Bellion VS Python

Python

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All out
start mid range from each other
terrain: Buckingham palace
ill be using Drizzt
 

Python

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In the vastly decorated palace, the two would about to engage each other for the royalty's entertainment. Both were selected for their distinct, unique abilities, which were unknown to each other. Drizzt, having his clan weapon already formed in a bow form, which is an "X," strapped it behind his back. Drizzt would make one hand seal due to his affinity with caramel. This would shoot upwards from the ground, being 10 meters in diameter and scalding hot if Fuegoleon would come into contact with it. The caramel web came at a 45-degree angle from the ground.

Drizzt would dash forward and arc right of Fuegoleon, expelling chakra from his hand. This would create a set of five metal wires. These would wrap around Fuegoleon and constrict him from various angles, 360 degrees around him. This would prevent him from performing hand seals, though this would be strengthened with lightning, which would add a slicing element to the wires that bound him. Now also puncturing through his flesh while bound.

Drizzt, grabbing his bow and drawing its holy fire string, would shoot an arrow that would carry a great amount of holy fire within. This would take on the form of a large panther, three times the size of Drizzt (20 meters). This would be controlled by Drizzt; it would crash straight into Fuegoleon's torso, biting his left wrist after colliding.

(karumera soutei) - Caramel Binding
Type: Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: (80)
Description: The user will perform three hand seals creating giant strings of caramel that shoot up stretching around the target/targets like a spiders web. This web can be created from any angle on the battle field, and can be made very stretchy by the user. This caramel shoots up with extreme speed binding the target making them unable to perform hand seals. These caramel binding can be made in the solid or liquid form of caramel, depending on the users needs, if made in the liquid form, the sheer heat will burn on contact causing 80 damage.

Note: Webs can be made from anywhere in the earth or from the users body or any caramel source.
Note: Usable 3 times with two turns between uses, no caramel above A rank in the same turn or next.

(Ninjutsu: Nezumi no Hoohige) Ninja Arts: Rat Whiskers

Rank: B
Range: Short-Mid
Chakra Cost: 20 (-5 per turn to maintain)
Damage Points: 40
Description: The user will expel chakra outwards, from theur hands. The chakra will create a set of 5 wires, thin and sharp but strong, which will immediately wrap around the opponent. While they can be used on their own to powerfully constrict the opponent, they can be used more efficiently by adding an elemental nature to them. Strong elements (Earth, Metal, etc) or Slicing elements (Wind, Lightning, etc) will strengthen or sharpen the thin wires, which will allow them to slice through flesh and bone by the inherited constriction force. Other elements may weaken the body itself, allowing the said slicing effect (Fire burning, Rotting elements, etc). Elements that do not fall in these characteristics will simply add their characteristics to the wires, but will only have the tight grip of normal chakra wires, and not the slicing property.
With one handseal, the wires can be shot from the ground upwards, binding the target. The user can gradually increase the sharpness and the tight hold of the technique by hand gestures (when he uses it from his hands directly as "whips") or by maintaining the hand seal (if used from the ground). The wires are only able to severe the thinner limbs/weak spots and severely injuring the thicker body parts (I.e Severe arms, legs, necks, and Injure torso, head).
Note: If used from the ground, can't perform any further jutsu until the grip is released.
Note: This jutsu can only be used thrice per battle, at max 1 usage every two turns.
Note: The wires follow the element's and rank's weaknesses and strengths.
Note: Cannot be used by CE elements.


Tolkien's Isan | Tolkein's Legacy
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: 40-80
Description: This is a technique that was developed by the Elves to give them a more versatile ranged fighting style, using their bows to fire Holy Fire in a more varied way than just single arrows, such as in the form of multi shots, animals, binding methods, all explained below.

