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Sasori

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Rei's R &R
Mid Range - 15m
Customs - Allowed
Terrain -Grassy Plains Field
Circe bio


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Mirai

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Inou in signature, you start
Update here:
All seal and such in bio as well my CW
 
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Sasori

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Circe decided to continue on her journey through the fields once she was finished with the last muggle who stood in her way. In quite a blood thirsty mood, Circe would decide to attack yet another muggle who was crossing her path. " I guess I should try out some more of my magical abilities she said with a smirk." By simply speaking the words Raiton Mahou, she would cause for three streams of lightning to branch off from her feet. Two lightning streams would quickly rise into a tall wall of lightning that is placed five meters away from his foe. The main lightning stream would find itself under his opponent and moments later the ground would begin rumbling. Shortly afterwards, his enemy would find themselves falling into a collection of swords that immediately began to close in on them and at the same time the walls would begin to go into action firing lightning at them as well.

(Dai sanji no keshin) Lightning Style: Catastrophe Incarnate
Type: Offensive/Supplementary
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: 80
Description: The user first performs three hand seals and then gathers their lightning chakra towards their feet.Once this happens,he releases the chakra which quickly extends from the base of the users feet in the form of three currents of lightning.Two of them go to both sides of the target and as they move swiftly rise up to ten meters from both sides of the target as a thick wall of lightning. This lightning wall is placed 5-10m away from whatever the target is, and stays in place as long as the user is channeling chakra.The third current would go rip into the ground and move underground a few feet away from the user.It goes through the ground directly towards the target.Once underneath the target,after a slight shaking and rumbling noise,the ground five meters around the target would weaken and dislodge,this is done by the lightning expanding underground and cutting through the earth.Essentially, the platform five meters around the target will break apart leaving them to fall into a collection of Lightning swords which are formed underground below the target.The swords will be formed into that of a cone like structure and continue to emerge and close in on the target from a tilted angle which happens quite quickly. Simultaneously, as the swords are erupting or upon their own emergence,the user can manifest from the walls,several tendrils of lightning that can be directed towards anyone between them if they can not find a target they can merge with the swords instead,in order to add to the total S-rank damage of the technique. The swords continue to emerge from the ground until it has reached five meters above the target where the swords will then snap close and explode into a gruesome explosion spanning towards everything five meters of it.

Note: Can only be used twice with a two turn cool down.
Note: No lightning above A-rank next turn.
 

Mirai

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Without uttering much of a word, Hokusai simply sighed at yet another individual who she assumed had nothing better to do in their spare time, simply having the desire to flex their might. She cautiously watched the enemy uttered something from their mouth but couldn’t make note of what it was however, the ground underneath her position started to rumble slightly – prompting her into her own phase of attack as she would utilize one of many ink tattoos on her body as the conduit of her ink technique, this being a tattoo of ink roses on her body. Once she does this, from underneath her a vast forest’s forth of ink came to life.

The thorns would rip through the surface of the terrain, counter acting the enemy technique as it happens but she would also apply an infusion of chakra into the technique, the first of them being that with her signature regeneration properties, allowing it regain full power even after clashing against the walls of lightning and swords underneath her, the second would be due to the ink that she uses for the attack – it would remain invisible to the enemy eye until it was within short range. At an outside perspective it would seem unreal due to her the wide scale of the technique.

Lastly was the infusion of her fire chakra into the technique, allowing her to interact with the roses to gain an elemental nature as the rose whips raised her to towards her left side, roughly one meter from its spawn point.

She simply rested on the ground, wondering how her enemy will react to this motion of attack. “I guess you’ll be the first to witness my brand new creation. Consider it a gift, im sure you’ll adore it!” she said as she causally whipped her hand around allowing the whips to strike down the enemy.
(Inkupo : Arusu Rooza ) Ink Arts: Ars Rosa
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 ( -10 to sustain) + 10 = 50
Damage: 80 + 20 = 100
Description: Arusu Rooza utilizes a unique application of controlling ink once it takes form by drawing it right on the spot. This causes a vast array of thorny whips with roses to grow and rampage across the ground as the ink soaks into the surface and resurfaces from below the ground. It's range is wide, devastating the terrain fifteen meters in front of the user whilst also reaching up to five meters in altitude. The user can also infuse the ink with fire chakra in order to cause the thorns to deal burning damage upon contact with the target (user can interact with it without suffering any adverse effect while also following the S/W of Fire). This can only be used twice per battle, remaining active for two turns while being unable to use S Rank and above Ink/Katon in same and next turn. Fire infusion isn't mandatory, leaving it up to the user's choice. They may also control the whips via hand movement for more precise strikes

(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.

