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Drackos

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The forsaken ruins of her second childhood home, they never failed to stir sensations of nostalgia. There Amara stood, with Ozymandias, among the rubble that remained from Mordred's rebellion so long ago. It was a history largely forgotten in the larger world; the Hangurian Freehold had dominated the political sphere for so many centuries. Its scholars used their extensive resources to dominate the telling of modern history, so much so that the old world after the Sage's spreading of chakra had been forgotten entirely. The ruins were largely untouched since the collapse. There were traces of scavengers, looters, and vagrants wandering through but by and large they were the same as nearly 700 years ago; albeit nature had overtaken many of the structures that remained.

Amara turned toward Ozymandias, gazing down on him in the same way Merlin had when she was a young girl first coming to him to learn. She recalled his first words to her, Smile child, for your life will be full of wisdom and blessings. Amara was so young then, but was this similar? After nearly 700 years in her amortal body she had met no person who she felt could potentially learn some of what Merlin had taught her, or her own skills that she had developed. Well, until now. Ozymandias was unique in his own way, and vastly different from Amara. She was secluded, separated from all but her brother who she could sense with the seal adorned to her collar bone. He was a natural monarch, engulfed in the glory thrown upon him by his people. But those mundane differences merely separated them on a surface level; at their hearts, neither were enslaved to an ideal that perpetuated the status quo. They would fight to build a world in their own vision, and Ozymandias was the perfect vessel for that. A being who would, while not directly serve her, would look to construct a more perfect world for his people. Amara no longer believed it was her destiny to do so, in truth she never did. But perhaps she could prepare Ozymandias for the wars to come.

A few weeks had passed since Merlin issued his cryptic warning regarding the Seal of Solomon. Since then, neither Amara nor Ozymandias had spoken about the Magus of Flowers or his message. But Amara never put it out of her mind; in reality, it was a concern that had begun to consume her. Originally, after her release from the Seal of Darkness, she was consumed with nothing other than the destruction of her brother, and the Knights Radiant which he stubbornly lead for the centuries after she was sealed away. But Merlin's sudden appearance held meaning, even she knew that. "King of Kings, I have not brought you out here arbitrarily. These ruins have been forgotten by history, except by a certain few. The Freehold of Hanguri and its political domination throughout the Western world left most of the East forgotten in the history texts. The ruins we stand in are those of Camelot, the seat of a kingdom that spanned the region and dominated the Eastern Continent for a time. Ruled by a man named King Arthur, and destroyed by his son and rebel Mordred. It was in the destruction of the city and the end of Camelot that the origins of our clan are traced to. Months ago you sought out my instruction and since then you have mastered the Surge of Evocation. But you seek more, a desire born from your belief that you have a divine right to obtain knowledge. Why do you believe you are worthy of the secrets hidden in these ruins, and of the secrets that I hold?"
 

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Ozymandias stood amongst the rubble and decay of ruination, sowed by a rebellious spirit who'd toppled the Order of Knights Radiant. A single soul had been the undoing of an ancient organisation which sought peace through peaceful methods. Abstaining from power, discouraging war, such naivety and idealism was the undoing of many kingdoms in the Tobusekai, whilst the Egyptian monarch was ruling within his homeland. His own kingdom, and by extension, its line of rulers, had persisted throughout thousands of years, continuously building up and advancing its own civilisation until it had reached him. As a pharaoh, he was naturally above mere kings or queens, conflation of the two was nothing but an error in others' judgement. He would not commit the same failings or blunders as his predecessors, and for the rest of all time, there would be none in the world that would surpass him as a ruler. That was his responsibility and birthright as a pharaoh, as the son of Ra and simultaneously his incarnation in the world. He would know all, and have all.

"It is not a matter of belief, I simply am. Just as Ra before me, I am the absolute who stands in the heavens above the earth. Just like a bird flying above the great skies, just like a fish swimming in the great seas, and a flower blooming in the great plains, I am naturally a God-King. It is my destiny to unite this broken world of man under a single banner, and usher an age of peace and prosperity. Would you not consider it foolish for such a being to go about this task with gaps in knowledge? It is a matter of necessity, and I will not succumb to the same fate as the Knights Radiant. You need only look around you to see that my words hold true. In order to truly make a difference in the world, one must seize all the tools at their disposal, grasp at any power within reach. To hold back from one's true calling is unforgivable. And those who oppose me shall face my might."
 

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Ozymandias stood amongst the rubble and decay of ruination, sowed by a rebellious spirit who'd toppled the Order of Knights Radiant. A single soul had been the undoing of an ancient organisation which sought peace through peaceful methods. Abstaining from power, discouraging war, such naivety and idealism was the undoing of many kingdoms in the Tobusekai, whilst the Egyptian monarch was ruling within his homeland. His own kingdom, and by extension, its line of rulers, had persisted throughout thousands of years, continuously building up and advancing its own civilisation until it had reached him. As a pharaoh, he was naturally above mere kings or queens, conflation of the two was nothing but an error in others' judgement. He would not commit the same failings or blunders as his predecessors, and for the rest of all time, there would be none in the world that would surpass him as a ruler. That was his responsibility and birthright as a pharaoh, as the son of Ra and simultaneously his incarnation in the world. He would know all, and have all.

"It is not a matter of belief, I simply am. Just as Ra before me, I am the absolute who stands in the heavens above the earth. Just like a bird flying above the great skies, just like a fish swimming in the great seas, and a flower blooming in the great plains, I am naturally a God-King. It is my destiny to unite this broken world of man under a single banner, and usher an age of peace and prosperity. Would you not consider it foolish for such a being to go about this task with gaps in knowledge? It is a matter of necessity, and I will not succumb to the same fate as the Knights Radiant. You need only look around you to see that my words hold true. In order to truly make a difference in the world, one must seize all the tools at their disposal, grasp at any power within reach. To hold back from one's true calling is unforgivable. And those who oppose me shall face my might."