Scatter shot - A rank: This allows the users to fire multiple shots at their opponent/opponents all at the same time. This allows them to attack multiple targets but also cover a larger range at the same time. In doing this, all the arrows they fire have a collective power of the chosen rank. They can be fired all at the same single target or fired as an array in front of the user. This can be done once every 2 turns and 4 times in total at A rank.

Aspect of the beast A - S rank: The user fires an arrow that takes the form of a chosen animal or beast, be it a replica of the users summoning contract or a basic animal, excluding mythical creatures. The user will draw back their bow and release and arrow that takes the form of an animal of their choosing made of holy fire being released at the speed of a shot arrow. The user can control this beast's movements for up to 2 turns. While active, the user can only use Holy Fire and and it's components. The size depends on the user's will but S rank can reach a maximum of thrice the size of the user. The arrow will burst into animal form as it's released from the bow, retaining all the properties of holy fire. This can be done once every 2 turns and 4 times in total at A rank while it's S rank version can only be used once per 3 turns, preventing use after it. For every turn it is out, the user will spend 10 chakra each turn.

Aspect of the Guardian - S rank: The user will draw back their bow and the arrow they form will have a large shield of holy fire that can be flat like a wall or wrap around them like a barrier, extending up to 2 meters around them in either use. They will hold this in place as a barrier which they can also shoot to either attack their opponent with their defense or to protect an ally. This can be done once every 2 turns and 3 times in total at S rank. After each use, the user cannot use Holy Fire in the next turn.

Aspect of Judgement: The user will fire an arrow in the sky towards a a chosen location, but this will explode into an array of holy fire, that will fall like snowflakes of holy fire on a chosen location (up to mid range diameter). This will rain on the chose location for three turns. Designed to detect enemies, it will only harm their enemies as an inherent skill of holy fire. This can be done once every 2 turns at B rank.

Aspect of the Binding shot: The user will draw back their bow forming an arrow of holy fire that contains a sealing formula. After release, the arrow has two uses: If the seal hits their intended target, the seal will restrict their movements as the holy fire burns. This seal is S rank and use of this arrow takes up two of the users moves per turn. The second use is to hit the ground near the intended target, and releases the sealing formula onto the ground as the arrow ignites the ground also. The seal binds the target to the ground holding them in place as the holy fire burns them alive. This variation will only bind their legs has a short range radius. If this is used the user can't use fuuin above B rank in the following turn. This can be done once every 3 turns and 3 times in total at S rank and requires Fuuinjutsu.
.
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns
Note: Every version released is capable of causing blindness for one turn to none Elves who see them directly.
 

Bellion

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Fuegoleon stood across from the man as they took their places, his opponent wasting no time in launching his attack. The Kisei passively activated his Legilimency and, with his wand already drawn, flicked it to cast the Transformation spell just as Drizzt’s attack shot up from the ground around him. The web of Caramel was transformed into one made of Ichor, which Fuego then launched at Drizzt with another flick of his wand.

Fuego then passively controlled the chains on his body to release the Leg Weights strapped around his legs.

( Legilimency ) - Legilimency ( passive )
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.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 + 10 = 50
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 only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.

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.

( Katai Omori: Doroppu ) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Note: This can be used for either canon Leg Weights technique.

( Katai Omori ) - Leg Weights ( reference )
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.
 

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Drizzt would have negative intent alert him to Fuegoleon changing the web and flicking it back towards him, Drizzt would gather his holy fire, releasing it in a stream. the sheer brightness of this would blind Fuegoleon and Drizzt wouldn't think of this effect, so Fuegoleon would have no warning or chance to shut his eyes. The wave would fry Fuegoleon from the sheer heat.

Drizzt would now dash at Fuegoleon closing the distance down to short range he would gather the wind around his body, projecting it outwards in front of him forming a large tiger. This would sprint directly at his opponent, after this is Drizzt would dash to the left of Fuegoleon. throwing 3 kunai from his ninja pouch. The tiger would be intangible state until about to strike through Fuegoleon he would made tangible by Drizzt quickly weaving one handseal dealing massive blunt force trauma to Fuegoleon torso.

Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40 (15-40 per turn to sustain)
Damage: 80
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.
Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns

Wind release- Phantom Tiger
Type: Offensive|Defensive
Rank: S
Range: Short - Long
Chakra: 40 ( +10 to solidify)
Damage: 80 (+10 if solidified)
Description: The user focuses there wind chakra from around there body in front of them projecting there wind chakra forwards which takes the form of a large tiger running towards the opponent, the tigers head has the height of a common shinobi in proportion with its body giving you an idea of the tigers actual size, the tiger holds the intangible properties of wind, being nearly invisible all except for a faint greenish hue which creates the tigers outline and is able to seperate itself in order to move around solid structures and reform itself on the other side of the technique, additionally the user is able to perform a single hand-seal solidifying the winds at any moment he or she chooses which creates a bludgeoning and cutting force when it strikes the opponent, this makes the tiger appear to be a type of spectre, appearing suddenly and then fading away once again.

The wind tiger whiles intangible can combat intangible elements such as lightning, fire as well as other intangible techniques respecting strengths and weakness and if ramming the opponent in this intangible state causes moderate amount of cuts as it passes through the opponent, if ramming the opponent in its solidified form the tiger deals a massive amount of cuts plus a large bludgeoning ripping force as it rams the opponent and will also effect solid elements such as earth, water and others solid techniques.

The user spends an extra + 10 chakra in order to solidify the winds which only lasts a mere instant before returning to its original intangible state, the tiger is able to act on its own accord using the chakra the user previously spent as a fuel to maintain itself thus allowing it to move around the opponents defence if necessary. Additionally the tiger is able to let off a mighty roar of devastating cutting winds which holds A rank power however can only use this roar a limited number of times in order to maintain its own form.

Note - Costs a move to solidify the Phantasmal Tiger
Note - Can only be used twice per battle
Note - The Phantasmal Tiger lasts 3 turns
Note - The Tigers roar is an A rank ability with a range of short - mid which can only be used twice and counts towards one of the users allotted moves
Note: No S-Rank or above Wind on the turn the tiger is created
 

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Fuegoleon watched as the techniques clashed and cancelled each other out before Drizzt dashed toward him. The wizard made use of Legilimency, along with his other senses, to discern Drizzt's intentions as he flicked his wand once more while muttering the incantation for the jinx, casting the Leg-Locker Spell on his opponent and causing his legs to freeze up, making him fall over mid-dash. Simultaneously, Fuego passively launched one of his kunai at the man’s head as his legs froze.

( Kuro Mahou ) - Dark Arts
Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 80
Description: The Dark Arts, also known as Dark Magic, refers to any type of magic that is mainly used to cause harm, control, or even death to the victim. The Dark Arts are not necessarily "evil", just because it's labelled "dark". While the Dark Arts have a bad reputation, overall, dark magic is not, by definition, "evil" magic. A Dark spell is primarily defined as any spell that consistently affects the object in a negative manner, usually associated with varying levels of discomfort.

Dark spells can be classified into three groups: Jinxes, Hexes, & Curses. These groups form a hierarchy, with jinxes at the base, hexes in-between, and curses at the top. The further one ascends up this hierarchy, the more wicked, the stronger, the longer-lasting and the less reversible the Dark spell's effects appear to be.

Leg-Locker Jinx: - Supplementary

The Leg-Locker Jinx ( Locomotor Mortis ) is a Jinx that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with more chakra, meaning after its effects are applied, surges of higher chakra allow the effects to be broken. The target can still mold chakra, however; it’s just that his leg muscles become unable to move. This is ideal for preventing the movement of quick moving targets or objects.​

Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.

