, would elevate itself and Kyle who stood on its tail, higher into the air. Soon the water that was all flung towards one side of the cave would begin to spread back in the form of rushing waves, and Kyle was not a fan of water. Their purely vertical ascent would halt some meters below the caverns roof (roughly 6), while the field of Dragon Breath would move along with Kyle to eliminate any threat. The only things permitted within its reach would be the now regenerated Artemis, Samehada, and the Jinchuruuki itself.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Hide
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

In virtually the same timeframe to Dragon Breath, Kyle would activate another ability that would boost the strength of his future wind techniques.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Hide
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
 
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Punk Hazard

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Since you've only stated that you're below the Canvern's roof, I'm going to assume you mean just a meter below. Since you haven't specified an exact distance or even a rough measurement. Just that you're high above, but below the ceiling. So i'm assuming almost exactly below.
_____

For the first time in the battle a most curious phenomenon would occur, that is that a chakra entity would begin to spawn within a few meters of Samehada. Until now, the opponent had constantly been at a distance of almost long range away, as were the techniques he spawned, and at such a distance his chakra was far out of the reach of the gluttonous Samehada. Now though, at only a few meters away just outside of short range, his chakra was condensing temptingly close to a Samehada that had not had a chance at a meal for the entirety of this battle, and had been starved from travel. At long last, Samehada was finally close to a chakra source that was not a product of its wielder.

Masses of malevolent, dark chakra focused all into one tiny spot would surely make for a delightful meal. And so, Samehada would begin to thrash and stretch towards your needle even as it begins to form. So great was it's excitement and voracity that the weapon would almost entirely peel away from Kyle's back, almost forming a 'C' shape from still being connected only where the sarashi tightly lashed it to its wielders back, while its hilt and head would curve backwards towards your needle.

"Graahh"
The weapon would groan as it starts to thrash.

Kyle, well aware of Samehada's habits by now, would instantly begin to respond in response to Samehada's initial shivering and thrashing. Knowing that only chakra could elicit such a reaction from Samehada, and that the weapon was starting to lean away from him, he would quickly deduce that something, an attack or perhaps even his opponent, was at his back.

As a result, Kyle, forgetting about his previous plans, would instantly consider two defensive methods, and decide to go with the simplest but most thorough method.
As your needle begins to form Samehada would begin thrashing, and in an almost instant response to this the Shinobi would, quite simply, release masses of ash from his body.
Excluding the eye and upper nose area of his face, so that his line of sight is not at all limited or obscured, ash would burst from virtually every other inch of his body, particularly from his rear area - such as the back and top of his head, his back, and legs. Your needle would run straight into the incredibly dense black ash, which like dark ethereal wings would formlessly splash out from the Jinchuruki's rear and tower high over him, passing around Samehada as it does so. Even if you attempted to manipulate and reposition the needle, due to the extending and formless nature of the ash, and it covering almost all of his body, it would be impossible to manoeuvre past it towards Kyle. The needle then, incapable of penetrating the defensive mass of ash, would simply be snuffed out.
As the ash rushes out from the Jinchuruuki's body, it would all begin to flood towards his rear where it would coalesce into a dark centaur, roughly four times the size of a man. The ash released from his rear would spread outwards like branching wings, while the ash at his front and sides would initially swirl around him like a barrier as it disperses towards his rear to form the centaur.
The centaur, capable of traversing through air, would watch the Jinchuruuki's rear and immediately deflect any attack sent towards Kyle with its shield or sword. Meanwhile, a thick, flattened tail that would extend from the Centaur's rear and snake down to beneath Kyle would act like a platform for the Ninja to stand on.

Kyle knew that whatever Samehada was reacting to, would either be snuffed out by the ash's release or dealt with personally by the centaur. And with Samehada now calm, Kyle knew that the Centaur had well and truly exterminated whatever it was that was behind him, and that he was correct to trust his back to the familiar.
He assumed that whatever it was, had been a small and pinpoint attack, as he had not been able to discern anything of its presence through sound, smell, or hearing, not even its clash against the ash.

Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Hide
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

Then, wanting to ensure that none of his blindspots could ever be targeted again, the Jinchuruuki would immediately release his fire chakra into the atmosphere short range around him, forming a barrier that would prevent all threats from nearing him.

Even as he does this, the Centaur, through rhythmic beatings of its wings, would elevate itself and Kyle who stood on its tail, higher into the air. Soon the water that was all flung towards one side of the cave would begin to spread back in the form of rushing waves, and Kyle was not a fan of water. Their purely vertical ascent would halt some meters below the caverns roof (roughly 6), while the field of Dragon Breath would move along with Kyle to eliminate any threat. The only things permitted within its reach would be the now regenerated Artemis, Samehada, and the Jinchuruuki itself.

(Katon: Doragonburesu) | Fire Release: Dragon Breath
Hide
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

In virtually the same timeframe to Dragon Breath, Kyle would activate another ability that would boost the strength of his future wind techniques.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Hide
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
Knew it. Thanks for the W.
 

Drackos

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Riker requested that I check this fight. I'll try to just get straight to the point in the check.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique
The critical word here is 'anyone;' because, in this case this word is used to mean any living thing, it can be applied selectively. I could honestly see this going either way with the wording; it's a reach with how the technique should be used and really is inherently flawed. But alas, that's not why I'm here. For the sake of the check, I'll assume this actually works as Riker intends. But there is a very critical contradiction that completely undermines how Riker intended. Information quoted from the Kisei clan's approved submission:
Due to being created from the shell of the Jubi's dormant form, this allows the wood to retain some of the Juubi's influence and causes it to be at times temperamental. Because of this, each piece of wood is different with "personalities" to them. ...while the wood is more attached and linked to the type of individual that is capable of wielding it.
Kisei wording at times can be somewhat convoluted. But from this wording, it really suggests that wands are sentient. The approved clan submission goes as far to call them "quasi-sentient" objects. But by definition, something that is sentient is something that can "feel" and be responsive. These wands can perceive their wielder/owner, and can even pick them. The clan submission even says that they can be temperamental, which is a complex personality characteristic for a piece of wood. It is very indicative of something independent of any external will, meaning that it sort of has its own will. So these by definition these are animate objects. They have some quality of life to them; in this case the active and unique personalities of the wood clearly indicate some level of life. In Riker's move it is stated that, "Law would target himself and Kyle only." But despite this, in his following move, Riker references his wand which means that it came with him. Because wands are sentient, in this case it is pretty clear that you need to state that the wand comes with you. So this inconsistency is pretty bad, and can be used in a lot of ways. So because Riker didn't explicitly exclude Samehada and acknowledged that his own quasi-sentient wand was there (in his following post, not the reverse summon post), then Samehada should still be there. Because of this Scaze can still use Samehada to deduce the attack's presence. Two closing notes. This whole strategy of doing something slick like this in an early move, getting your opponent to reply and "validate" it, and then springing something on them later is super ugly. This is the second or third time I've seen it and man does it bother the hell out of me. Second, I don't know how, under any circumstances, Scaze replying doesn't mean he validates that Samehada isn't there because it isn't explicitly left out. So just continue z.z.


Revision: Well, apparently things can have qualities of being animate but remain inanimate. Given this, I have to concede that the wording of Grinder, its use, and that Samehada would not be present would result in a failure to react.

Revision of the revision: Sup guys? Surprised to see me again? I am too. I'm a whole hot mess but that's not the point. Anyways, here to edit my ruling again. Anyways, the word 'anyone' is defined as persons or people. Samehada naturally isn't a person, even though it is a sentient organism. Because of this, Grinder is unable to target it for its selective teleportation at all; much like how you can't exclude a wand or a scroll from Grinder that is on someone's person. So yeah, Samehada is on Scaze's back; this allows for Scaze to react accordingly to Riker's move.