(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A ( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.

The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off

The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect.
 

Sasori

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Right after Circe released her lightning jutsu she would patiently for her opponent to fall victim to its destructive powers; however, before the attack could reach its target she noticed something strange occur. Circe would notice that the chakra to her lightning technique had become disrupted and she also noticed that in front of her there appeared to be something destroying the field, but what it was, she did not know. "Does she have some magical ability as well?" Circe thought for a moment. It surely wouldn't be the first time she met one of her own. It, however, would not be long before the attack found itself within short-range of herself and it was at the moment everything became clear. With a single flick of her wand and an infusion of chakra from her manacles she caused for a barrier to appear between her and the attack. The barrier would easily stop the incoming attack and protect Circe from the whatever was trying to destroy her; this protect her from anything that attempted to across where the barrier was. For the small price of not being able to use anymore spells for the time being Circe would be capable of sustaining the barrier on the field for as long as she pleased. Without wasting anymore time she would speak the words "Doton Mahou" and cause for earth soldiers to literally rise from the dead. Resurrection was sure to be a testament to her strength. These earth soldiers, that appeared from Mid-long range would quickly jump into the air above the enemy. However, one particular soldier would appear underneath the woman and grab hold of her ankles and pull her backwards causing her to fall. Meanwhile, the earth soldiers would have released a barrage of shrapnel across the field following by their slow descent.

( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40 30 + 30 = 60
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

A
Shield Charm - Defensive


  • The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.

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

(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.


Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice.

(Andeddo no kuni) ☠ Earth Style: Land of the Undead
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique, the user will first perform three hand seals and gathers their Earth chakra across the field from Mid to long range. Shortly after this has been done, the ground around the enemy begins to shake as humanoid earth warriors emerge themselves from the ground similar to that as if someone was crawling out of a grave. Immediately as this has been done a pair of hands from an earth warrior will emerge from underneath the ground and grab hold of the enemy’s ankles. While this is being done it will essentially prevent the enemy from moving or cause them to fall if they were currently running, but if doing this technique while the target is running the user must still be capable of physically tracking them in order to be successful. Along with holding an enemy in place it is possible for the user to manipulate the arms to pull one or both of the enemy’s leg causing them to fall which can be useful to throw off any incoming attacks. The main purpose of this technique however, comes from the multitude of earth warriors that will propel themselves into the sky upon their creation which happens pretty quickly and even before the soldiers have fully emerged from the ground. Due to the wide array of soldiers, it makes it nearly impossible to count all of them, but from a quick glance one can see that all of them hold a variety of weapons in hand ranging from spears to axes. Once the soldiers have reached at least Mid-range into the air which happens pretty quickly, the warriors all while in mid-air will thrust their weapons down upon the battlefield which engulfs it a huge shadow rather fast. The wide scale of this technique makes it near impossible to outrun them. So at the time as the earth arms bind the enemy if successful, the weapons begin to rain down. However, before contact has been made the tools all begin to expand exponentially until it appears that they are going to burst; which they do. When the weapons explode, it sends a wide scale of earth like shrapnel across the field that really makes it hard to outrun then, and if contact is made the opponent will be pierced all over. After the shrapnel has reached the ground this leaves the earth soldiers to simply fall from the ground, but at this point the user has no control over them. As they are falling it, it becomes a hazard for any targets on the ground even though it is just free-form earth at this point, because it can still crush and harm someone following basic principles.

Note: Can only be used twice with a two turn cool down period.
Note: No Earth jutsu above A-rank next turn.
Note: The soldiers only last in the turn they are made
 

Mirai

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Upon the clash against the enemy, Hokusai noted that the enemy has somehow resisted the blunt force of her attack, no matter how much she swung her vines, much to the artist’s annoyance. It seems however, that the source of her power came from that tool in his/her hand. Alas, she wasted no time – moving forward towards the enemy along the brunch of her vines, as she quickly weaved a set of two hand seals. Almost immediately upon the second seal being casted, the enemy would fell a forceful hit to the back of his hand. This would cause natural reflex to occur – causing her wand to be released from his grip.