( Ouryuujin Yarijutsu: Nan'a Tanken ) Serengeti Spears: Ivory Mambele
Type: Supplementary/Offensive
Rank: D
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 20
Descritpion: Ivory Mambele is a form of projectile throwing that allows one to throw honed projectiles such as spears, kunai and shuriken. The user will pick up the projectiles and, with a flick of their wrist, they will throw the projectile at a slightly spiral rotation, which will pick up wind drag and strengthen the sharpness and steadiness of the projectile with a sheen of wind that will give the projectile a slightly white ivory hue as it flies towards the target.

Note: This also allows the practitioner to passively throw carved kunai without allowing them to pick up wind. This is a passive technique when used in that way, but also has none of the bonus that come with the style.
Note: Can throw up to 4 projectiles per usage.
Note: Can only be used once per turn.
 

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Drizzt felt his legs suddenly lock "Hmm a seal restriction? or a binding genjustu maybe?" his inner thoughts swirled, it was only his lower body constricted. He would take a wild guess it was genjustu or some strong form of justu he hasnt witnessed. Drizzt would gather a large mass of charka and cause a full surge spiking his charka. This would cause his whole body to become holy fire and the flames would be bright and blind all those who was not Noldor.

This would leave Fuegoleon blinded as Drizzt now began his advance attacking him head on from the little angle he was on from Fuegoleon from the momentum from his fall. Drizzt in tandem would throw 3 kunai at Fuegoleon torso as he began to sprint. From breaking the technique.

This would close the distance to short and he would quick to close the remaining distance, smashing him with his elbow into his skull while in his holy fire form burning him on contact if he had any ill thoughts when the contact occurred. this would purge his soul and body of any foulness and the impact send him flying.

Shigai no Seisen | Body of the Crusader
Type: Offensive/Supplementary/Defensive
Rank: A/S
Range: short
Chakra: 30/40
Damage: 60/80
Description: This jutsu goes back to the founding of the clan. The amber from the tree of light was sealed into the clan giving them their powers. The amber flows through them making them the light themselves in a sense allowing them to control their KG. This lets them become the Silmarilis, The Light, The Holy Fire, if you will. Their body becomes the element themselves of holy fire. This can be in part like just the arm (A rank) or in a surge of chakra turning their entire body to the light energy itself. In doing the full surge they purge themselves of all they feel to be negative. This can be done in part with the A rank also. In turning to the Holy Fire, they become the light itself, and blind all who look at them radiating heat from the holy fire. The feel they are the embodiment of the sun which they praise, they are pure, bright and purge the darkness. In this form, being energy itself, it breaks down all that is weak to the holy fire and allows them to enhance their close combat skills through this, burning and purging those who seem to do the elves harm.

Note: The A rank version can be used once per turn on any part of the body, lasting up to two turns or until cancelled
Note: The S rank version turns the entire body to silmarilis, and in this form the user can only use energy based elements. This lasts up to 3 turns, can only be used twice per battle with two turns between uses. If the S rank is used the A rank can't be used for two turns also.
Note: In this form the user becomes vulnerable to elements that are strong to energy based elements such as the cannon Dark release element.
Note: Blinding lasts while this is active. Once this ends the targets remain blind for one more turn.
Note: only be able to use elements that compose Holy Fire when in full body mode

(Konoha Kaiganshō) - Leaf Rock Destroying Rise
Rank: B
Type: Attack
Range: short - mid
Chakra cost: N/A
Damage points: 40
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, is even strong enough to destroy rock formations.
 

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Fuegoleon was fully aware of Drizzt's intentions through his Legilimency and closed his eyes to avoid being blinded as his opponent turned himself into a giant flashlight. He didn't need his sight to deal with this man. Instead, as Drizzt approached him, Fuego waited until he was two meters away and instantly activated his Sage Mode, enhancing his senses and speed. The wizard then utilised this enhanced speed to avoid Drizzt at the last moment and deliver a stiff triple-knuckle shot to his opponent's throat, knocking him back and away.