Amara had heard these words before, and not only from Ozymandias. They were words laden with arrogance; a speech that failed to impress her time and time again. Divine Right was no new concept to her. She was a scholar of law and history in Camelot. Time and time again, even before the Sage of Six Paths, monarchs invoked that idea. She tilted her head back, letting a small smile escape from her before speaking. "I was once a Knight of the Radiant Order. Many glory-seeking and power hungry fools have come before me, flaunting their self-proclaimed divine right and their illustrious destinies. They all fell before the Knights Radiant. Defeated, suppressed, and dethroned. I took part in countless campaigns against these monarchs before I defected from my brother's flawed dream..." She trailed off, allowing her to passively call forth the First Blade into her hand amidst a diffusing shroud of Mystic Flames. "Troubled times are upon us, Ozymandias. Now, show me why you're worthy. Show me that you, like all the other tyrants that have come before you, won't wither away before the inevitable storm." As if symbolically, Amara would swipe her hand to the side as if to brush Ozymandias away like the many monarchs she had encountered before. As she did this, a wispy black barrier of Mystic Fire would materialize before her, A-Rank in strength. It would release a pressure that would launch Ozymandias up to ten meters backwards towards the rubble and ruins behind him. The ability, Whispers in the Dark, was one of the many skills she inherited from her knowledge of Mystic Fire from Merlin. It was akin to telekinesis, a power that manifested after nearly 700 years of existence.

(Senzō Kigen) – The First Blade (Passive)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The First Blade is a long tripled-edged dagger with a triangle shaped cross-section. The hilt of the blade is composed of a pure silver-colored metal while the blade itself is composed of Mawscape, a metallic substance capable of absorbing all light and radiation giving it an appearance of pure darkness. When the blade was forged it was infused with Mystic Fire chakra granting it properties of Shiraton. The blade is paired with the Mark of Cain; created through Fūinjutsu the Mark acts as the vessel for the First Blade, based on the Lightning Blade Creation technique. The Mark of Cain is located on the user’s upper forearm. The Mark of Cain is bound to the user entirely; this prevents it from being removed in any way from the user’s body. The Mark of Cain constitutes the first basic ability of the First Blade; by default the First Blade in a sealed state within the Mark. Through a mental command the user can passively unseal the First Blade from the Mark allowing it to appear in a light black mist in their hand. Likewise the Mark of Cain can passively seal the First Blade, enabling one to recall the Blade in order to protect it or return it to its sealed state regardless of location. The second basic ability is endowed by its composition as a weapon of Mawscape. It passively absorbs all light and radiation, including the natural light of the surroundings in even the darkest locations. It then seals this light and radaiation within it. The energy increases the temperature of the blade increasing its cutting potential; although remaining inert to the user. The sealed light and radiation empowers the user’s Mystic Fire and Fūinjutsu by unsealing the energy into the user’s techniques. Mystic Fire’s sealed heat energy increases. The user’s Fūinjutsu techniques are also passively infused with this energy and Mystic Fire chakra; this empowers them and passively changes their coloration to fit Mystic Fire Release. This increased potency translates to an increase of one rank in strength, or twenty damage, up to and including A-Rank. S-Rank and above techniques gain an increase of twenty additional damage. This is not without restriction; Fūinjutsu which restrict an opponent’s ability to use a certain rank and/or type of techniques are not empowered by this passive skill.

Angelic Smiting (Tenshi Utsu): Angelic Smiting is the first active ability and is used in two distinct applications. Both revolve around the First Blade’s ability to absorb light and use the luminescent energy to power the blade. The first application, largely cosmetic, is performed when the user nonlethally cuts or slices their target. When slicing through flesh the First Blade releases painful, but nonlethal, bright white Mystic Fire. This Mystic Fire momentarily fills the wound which the blade creates and burns it from within. This first application is typically used as a means of torture to inflict significant pain in small and insignificant wounds created by the blade. The second application, following the same principle, is used when performing deep piercing blows against the target. Once struck the First Blade releases a pulse of bright white Mystic Fire and immolates a target from within, a devastating and lethal blow. Because of the intensity of the pulse the targets’ eyes will rupture and burn with the flames. Both applications can only be applied to living targets. The first application is passive and largely cosmetic. The second application is considered an A-Rank pulse of Mystic Fire.

Luminescence Absorption (Hakkō Kyūshū): Luminescence Absorption is the second active ability of the First Blade; it is based on the blade’s ability to consume light and radiation and seal it within. This ability constitutes an empowered variant of the aforementioned skill and opens a figurative ‘gate’ within the First Blade allowing for a greater rate of absorption. This absorption allows the user to seal energy-based techniques respecting Mawscape’s strengths and weaknesses. This technique is capable of absorbing and sealing S-Rank energy-based elements that Mawscape is strong to and A-Ranks for neutrals. Visually the energy will be funneled into the top and sides of the blade as it is sealed. This counts as an A-Rank technique. Chakra absorbed from these techniques is sealed within the blade and then granted to the user’s reserves. Luminescence Absorption can be used once every four turns.