Once the wand was out of hand, a spike of calcite originally formed from the leg of the artist due to the inner demons in body – as they will first passively release it then take control of the shell as it grew outwards into an attack as a large field of calcite took form similar to the Kaguya’s infamous “Dance of the Young Fern” with an immense amount of calcite erupting everywhere in the battle field with the medium of her attacks removed on hand, it made it easier to now strike her. "I don’t know what kind of magic you have, but its ineffective without that tool of yours I’m assuming?" the artist made her assumption about the Witch. The calcite was five meters tall, going up to ten meters on travel.
Genjutsu: Senkyoushi | Illusionary Arts: Missionary
Type: Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (40 if done with hand seals)
Description:
The user will induce a simple but precise and useful illusion onto the enemy making him feel a blow was just delivered to the back of his knees. As a reflexive response, in reality his legs lose strength and the enemy falls on his knees immediately. While quite simple, the technique serves many purposes and leaves the enemy vulnerable. The technique can target other areas and deliver similar blows to induce other similar reflexive actions. If the user does 2 handseals (boar+rat) he can cause the enemy to experience pain and even target the enemy's neck from behind, making the enemy experience severe pain and loss of limb control for a few moments, collapsing to the ground as if a precise blow was given to a nervous cluster in the neck. Off course in reality, no damage is done but the body is fooled into reacting in a reflexive manner to the illusionary blows.
Note: Can only be taught by Scorps
Note: For the hit to cause damage, the user needs to do the handseals.


(Fujitsuboātsu : Thoracica no bodi) - Barnacle Arts : Body of the Thoracica
Type: Offensive/Defensive
Rank: C – A (B + 1 Rank = A)
Range: Short - Long
Chakra Cost: 15 – 30 (20)
Damage Points: 30 – 60 (60)
Description:
All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools, weapons or other kinds of constructs, though depending on the size of the Barnacle Summoning using this they can only make a certain amount of things.

C-Rank : Can be used by Single Thoracica Barnacles or above and can create small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed unless this technique is used again to manipulate it

B-Rank : Can be used by Small Groups of Thoracica Barnacles or above and can create a barrage of Kunai or Shuriken, a wave of Senbon. They can create weapons as big as Spears or even shields all the barnacles would contribute by stemming off their shells to create a large shield. They can create singular pieces of armour like gauntlets, chestplates or masks - can only create one of these.

A-Rank : Can be used by a Community of Barnacles like "Oregon" or above and can fire ordinary-sized swords or large shuriken, create and wield Large weapons like Battleaxes, giant swords, even walls or a group of spikes from the earth (Contact with the earth must be made). The Communities can create full sets of armour.

The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to elements however the shells are weak to lightning and strong to water. Like "Gadget Barnacle" the user can use this technique but only by clicking his fingers to summon a weapon within the limits of the chosen rank, the user cannot manipulate the shell though

- Can only be used by Thoracica Type Barnacles and not by barnacles without shell.
- C-Rank only has Short Range, B-Rank is Limited to Mid and A-Rank Long.
- User can only use the A-Rank version four times
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassinn
 

Sasori

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Moments after summoned forth her barrier she felt a powerful blow in her hand which caused for her to lose grip of her wand. "Huh?" she thought. Something strange had just occurred, but she could not place her finger on what exactly it was just yet. " This is strange. My barrier is sure to keep out any attacks just like the one I just deflected... and to think that an attack of such a small magnitude could penetrate it when that larger scale couldn't is strange." After piecing together what was happening, Circe began to flood her body with bleach chakra and caused for bleach to peel off of her skin and manifest into a tall sea demon. This demon would surge her body of any foreign chakras and shortly after it did she noticed the pain she previously felt vanished almost instantly. " I thought so." With her wand still within arms length, should would grab hold of it and afterwards she would vanish inside of a vortex. Moments later (unknown to her opponent) she would appear ten meters behind the woman and would send four of her bleach creation's tentacles towards her aiming to strike her with the full S-rank strength. Circe would have also dropped her shield in order to perform her spell.

(Behemoto no kyūseishu) Bleach Release/Sealing Arts: ◈ Savagery of the Behemoth
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: By first flooding their body with bleach chakra the user causes a full body surge of bleach to occur on their body. Upon being released a large quantity of bleach can be seen forming around the user's body. Similar to the earth armor Jutsu, the bleach will constructed into that of a five meter tall humanoid sea demon. Once fully emerged the user immediately coats a Sealing tag in a layer of chakra and places it somewhere within the beast. Appearance wise, the creation has four large pincer like hands and possesses four distinct tentacles sprouting from its back. The seal that was previously placed on the beast is based on an attribute Fūinjutsu that involves sealing and resealing things. By activating the tag with thirty chakra points and spending a move it is possible for the user to heat the Bleach construct to extreme temperatures with fire and cause it to evaporate into that of thick and heavy fumes that radiate up to ten meters of where the construct was for up to three turns, and will harm people following the laws of Bleach. But if this is done the users usage of this technique will end.