( Ibara Ryū Sennin Modo ) - Perfect Thorny Dragon Sage Mode
Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: N/A ( +30 to Ninjutsu & Taijutsu up to S Rank )
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost ( -10/turn ) cannot be paid to sustain the mode. Once activated, the user will undergo physical alterations. Their skin will become scaly like a dragon's, their canine teeth will become sharper and longer, resembling the fangs of a dragon, while their hair becomes longer and more untamed. Additionally, they will grow a large tail with spikes protruding from it that they can use for both attack and defense. The user is resistant to damage, reducing 30 damage from all techniques and can heal ( for 10 damage per turn ) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Ninjutsu and Taijutsu techniques by 30 and increases the users speed, rivaling Snake Sage Mode. Additionally, the user is able to break out of Genjutsu, using the Genjutsu release technique one rank lower than what he would normally be required. Lastly, the user will gain the ability to camouflage their scales allowing them to blend into their surroundings.

Note: Usable thrice per battle by Perfect Sages, and must wait one turn before using this technique again.
Note: Once per battle, the user is able to instantly activate Sage Mode, with 10% of their maximum chakra reserves as Senjutsu Chakra. Perfect Sages can convert a maximum of 40% of their total chakra reserves.

( Fenikkusu Boshi Genkotsu ) - Phoenix Eye Fist
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60 + 30 = 90
Description: The Phoenix Eye Fist is from the Bak Mei Kung Fu fighting style. The user carefully controls their breathing to maximize the power of their attacks and then delivers a triple knuckle-shot to the throat, aiming to crush the target’s windpipe.
 

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Drizzt would be alerted to negative intentions and see his foe power up using a similar Sage Mode like his Toad. Fuegoleon would disappear. Assuming he was under attack, Drizzt was helpless to react and counter before the blow struck, but he instantly began to prepare to fire off his technique, gathering his holy fire, ready to react.

Fue would throat-punch Drizzt, sending him crashing back a few meters, knocking him out of his form. Drizzt would recover quickly and clap his hands together, causing his chakra to be released over the field and the simulacrum dropping down. Even though he couldn't track his opponent, this wide-range attack would mean Fuegoleon had little chance to evade. The holy fire would burn Fuegoleon, frying his unpure soul if he thought any negative thought; this was also illuminating brightly, blinding him if he looked upwards as holy fire rained down. This technique would happen mere seconds after the initial blow, and Drizzt recovering. At the same time as releasing the holy fire, Drizzt would retreat back 10 meters (Freeform dodge). He would be instinctually reacting and not thinking about it, coughing and wheezing, the damage from the previous blow setting in, quickly seizing the initiative.

He would follow up, releasing a 15-meter width and height stream of holy fire. This would be aimed at Fuegoleon's last position Drizzt was aware of, covering a large span in case he moved. This would burn him on contact, not needing ill intent. Finishing up, he would slam down and cause Gamahiro to appear above the target, slamming down and crushing him.

Ame no Junsei Seisen | Rain of the Holy Crusade
Type: Offensive/Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is unique jutsu that gives of a holy feel in itself. The user will clap their hands together gathering a mass of chakra over the field releasing this jutsu. From that point on the chakra will fall bit by bit, similar to that of the hidden rain jutsu, but have it’s own unique properties. The energy is that of the Silmarilis or Holy fire as it has come to be known. It would fall down gently like snowflakes of energy dropping onto the field which as they touch the ground they will dissipate from the basic use of this. As it is with most of the holy fire jutsu this has the ability to react to dark chakras and negative intents. In this if it were to rain on those flowing with bijuu chakra it would act like a fiery acid on their skin burning them severely. Not only this but it will react to those not pure of their intentions. For example, if this were to fall on a ninja who made it rain or created a clone, it would have no effect. But if a person was intent on causes something negative like harm or death, the holy rain would burn through their skin like fire itself, making it a lot harder for them to perform jutsu and concentrate causing it to take twice as long for them to perform a jutsu, so what would normally be as easy as making a single handseal, due to the constant burning it would take twice as long for them to focus. Not only this, but for sensors and doujutsu uses it will make it very difficult for them to locate the user. This won’t affect the Byakugan as the byakugan can see through chakra, like how it can see through the hidden mist. Where as sharingan and the rinnegan will just see chakra all around them blocking their vision. The use can perform an addition handseal at any point while this is active, releasing more chakra into the falling energy in any given area to increase the power of the holy rain to burn any and all it touches as it gives off an even brighter glow, allowing one to notice this, starting ateast 5 meters above the target. This can have a 5m radius, and can only be used on one location per use of the overall jutsu. In doing this it will increase the power of the holy fire to S rank, taking up 1 of the three jutsu per turn.