Whispers in the Dark (Sasayaki Kurayami): This is the third active ability of the First Blade. This is based on the Multiple Infinite Embraces and uses its ability to manifest itself on its target to exert influence. Using the Embraces’s ability to exert pressure to restrict movement, Whispers uses pressure to restrict movement while also pushing targets. Whispers, unlike the Embraces’s, create flat barriers which are composed of Mystic Fire chakra allowing for a wide range of coloration. These can exert pressure in a near infinite number of ways depending on their positioning and angle. One can create a barrier in front of a target and push them in the opposite direction or against another surface, like a wall. Or one can create a barrier above a target and push them toward the ground, appearing as if the target is bowing. Barriers can be used to throw matter-based targets, including techniques, off course. Should an opponent charge at the user they can be thrown off to the side by a barrier created adjacent to them. Whispers are not absolute; while it restrains free movement and pushes targets it can be resisted and broken. The strength is directly related to its created rank, between C and S-Rank. The pressure can be resisted through physical enhanced strength or the barriers can be shattered with equal or higher ranked Ninjutsu. C-Rank barriers can exert minimal pressure; being used to pin targets against a surface or having them bow. B-Rank barriers exert moderate strength pushing targets linearly by five meters in the opposite direction. A-Rank barriers exert potent strength throwing targets in a linear direction by ten meters. S-Rank barriers exert extreme pressure and can launch targets up to twenty meters from its position. The pressure does not hold any potential damage alone; thus even when pinned by the S-Rank barrier it does not break bones or crush targets to death. The barriers, sustained by the user passively, allow the user to perform other tasks simultaneously but only one can be active at any given time. These barriers can be dispelled at the user’s volition. C and B-Rank applications can be used an infinite number of times but require a three turn cooldown between applications. A-Rank applications can be used thrice per battle with a two turn application between usages. S-Rank applications can be used twice per battle with a four turn application between usages. The barriers are created through hand gestures or swings of the First Blade. The barriers are created through hand gestures or swings of the First Blade.
 

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Ozymandias' brow twitched as Amara spoke, her words likening him to the weak and worthless who had come before, and fallen to those even more so. His mood had turned sour, her words inciting anger from him. Placing a hand on his hip, he glares at the woman who embodied darkness with a disgusted expression. If it was a challenge she desired, she would have it. Even if it meant at her expense. He was conscious of her summoned weapon, a blade wreathed in darkness as she was, but he paid no heed to it. Instead, he kept his eyes on the founder of the Fallen, observing as she nonchalantly waved forth a barrier that would manifest directly upon him, launching him backwards in the directions of the ruins. Though the pressure upon him is strong, he feels no pain at its influence. Forming a single seal, he manifests a cloak of flames upon his body, gaining a dragon-like appearance as a result. The inertia from the barrier's force continues to send him sliding back across the ground, his body finally halting after being sent back 7 meters. In a crouched position, he glares at Amara in his radiant visage, shouting to the one who'd taught him in the ways of Prana.

"Then bear witness to my divine brilliance...and despair."

Moulding his chakra, Ozymandias forms yet another seal, and exhales a copious amount of ash, the substance spreading over the ruins and coating the ruins of Camelot entirely. In the same timeframe as its creation, he infuses more chakra into it, bestowing upon the territory the ability to passively create minions that would fight for the monarch. What was once the remains of a great city, had now become a demonic courtyard, with a large skeletal gateway behind Ozymandias, where he would have slammed into the wall had he not broken the barrier's hold over him. Passively, four skeletons would rise to the surface of the ground, clawing their way out of the earth's now-ashen constitution. Each would rise 5.1 meters away from Amara, at her 11, 1, 5, and 7 o'clock directions respectively. Once they had emerged from the ground, they would rush towards the founder of the Fallen, each skeleton violently exploding once within arm's reach of her.

Farao no Hōrei #4. Ra no Kagayaki ? Pharaoh’s Decree #4. Ra the Radiant
Type: Supplementary / Defensive
Rank: S
Range: Self
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Performing 4 hand seals and channelling chakra throughout the body to every point on the skin, the user will release a coating of fire release chakra that will form itself over the body as a flaming armour, with holes in the armour for the eyes and mouth. The fire itself is above the skin, the flames being angled away from the user’s body that prevents the heat of the fire from affecting the user at all (the user is still able to perform handseals and make movements for techniques that require any kind of movement or gestures). Since the fire is simply a layer of energy with its shape maintained through chakra manipulation, it does not impede the user’s mobility whatsoever, allowing them to move freely and unhindered. The flames themselves are tangible, so they possess a solid quality to them, allowing the armour to deflect basic weaponry, and defend from jutsu according to the S&W scheme. Utilising further shape manipulation, the user is able to passively (in terms of timeframe, though still costing a move) form makeshift weapons of variable strength (E-A rank), made of tangible fire using the armour as a source. Since they are formed from the armor, they'd weaken it proportionally upon being created. For example, forming an A rank weapon would reduce the Armor's rank to A rank as well. If the weapon is prematurely destroyed, the user can (at the cost of a move/use of this jutsu) restore the armor to its original strength. These weapons are simply manifested at will and thus are formed instantly, allowing the user to utilise them immediately upon creation. Any weapons created through the armour can extend up to 5 meters in length and 1 meter in width at maximum. Because these constructs are simply extensions of the fire itself, they possess no weight either. The user can also release single blasts of fire, slightly larger than that of basketballs, towards a target through gestures, that can reach up to mid-range and create an explosion on impact encompassing short-range, which costs a move. In close-quarters combat, this armour is incredibly dangerous, due to the strength and heat of the flames that compose the armour itself, and its ability to create weaponry and even attack on its own. Due to the nature of the technique, only Fire Release and other elements, of which Fire Release is a component of, can be used whilst this technique is active.