Whilst, this technique it in place, the behemoth, due to its body being entirely composed of bleach causes for the land in a five meter radius to be corroded by bleaching causing any solid earth-based Jutsu with a weakness to bleach that emerges from the ground to be reduced in damage by one rank. More importantly, by spending a move the user can manipulate the abundance of tentacles its body is composed of and submerge them underground. In a matter of moments they can cause for the land passed the five meter mark to be filled with tentacles of bleach. All of the constructs are scattered across the field from (Mid-Long) range, but all will be placed at least five meters from the target. Immediately once emerged the user manipulates the tentacles to expand in size until they all burst into a fury of shuriken sized constructs of bleach and is equivalent to an S-rank Jutsu. Additionally, instead of utilizing the tentacles in this manner the user can choose to manipulate up to four that are placed around the construct allowing them to attack enemies up to Mid-range away.

Note: Can only be used 2 times, lasting 4 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Bleach during that period.
Note: Can't use any elements besides Bleach and the ones that combine to make it while this is active

( 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.
 
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Mirai

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Hmph, such an ugly creation – Hokusai thought to herself as the ocean like demon take form. However, with the monster aiming to strike her down she would smirk and would flood her body with her surge of energy as she would disappear nigh instantly from her location. The load smashing sound would cover her own movement but she would reappear behind of the structure where her opponent couldn’t see her as well. Once she was there, the inner demons had infused her body with a fresh set of water affinity barnacle that aligned with her spine as they remained hidden under the surface of her body as well as increasing her mastery over water release (gains a +10 and no longer needs hand seals). She simply remained quiet, wondering if the person will notice her from behind (I reappeared ten meters away).
(Kanki: Jidai no Pendoragon) – Surge of Evocation: Epoch of the Pendragons
Type: Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage Points: N/A
Description: Considered the sibling of the Era of Gods and Dynasty of Kings, the Majesty of the Pendragon involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing; despite its nature, this process takes a few moments. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. This is enabled by the fact that the ethereal energy constantly exists within their chakra systems. Twice per battle the user can utilize a stronger version of this ability to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield on in the same landmark, then using this technique will not count toward escaping battle. If the user opts to re-appear in a different landmark then they will effectively forfeit the battle and the event. This only applies if the user utilizes Majesty while engaged in battle and not travel purposes. The first application, considered A-Rank, can only be used once every four turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used twice per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

(Fujitsuboātsu : ) - Barnacle Arts : Organs of the Thoracica
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+10 chosen affinity)
Description:
The User bites their thumb and wipes it on their barnacle tattoo and is used when another Barnacle Summon made of a community (like Oregon) is on the field. There will be extra barnacles infused into the community, and these barnacles will have a certain elemental affinity of the user's choice as long as it's the 5 basic elements and only one elemental affinity can be chosen at a time. The Summon with these infused can use all Techniques of their chosen element with no hand seals up to B-Rank. If you infuse barnacles of the same affinity as the summon then they will be able to use techniques up to all ranks with a +10 damage boost.

- Cannot be used on the same summon twice.
- Cannot be infused whilst an element using this technique is already active
- Must have signed Barnacle Contract
 

Sasori

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Once her opponent suddenly disappeared, Circe would waste no time to point her wand upwards and release a wave of mahou throughout the field. This wave of mahou would be harmless, but it would allow Circe to become notified of her opponents location. Once the wave of mahou notified her of the woman's location she would waste no time to speak the word "Permuto" and cause for a large, lightning ball to rain down upon the woman' s location. Afterwards, she would turn around and witness what had become of her opponent.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank
Levitation Charm: - Defensive


  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.


C Rank
Disarming Charm: - Supplementary


  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.


B Rank
Summoning Charm: - Supplementary


  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.

Banishing Charm: - Supplementary


  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.


A Rank
Stunning Charm: - Offensive


  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
  • Human Presence Revealing Spell: - Supplementary



  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.


S Rank
Severing Charm: - Offensive/Defensive


  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.

Bombardment: - Offensive/Defensive


  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.


Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

( 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 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.
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 ) 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.
 

Mirai

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Noting the appearance of a shadow underneath her location; as well as the as the “crackling” of the electricity – Hokusai would simply weave three hand seals without even looking up into the sky, as a giant skeletal familiar spans around her person an tanks the blow of the Mahou – transforming it into prana and teleporting it away but due to an infusion of chakra into the familiar it was far more potent then before. Hokusai however sighed and left the battle, she no longer expressed interest and thus ended the battle.
(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40 (40+10 = 50)
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.


Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank

(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can only be employed up to four times per battle.

As agreed, ending in a draw.
 
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