Note: Useable 3 times, lasting 3 turns, 2 turns between uses
Note: Making it burn and increasing it to S rank can be done once per use lasting for that single turn, ending the usage of the full jutsu.
Note: Will not harm the user as the holy fire just becomes one with them once more

Junsei Dageki | Holy shock
Type: Offensive/Supplementary/Defensive
Rank: C-S-Rank A
Range: Short-Long
Chakra: 15-40 (15-40 per turn to sustain)
Damage: 30-80 60
Description: This is one of the most basic applications of the Noldor's KG, the holy fire. It being an energy that they create their kg, holy fire , to shape and control. Using this technique they are able to create a mass off the energy and keep it focused to give it shape in many forms. This can be as simple as creating a small ball of it to a cube. Or getting more creative they can make various weapons, swords, shields, Axes, draggers. WHat ever they can think of that is an innanimate shape they can create from this basic application. This can be also be used to make Waves, pulses, sentient creatures up to the size of the user, barriers, pretty much all basic application of basic elements as well as streams

Clense: (supplementary) Unlike most elements though, this one has two sides to it, the first being how it works. With holy fire there is the offensive part as an energy which comes with it being more focused but the main part is for it to purify. The entire clan being based on intents and making the world pure, allows them to create this energy in an almost non offensive manor. The none offensive manor is called "clense", and this serves to work only on those that have negative intents, like those to harm and destroy. If a person it touched by this holy fire while having negative intends the energy will burn them intensely, reacting to their intent damaging based on rank used. This served as a great way for them to protect their borders so they could test all who tried to enter their woods, any wishing harm upon them would be dealt with swiftly.

Shock: (offensive) This is the offensive version of the element, the user will concerntrate alot more chakra into the shapes waves or streams to causes damage and destruction. This is to defend their borders at all costs. The clense method is purely a way to test intents in various ways. This is for pure power. Much like a stream of fire, or chidori remei, i combines the properites of both using basic shape application.

C to B rank can be made without handseals just hand gestures, A rank can be created freely after forming one seal, the size of the object ranging for the user's needs. Being progressively stronger each rank is abe to make larger items starting with the small basic shapes at C rank to the powerful creatures created via A rank. S rank usage can be used 4 times per battle with two turns between. It can also be used to make large shapes up to 3 times the size of the user.
Note: S rank can only be used 4 times with two turns between each. And no silmarilis jutsu above B rank in the same turn.

Note: The A rank version can only be used once per turn.
Note: Can only be made around the user or on the borders of short range around an enermy
Note: While maintaining a jutsu like creating an animal the user can only use elements that make up the holy fire. Jutsu can only be maintained for 2 turns


(Kuchiyose: Yatai Kuzushi no Jutsu) – Summoning: Food Cart Destroyer Technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user summons Gamahiro above the target, crushing whatever is beneath him when he falls to the ground.

Note: Must know Toad Summoning contract and counts as summoning Gamahiro into the field.