⇒ Usable 2x per battle
⇒ Lasts 4 turns
⇒ No Fire techniques above A-Rank on the turn of deactivation
(Katon: Infānarukingu no Domein) Fire Release: Domain of the Infernal King
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 +20 = 60 (-5 per turn to safely traverse)
Damage: 80
Description: The user starts by performing a sequence of seals, Tiger, Horse, Dog, Dragon, Dog, Horse, Tiger, and begin's channelling a large quantity of Fire Release Chakra into their surroundings. As they do, they apply a change in the shape of this Chakra, causing it to take on the form of superheated Ash, which erupts forth from the ground, and expands outwards from the users position. As the Ash spreads, it engulfs the battlefield, filling available space while potentially destroying nearby existing structures and topographical features, before twisting itself into a horrid structure of ash, the exact shape, or more specifically, architecture of which depends on the user's tastes, before rapidly cooling. As the Ash cools, it creates a thin hardened layer on the outside, but still leaves the interior a writhing mass of burning ash. If left alone, no change occurs, but if the hardened external shell of the structure is disturbed, even slightly, it cracks and crumbles away, causing a violent reaction. The weakened portion immediately bursts open, unleashing the burning ash along with a mass discharge of thermal energy, which blasts anything within a 5m radius of the cracked portion, forcing them back up to 10m away. As it does, the first step of this cycle begins anew, restarting the cycle of this Jutsu, causing the newly expelled ash to expand outwards, like the branches on a tree, before hardening once more. If one is surrounded by this technique, and the external shell is broken, either by themselves, or another, both intentionally or accidentally, they can find themselves effortlessly tossed around by multiple consecutive explosive bursts of thermal energy, thanks to being thrown from one section of the Jutsu's structure to another, to another, each time cracking open the exterior of the Jutsu, causing it to further expand, and engulf them in an ever-growing malicious mass of destruction. Anyone wishing to safely travel across the created structure, user included, one must create and consciously maintain a constant flow of Fire Release Chakra from their feet, which heats and softens the brittle outer shell as they walk over it, before cooling once more, essentially mimicking the initial step of the technique. If this flow of Chakra stops, similarly to one ending their performance of either the "(Ki Nobori no Shugyō) - Tree Climbing Practice" or "(Suimen Hokō no Gyō) - Water Surface Walking Practice" techniques on their respective surfaces, it will immediately cause them to disturb the structure, triggering the explosive combustion portion of the technique. However, in the case of Primary Fire Release specialists, as their own Chakra flow has a natural disposition towards Fire Release, they can safely travel across/ within, and interact with the structure, so long as they don't intentionally disturb it. Thanks to these qualities, the created "Domain" can easily act as a neutral ground of sorts, forcing those present to adhere to the strict requirement of the maintained flow, making the usage of other techniques impossible, lest they trigger a cataclysmic reaction that could easily overwhelm, and consume them.

Note: Can only be used once per battle/ event. If used in the Ninja World (Or Warring States Era equivalent), this technique forces a semi-permanent change upon the Landmark it is performed in, causing the basic topography/ structural layout to change to suit the user's design, as explained within in their performance of this Jutsu.
Note: While the "Domain" itself can persist through NW/ WSE Events, there can be no more than one Domain per user at any given time. If a Domain is created while another exists, the previous domain collapses into ash, and scatters to the winds.

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Katon: Zonnenkind – Fire Release: Sun Child
Type: Offensive / Supplementary
Rank: A
Range: Short - Long
Chakra: N/A (+20 to Fire techniques)
Damage: N/A (same as host technique)
Description: This technique is considered as a special application of Fire Release: Gladsheimr. The use of this technique is reliant on the presence or use of any ash-based surface or structure created by the user, as without one, it cannot be used. Once this condition is met, the user is able to perform this technique in two different ways; in the same timeframe as the creation of another Fire Release technique which is made primarily of ash, or as a technique which is applied to an ash-based structure or surface after it has been created. Both usages consume a moveslot, but the latter usage requires 2 handseals. The user will infuse more chakra into the ash, which imparts a special function upon it. In the same vein as Gladsheimr, the ash will passively spawn a number of skeletons each turn, with a maximum of 4 per turn being created. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the technique it is used on. Each and every skeleton possesses the same features and abilities as mentioned in Gladsheimr, with the exception of the largest skeleton, which cannot be created through this technique, unless the ash surface in question is at least similar in size and scale to the ash structures created in Gladsheimr. The duration of this technique is equivalent to the technique it is applied to, e.g. a technique that lasts for 4 turns will spawn skeletons for 4 turns. Once the host technique expires, skeletons will no longer be produced, but the skeletons themselves will remain on the field until they explode or are otherwise neutralised. Whilst this jutsu is applied to a host Fire technique, it cannot be used on another until the host technique expires. This technique cannot be used on Gladsheimr, as it is simply a supplementary ability that extends the special function of Gladsheimr to other techniques.

⇒ The targeted technique cannot have been targeted by any other supplementary jutsu prior to this technique’s usage, nor can they be the target of other supplementary techniques after this ability is activated on a given jutsu
⇒ This jutsu cannot be used on supplementary techniques which create ash
⇒ This jutsu cannot be used whilst Gladsheimr is active, nor can Gladsheimr be used whilst this technique is active
⇒ Usable 3x per battle
 
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Drackos

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At the first signs of the formation of the chakra cloak, Amara would form a single hand seal. From her body an invisible barrier would expand outward and engulf Ozymandias. The cloak of flames which had formed would, as quickly as it formed, be drained and vanish from his body. Now relieved of his only defense against the barrier, the pressure would continue to launch him backwards. "There is no divine brilliance in the darkness. No light can shine in this fallen city." She spoke softly and gently, a significant contrast to Ozymandias's authoritative outburst. The 700 year old woman continued to look down on him, her countenance mixed with slight disappointment. He was capable of so much more. "Those flames, as radiant as they were, withered just as the countless monarchs I've faced before have." He needed to show her more. Amara would attach a seal marked with the Kanji for "Repository" to herself.