Also, as a reminder to you both, the next quote following this one will be the third ruling. Meaning the end of the fight.
 
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Punk Hazard

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Riker requested that I check this fight. I'll try to just get straight to the point in the check.

Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth
Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique
The critical word here is 'anyone;' because, in this case this word is used to mean any living thing, it can be applied selectively. I could honestly see this going either way with the wording; it's a reach with how the technique should be used and really is inherently flawed. But alas, that's not why I'm here. For the sake of the check, I'll assume this actually works as Riker intends. But there is a very critical contradiction that completely undermines how Riker intended. Information quoted from the Kisei clan's approved submission:Kisei wording at times can be somewhat convoluted. But from this wording, it really suggests that wands are sentient. The approved clan submission goes as far to call them "quasi-sentient" objects. But by definition, something that is sentient is something that can "feel" and be responsive. These wands can perceive their wielder/owner, and can even pick them. The clan submission even says that they can be temperamental, which is a complex personality characteristic for a piece of wood. It is very indicative of something independent of any external will, meaning that it sort of has its own will. So these by definition these are animate objects. They have some quality of life to them; in this case the active and unique personalities of the wood clearly indicate some level of life. In Riker's move it is stated that, "Law would target himself and Kyle only." But despite this, in his following move, Riker references his wand which means that it came with him. Because wands are sentient, in this case it is pretty clear that you need to state that the wand comes with you. So this inconsistency is pretty bad, and can be used in a lot of ways. So because Riker didn't explicitly exclude Samehada and acknowledged that his own quasi-sentient wand was there (in his following post, not the reverse summon post), then Samehada should still be there. Because of this Scaze can still use Samehada to deduce the attack's presence. Two closing notes. This whole strategy of doing something slick like this in an early move, getting your opponent to reply and "validate" it, and then springing something on them later is super ugly. This is the second or third time I've seen it and man does it bother the hell out of me. Second, I don't know how, under any circumstances, Scaze replying doesn't mean he validates that Samehada isn't there because it isn't explicitly left out. So just continue z.z.

Revision: Well, apparently things can have qualities of being animate but remain inanimate. Given this, I have to concede that the wording of Grinder, its use, and that Samehada would not be present would result in a failure to react.

Revision of the revision: Sup guys? Surprised to see me again? I am too. I'm a whole hot mess but that's not the point. Anyways, here to edit my ruling again. Anyways, the word 'anyone' is defined as persons or people. Samehada naturally isn't a person, even though it is a sentient organism. Because of this, Grinder is unable to target it for its selective teleportation at all; much like how you can't exclude a wand or a scroll from Grinder that is on someone's person. So yeah, Samehada is on Scaze's back; this allows for Scaze to react accordingly to Riker's move.

Also, as a reminder to you both, the next quote following this one will be the third ruling. Meaning the end of the fight.
Yeah, this check doesn't make sense. You say the jutsu doesn't say I can't teleport non-human living things, a contradictory approach as nowhere in the jutsu does it say I can, not to mention previous usages where I chose not to teleport animals and there was no issue. The only parameter it gives is that what's teleported is anyone I choose; you say Samehada isn't included in "anyone" so it doesn't meet the criteria for living things that can be transported (obviously inanimate items on your person come with). I'll be seeking a recheck
 

Vex

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Was asked to recheck by Riker.

Anyways, if we look at the wording of the technique it simply says this:

the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside.
The key word here is 'wanted'. The technique, from this context, implies that the user consciously decides whom is included within the reverse summoning. However, this doesn't give the user any sort of 'sense' for who is or isn't alive. To Riker, Samehada would appear to be a strange looking sword. His bio has no clue of its sentience, and his Legilimency would be of no help in this regard.

I believe that it would be metagaming for Riker's bio to exclude Samehada. And, honestly, regardless, it seems like a reach to exclude a sword just because Riker said he teleports his body and Raph's only I would consider the structure of Samehada, despite being alive, as a tool. I would include it as part of the opponent's attire. That said, please continue normally.
 
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