HP 160-90=70
 
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Bellion

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Fuegoleon's gaze remained locked on Drizzt as his opponent clapped his hands together and manifested a bright rain above them. He could sense the build-up of chakra and instead focused on what was in front of him. Fuego flicked his wand and conjured a lion-shaped avatar around himself that covered his short range, with paws that could reach a further five meters. Whilst conjuring the lion, Fuegoleon infused it with additional chakra, granting it a stronger defence as well as sentience through his Yang-natured chakra, which allowed it to act independently from him. The lion protected Fuego from the attack above as he and it moved forward; he had it swipe in front of it, aiming to strike Drizzt.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 + 10 = 50
Damage: 20 - 80 + 30 + 20 = 130
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:

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.​

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.

( Yoton: Jigoku ni henkō ) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+30, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the thirty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.

Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release Specialists and Yin-Yang users can apply this technique to advanced fields and CE and advanced elements.

( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance
 

Python

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(My bad forgot to put in HP drawbacks >.>)

Drizzt would see his opponent flick his wand and make a defense around him shaped like a lion. In response, Drizzt would use no hand seals (Apex hand seals) and cause a caramel dragon to burst from the ground below him. Drizzt being on top of the dragon head, it would arc left five meters, out the way of Fue's lion attack.

Drizzt would have the dragon shoot a hot liquid caramel blast at Fuegoleon's lion defense. In tandem, Drizzt would work in the same timeframe: he would gather his chakra and cause many caramel spikes to shoot from all around Fuegoleon, aiming to impale him from all angles, except below him. The caramel would be solid. Mixed with the liquid hot caramel blast from above, this would dissipate Fuegoleon's defense and leave him on the back foot.

(karumera Doragon) - Caramel Dragon
Type: Offense/supkementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: 80
Description: After performing three hand seals the user will release their chakra into the ground causing it to crack apart s shaking as a dragon made of solid caramel rises out of the ground. This dragon is 15m long from it's head to the end of it's tail, standing 10m tall with a wing span of 20m. Using their chakra the user can allow this giant dragon to fly. The body is made of solid caramel that would shine allowing it to have a solid defence while making it's attacks strong too. The user can also form this by performing the three handseals and spitting out the caramel dragon allowing it to take form. This dragon has another unique trait in that it can spew out a mass of liquid hot caramel, large enough to cover a 15m radius area or for attack/defence. This will be A rank in power counting towards one of the users 3 moves per turn.

Note: Useable twice. Must wait 2 turns after the first one is destroyed to be able to use it again.
Note: The blast of liquid caramel is A rank, counts as a jutsu and requires 30 chakra

(karumera) - Caramel release
Rank: D - S
Type: Supplementary/Attack/Defense
Range: Short-long
Chakra cost: 10-40
Damage points: 20-80
Description: The user will focus their chakra combining the necessary elements and create a caramel on the battlefield that they can use to attack, defend, or just bind the opponents. The caramel can be made in various shapes and forms. This can be made from the ground, the users chakra or via them spitting it out or releasing it from their body. This can be done in one of two forms, either solid or liquid Caramel. Liquid Caramel can only be used in projectile, blasts, attacks from the ground or familiars, basically unable to be held by the user. Hardened Caramel however can be used in any way reasonable. The user can make solid forms such as weapons and walls or waves and pulses of caramel. For B rank and below, the user will use hand gestures to form the caramel, for A rank the user will need to perform one handseal. A rank can be used once per turn, S rank can be used 3 times per battle with two turns between uses and no caramel A rank and above in the following turn.
Note: Liquid caramel dries up in 2 turns
 

Bellion

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Fuegoleon didn't break stride as he burst forward. He chose to have his lion arc to the right as he gathered chakra into his left hand, which he raised and pointed forward while running toward Drizzt. The lightning crackled briefly before being fired at the man and his dragon, covering 120° in front of Fuego. The lion moved swiftly across the ground, aiming to smash into Drizzt following the lightning.

( Raiton: Chidori Raimei ) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 30 = 110
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
 
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