(Fuuinjutsu: Anchisuperu) - Sealing Arts: Anti Spell
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Only useable once the opponent has activated a chakra cloak of some sort, the user will make a single handseal and release a barrier from their body that expands at the speed of a standard sound genjutstu. This barrier does no damage, it doesn't block their vision (it's completely see through), and otherwise the opponent won't know it's there unless they have some sort of way to sense it or see the chakra of it. It's completely harmless to the opponent. However, what it does do is cut off the opponents connection to any type of chakra cloak they may be using. It drains any energy based chakra (Raw, Fire, Wind, Lightning, etc) on the outer side of the barrier. Note that it does not drain the opponents chakra from his body. It will drain the chakra cloak only and only until it is completely gone, after which the technique will end. The draining and ending of the cloak is almost immediate. This technique will only work on cloaks that can be classified as Supplementary, and will work on all of them regardless of rank due to the fact that these cloaks carry no inherent damage to them. To stop the opponent from simply reactivation the cloak, the barrier lasts 3 turns

Note: Does not work on solid armors
Note: Can be used 2 times per battle
Note: 2 turn cool down between uses
Note: Doesn't work on Jinchuuriki chakra cloaks
Note: Cannot be combined with techniques that augment/enhance barriers
(Shiraton/Fūinjutsu: Jikai Kairo) – Mystic Fire Release/Sealing Technique: Cygnus Loop
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.
 

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The flames of his armor flickered into nothingness by Amara's technique, though Ozymandias witnessed no such ability nor any indication of it. An ability which was above his capacity to perceive, it seemed. His body continued to be thrust back by the barrier, incensing the pharaoh further. Forming a sequence of seals, Ozymandias materialises a mass of lightning in the shape of a scimitar in his right hand. Swinging the weapon upwards, the barrier and the lightning harmlessly dissipate, cancelling each other out. Landing on the ground, tensing his legs to slow himself, he gazes at his distant opponent. She was testing him, for reasons he was unsure of, but it mattered little in the end. He had resolved to give her a battle, if that is what she desired. Forming a number of seals, the pharoah would materialise an aura of golden energy that would coat his entire body, his figure shining brightly with the energy she'd taught him to use. Then, forming another seal, Ozymandias concentrates his chakra into the ground beneath his feet, summoning an innumerable amount of chains that would surround him, simultaneously arcing downward to smash into Amara from directly above her. He keeps watch on her from within the column of fiery chains, their translucency allowing him to maintain a clear visual.

Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.

⇒ Usable 3x per battle
⇒ No A-Rank or above Lightning techniques upon deactivation
(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
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.
Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle
 

Drackos

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Amara recognized that golden aura. She could practically taste the energy as it poured forth from the Throne. It was an excellent display, and one fitting of Ozymandias and his arrogance. She couldn't help but feel a small tinge of pride seeing her student invoke the Era of Gods so well, even if he still needed to develop his ability to mold the chakra required for it. Amara then turned her attention to the chains which had ruptured from the earth; her countenance showed no sign that she had been fazed by the display. Rather, Amara would simply exert chakra from her entire body and produce a semi-autonomous barrier-familiar which nearly perfectly mimicked her body shape and size. Simultaneously, the barrier would be infused with additional chakra. This would cause it to shift its color toward a deep, dark, shimmering violet. The barrier would form slightly above her clothing, but would appear to the outwards observer to be a mere shimmering aura of violet energy, rather than a fully solid entity. The barrier, reinforced by the First Blade and the Spiritual infusion, would effectively fortify her body. She would then walk forward, her face covered only by the thin veil of the shimmering violet barrier, displaying no concern for her surroundings. These ruins...such a shame...,, she thought to herself. The chains would converge upon her, crashing down into the barrier. The sheer number of chains, as well as their inherent fiery nature, would cause a torrent inferno to erupt around her.

Then, in a brilliant display, the red flames which Ozymandias had produced would suddenly begin to be consumed by the brilliant violet flames of her barrier form. Much like Amaterasu, the violet flames, vastly superior in strength as they were produced by the Ethereal Guardian, would rush up the chains toward the source where they were produced at.

(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn) + 20 = 50
Damage: 60 + 20 + 20 = 100
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.
(Fūinjutsu: Seishin Iyashi) – Sealing Technique: Spiritual Acquiescence
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:

Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.

Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.

Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.

Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.

Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.
As the violet flames overpowered and consumed Ozymandias's red flames, Amara would clasp her hands and form a single hand seal. Focusing her chakra beneath the rubble under Ozymandias's feet she would form a mass of concentrated black Mystic Fire flames. This mass would span a 7 meter radius around Ozymandias and quickly erupt after its creation, engulfing the entirety of the area in a black and violent explosion. Whether by the all-consuming violet flames of Shishienjin, or by Mystic flames, Ozymandias begin to understand the depth of her ancient power.

"Is this the knowledge you seek?" She asked earnestly.

(Shiraton: Genshi Sōzō) – Mystic Fire Release: Primordial Creation
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80 (80 + 20 = 100)
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.
 

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Ozymandias observes his chains converging upon Amara, noticing an aura of violet energy accumulating on her body. Without even raising an arm to defend herself, the pharaoh's torrent of infernal weaponry came crashing down on her position, generating a small shockwave where the flames had struck. Ozymandias knew it was not time for celebration yet, Amara had barely begun to show off her strength as of yet. His thoughts were proven true as an eruption of violet-colored energy mixed with and easily burst through the crimson color of his own flames. Knowing that his current position was disadvantageous, watching Amara's flames surge along his own and ravenously consuming them as it moved, Ozymandias drew on the power of Prana once again, quickly surging it throughout his body. He enters the Throne in a bright flash of golden light, his presence in the spatially isolated dimension being momentary, as he reappears in the ruins of Camelot in a similar fashion to his exit. Returning to the field, the monarch stands approximately 7 meters behind Amara, and forms a single seal. Drawing breath, Ozymandias points his head in an upwards direction, exhaling a series of fireballs that would initially travel higher into the air, infusing them with the rubble and smaller debris of Camelot to increase their strength. The spheres of flame would then arc downwards, aiming to smash directly into the back of Amara.

(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.
(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 20 = 120
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.
(Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.
 

Drackos

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Amara passively senses Ozymandias enter the Throne and immediately understands what has taken place; she discards her intended use of the Mystic Fire technique, and instead patiently waits for the moment he would reappear. Even without the sound of the crack and flash of light, Amara would detect the massive shadows above as Ozymandias produced the enormous orbs of flame.

"These ruins are not yours to destroy." She spins around elegantly, aiming the First Blade up toward the fiery meteors. With a surge of energy through the blade Amara activates its second skill, Luminescence Absorption. In fluid fashion the energy and chakra composing the fireballs in the sky would be funneled into the blade. Despite their immense power, which would be enhanced further by the volatility of the explosive earth infused into them, the energy itself would be pulled into the blade and granted to her chakra reserves. While Gaia's Fortification would, in some ways, grant the technique earthen qualities, the First Blade would essentially remove the metaphorical 'gun powder' which would cause any explosions at all. What would remain from the absorption is lifeless earthen remains, chakra siphoned from the flames and reduced to nothingness.

(Senzō Kigen) – The First Blade
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The First Blade is a long tripled-edged dagger with a triangle shaped cross-section. The hilt of the blade is composed of a pure silver-colored metal while the blade itself is composed of Mawscape, a metallic substance capable of absorbing all light and radiation giving it an appearance of pure darkness. When the blade was forged it was infused with Mystic Fire chakra granting it properties of Shiraton. The blade is paired with the Mark of Cain; created through Fūinjutsu the Mark acts as the vessel for the First Blade, based on the Lightning Blade Creation technique. The Mark of Cain is located on the user’s upper forearm. The Mark of Cain is bound to the user entirely; this prevents it from being removed in any way from the user’s body. The Mark of Cain constitutes the first basic ability of the First Blade; by default the First Blade in a sealed state within the Mark. Through a mental command the user can passively unseal the First Blade from the Mark allowing it to appear in a light black mist in their hand. Likewise the Mark of Cain can passively seal the First Blade, enabling one to recall the Blade in order to protect it or return it to its sealed state regardless of location. The second basic ability is endowed by its composition as a weapon of Mawscape. It passively absorbs all light and radiation, including the natural light of the surroundings in even the darkest locations. It then seals this light and radaiation within it. The energy increases the temperature of the blade increasing its cutting potential; although remaining inert to the user. The sealed light and radiation empowers the user’s Mystic Fire and Fūinjutsu by unsealing the energy into the user’s techniques. Mystic Fire’s sealed heat energy increases. The user’s Fūinjutsu techniques are also passively infused with this energy and Mystic Fire chakra; this empowers them and passively changes their coloration to fit Mystic Fire Release. This increased potency translates to an increase of one rank in strength, or twenty damage, up to and including A-Rank. S-Rank and above techniques gain an increase of twenty additional damage. This is not without restriction; Fūinjutsu which restrict an opponent’s ability to use a certain rank and/or type of techniques are not empowered by this passive skill.

Angelic Smiting (Tenshi Utsu): Angelic Smiting is the first active ability and is used in two distinct applications. Both revolve around the First Blade’s ability to absorb light and use the luminescent energy to power the blade. The first application, largely cosmetic, is performed when the user nonlethally cuts or slices their target. When slicing through flesh the First Blade releases painful, but nonlethal, bright white Mystic Fire. This Mystic Fire momentarily fills the wound which the blade creates and burns it from within. This first application is typically used as a means of torture to inflict significant pain in small and insignificant wounds created by the blade. The second application, following the same principle, is used when performing deep piercing blows against the target. Once struck the First Blade releases a pulse of bright white Mystic Fire and immolates a target from within, a devastating and lethal blow. Because of the intensity of the pulse the targets’ eyes will rupture and burn with the flames. Both applications can only be applied to living targets. The first application is passive and largely cosmetic. The second application is considered an A-Rank pulse of Mystic Fire.

Luminescence Absorption (Hakkō Kyūshū): Luminescence Absorption is the second active ability of the First Blade; it is based on the blade’s ability to consume light and radiation and seal it within. This ability constitutes an empowered variant of the aforementioned skill and opens a figurative ‘gate’ within the First Blade allowing for a greater rate of absorption. This absorption allows the user to seal energy-based techniques respecting Mawscape’s strengths and weaknesses. This technique is capable of absorbing and sealing S-Rank energy-based elements that Mawscape is strong to and A-Ranks for neutrals. Visually the energy will be funneled into the top and sides of the blade as it is sealed. This counts as an A-Rank technique. Chakra absorbed from these techniques is sealed within the blade and then granted to the user’s reserves. Luminescence Absorption can be used once every four turns.

Whispers in the Dark (Sasayaki Kurayami): This is the third active ability of the First Blade. This is based on the Multiple Infinite Embraces and uses its ability to manifest itself on its target to exert influence. Using the Embraces’s ability to exert pressure to restrict movement, Whispers uses pressure to restrict movement while also pushing targets. Whispers, unlike the Embraces’s, create flat barriers which are composed of Mystic Fire chakra allowing for a wide range of coloration. These can exert pressure in a near infinite number of ways depending on their positioning and angle. One can create a barrier in front of a target and push them in the opposite direction or against another surface, like a wall. Or one can create a barrier above a target and push them toward the ground, appearing as if the target is bowing. Barriers can be used to throw matter-based targets, including techniques, off course. Should an opponent charge at the user they can be thrown off to the side by a barrier created adjacent to them. Whispers are not absolute; while it restrains free movement and pushes targets it can be resisted and broken. The strength is directly related to its created rank, between C and S-Rank. The pressure can be resisted through physical enhanced strength or the barriers can be shattered with equal or higher ranked Ninjutsu. C-Rank barriers can exert minimal pressure; being used to pin targets against a surface or having them bow. B-Rank barriers exert moderate strength pushing targets linearly by five meters in the opposite direction. A-Rank barriers exert potent strength throwing targets in a linear direction by ten meters. S-Rank barriers exert extreme pressure and can launch targets up to twenty meters from its position. The pressure does not hold any potential damage alone; thus even when pinned by the S-Rank barrier it does not break bones or crush targets to death. The barriers, sustained by the user passively, allow the user to perform other tasks simultaneously but only one can be active at any given time. These barriers can be dispelled at the user’s volition. C and B-Rank applications can be used an infinite number of times but require a three turn cooldown between applications. A-Rank applications can be used thrice per battle with a two turn application between usages. S-Rank applications can be used twice per battle with a four turn application between usages. The barriers are created through hand gestures or swings of the First Blade. The barriers are created through hand gestures or swings of the First Blade.
"Your attempts at brute force have failed, Ozymandias. These sacred ruins are not yours to destroy." She points the blade toward him, slightly smirking as if to goad him further into making reckless moves. "Come at me with something new."

Amara hastily surrounds Ozymandias with her Fire chakra. However, simultaneously she would infuse it with Yin chakra and imbue it with her spiritual energy in order to manipulate its form. The infusion of Yin chakra would cause the Fire technique to emit no infrared light; rather, it would appear as nothing - invisible to the eye. Amara would further alter it with the infusion of Yin, causing the heat emitted by the technique to be cold, rather than hot. In all senses, it would be akin to that of an invisible Ice Release technique rather than a Fire Release technique. Despite this, should the tentacles produced strike Ozymandias they would inflict the normal serious burn wounds and lacerations they would if it were to be created without Yin chakra. And, given that it was infused with a significant amount of additional chakra, the technique would easily surpass the armor of Prana that shined brilliantly on the Pharaoh's body.

(Katon: Kulhu no shutsugen) - Fire Release: Emergence of Kulhu
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30 + 50 = 80
Damage: 60
Description: Emergence of Kulhu is a technique where user would release katon chakra around their opponent. Now this chakra would emerge from the ground in shape of numerous small participles of fire that when collected into a single structure take form of tentacles. User will be capable of forming up to four tentacles which main purpose would be as to harm opponent by making all different kinds of lashing movements however if user so wishes he can control these tentacles. Their size can be up to five meters in lengt. User will also be capable by performance of a single seal make the small fire particples from which they are formed actually explode forming a maelstorm in which center opponent will be standing.

Note: Can not be used in consequent turns.
Note: Can only be used four times per battle.
Note: Can only be Taught by Akasha.
(Yinton: Ten ni henkō) - Yin Release: Change into Heaven
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50)
Damage points: N/A
Description: The user manipulates a technique of the basic 5 elements with Yin nature, allowing him to change its properties. Fire can become solid. Lightning can become tangible. The possibilities are as endless as is the user’s own imagination. The end resulting technique is neutral to all basic elemental natures. This doesn't consume time since it’s actually a skill applied to a technique used at the same time.
Note: Yin Release specialists can couple this technique with advanced natures and CEs and the end resulting technique becomes advantages to all the basic elements.
Note: Usable 6 times per battle
 

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As expected, Amara made short work of Ozymandias' attack, his flames being assimilated within her blade, as if being swallowed by darkness itself. His continued failure to breach her defence was quickly becoming evident, a flaw in his current method of attack. In this moment, he recalled the Battle of Kadesh, an hour of desperation for him and his army against the Hittites. If brutish displays of overwhelming force were getting him nowhere, then perhaps a more surgical approach was required. Seeing Amara's smug demeanor did little to goad Ozymandias, choosing to keep his concentration on his own actions and strategies, rather than allow himself to become a victim of her taunts. Forming a single seal, the pharaoh concentrates his Fire chakra in the ground, summoning forth his chains once again, but this time, they not be used to attack Amara directly. Instead, they would sprout forth from the earth and flair outwards into the sky in diagonal directions. They would not near the ancient Fallen, but they would serve to protect Ozymandias' next moves from being interrupted. With a large amount of empty space in the air above him, the pharaoh chains together a sequence of seals, releasing a mass of lightning from his body exhibiting a pale-yellow color. As it assumes the form of a large winged beast, keeping itself coiled together and compacted as much as possible by mental command of its master, the pharaoh forms yet another chain of handseals, flowing a large mass of Prana towards his familiar. The energy completely swallows the beast of lightning, sending it to the Throne. Remaining still where he stood, the pharaoh watches Amara carefully, steeling himself for any attack she could utilise against him.

Katon: Kami wo Tsunagi Tomeyō / Fire Release: O Humans, Let Us Restrain The Gods
Type: Offensive / Defensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 (-10 per turn)
Damage: 60 - 80
Description: Performing 3 handseals, the user will concentrate their Fire Release chakra into the earth around them in a 5 meter radius. From the ground, countless chains of tangible fire will sprout forth, rising long-range into the sky to form a defensive perimeter around the user which can prevent most forms of offense. The chains themselves are translucent, allowing the user to see through them and keep their eyes around the battlefield. The user can also manipulate these fiery chains, which all possess spear heads on the end of their lengths, to attack the enemy from where they spawned, surging towards the target and smashing into them, causing extreme lacerations and burns. This being said, the user has total control over the direction and purpose of the chains upon their creation. The user is able to attack and defend simultaneously with this technique, sending half of the chains to attack a target or several targets, whilst keeping the other half to surround them.
Notes:
Lasts 3 turns unless cancelled
Usable 3x per battle
Shinryūō: Haimudaru, Iruminēta ♚ True King: Heimdallr, The Illuminator
Type: Offensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By forming 3 handseals, the user will release a large mass of pale-yellow lightning from their body. Through shape manipulation, it will assume the form of a ten meters tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate Heimdallr, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Should the entire shell be destroyed, the core will simply remain stationary, floating in the air and serving no function until it is destroyed or the shell is regenerated. The shell, whether only partially or completely destroyed, can be regenerated to its original strength at the cost of a move, once every two turns. Whilst Heimdallr is in contact with a Water technique, the jutsu gains +20 damage. Heimdallr can also stream himself through and emerge from the Water technique and return to his original form at a size relative to the technique he was streamed through, and will not disperse once the Water technique it has been streamed through expires. Its Lightning Release core allows it to use generic A-Rank projectiles, streams and waves of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank per turn, whilst it is able to use A-Rank techniques twice per turn. In addition, Heimdallr is able to transform itself into a smaller bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. In this form, Heimdallr will move at the speed of a standard lightning technique. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above, though still costing a move as stated. Should the user wish to stand on Heimdallr, they must passively stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air, and requires a turn cooldown before another use.

⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 2 turns

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(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
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.
 

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It was her turn to utilize brute force. If Ozymandias could endure her onslaught, then surely he had proven himself capable to learning the secrets to her most powerful ability. She would need competent Fallen in the war to come. Thinking briefly of Merlin, Amara extended her arms toward Ozymandias as he transported his lightning familiar. From her arms several black threads of Shiki Muchi extended outwards toward short-range of Ozymandias. On the surface of the black threads of energy the Shiki Muchi would form the Kanji for a variety of explosive tags; then, the tips of the black threads would detonate. But this detonation would be unique in many ways. The raw energy unleashed by it would be infused by the First Blade and additional Mystic Fire chakra. It would produce black flames that would rupture outwards with violent determination. Like the Mutually Multiplying Explosive technique, these would continuously explode over its duration. They would easily blast through the flame chains that Ozymandias had summoned to himself with their dual-infusion. Once unleashed, they would require no input from Amara. The explosions would carry over into the next turn as well, sheer power reducing short-range around Ozymandias to rubble. She would watch, carefully, to see how Ozymandias would survive.

(Namikazeron ♦ Jōzan Bakuhatsu) – Theory of Waves and Wind ♦ Multiplying Explosions
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra Cost: (40/2) + 20 = 40
Damage Points: 80 + 20 + 20 = 120
Description: By applying the concepts of Sōjō Kanji and Shiki Muchi in conjunction with one another the user is able to create a chain reaction of exploding tags, drawing inspiration from the Gojō Kibaku Fuda technique. By shaping several points upon a number of any Shiki Muchi into layered explosive tags, taking advantage of the intrinsic properties of the formulae, the user is able to continuously detonate explosive tags along these points, creating a huge explosion that can potentially go on for an extended duration of time. The user, however, needs to be at least mid range from the explosions' epicenter lest they be engulfed in it. Though the explosion requires no continuous manipulation to sustain it does cost a move per turn to do so.
- Lasts for a maximum of two turns.
- Can only be used once per battle.
- No Namikazeron techniques for the next two turns
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.
Ethereal Guardian: 3/4
 

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Amara extended her arm towards him, and Ozymandias' instinct was to act quickly. He knew that Amara's abilities were not ones lacking in strength, most certainly. It was refreshing, to fall back and rely on one's instinct in the heat of battle, a feeling the pharaoh relished greatly. His excitement caused him to break a smile, as he fell into the formation of yet another seal. Rather than simply spew forth another technique to clash against Amara, he would tap into the chakra of his chains, and with a downward pulling motion of his arms, they rapidly descend to the ground. Mentally, Ozymandias further manipulates the form of the chains, causing the flames to meld together to create a single, unified form. The energy would pool underneath his feet, and would rise again, reborn as a large sphinx, towering above Amara and allowing him to overlook the rest of the ruined city of Camelot. It's destruction was a monument to the failure of the Radiants. Looking down on Amara as the reforming energy pushes him into the air, a small smirk still visible on his face, he forms a single seal, the sphinx flinging him forwards from its head as it succumbs to Amara's explosion. Spewing forth another mass of flames, which would take on the shape of a grand falcon that would descend on Amara with its wings spread, Ozymandias exhales a copious amount of ash, performing shape manipulation to grant it the form of a demonic giant. Holding onto its head and standing on its back, Ozymandias keeps himself stable as he descends on its back, mentally commanding the falcon to halt before it reaches Amara, remaining airborne at 5 meters from her. The balrog lands moments later, standing 2 meters behind Amara, with Ozymandias standing on its back. The explosions occurring behind him, which tore through his sphinx, caused light to shine directly on both combatants, Ozymandias' figure being totally illuminated as he looked down on her from his ashen familiar.

"You know how to put on quite a show, don't you? I suppose I'm satisfied with the entertainment derived from this...test, as you would call it. If you did not see that I was worthy before, of the knowledge and secrets you hold, then perhaps now you would re-evaluate that foolish notion."

Pausing for a moment, to let his words linger, he turns his back on Amara, ceasing the supply of chakra to his familiars. The falcon would flicker and wither into the winds, and the ash would simply fall to the ground, smothered and burning no longer. He walks away from his teacher in the arts of Prana, off to leave the ruins of this broken city.

Farao no Hōrei #3. Ōshima no Oshirisu ? Pharaoh’s Decree #3. Osiris the Overlord
Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.

⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage
Farao no Hōrei #2. Horusu no Shinsei ? Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per duplication/merge, -10 per turn)
Damage: 80
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, and spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a blast that spans slightly above short-range (7 meters), incinerating anything within, at the cost of a move. What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. During flight, the falcon(s) is/are able to rotate extremely quickly, generating a vortex of fire, which counts as a move. Anybody trapped inside the vortex will experience suffocation due to the lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.

⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle
Farao no Hōrei #6. Durin no Wazawai ? Pharaoh’s Decree #6. Durin’s Bane
Type: Supplementary / Offensive / Defensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn / -10 per ignition)
Damage: 80
Description: The user will begin by stringing together a sequence of 4 handseals. Then, they will release a copious amount of ash from their body, superheated by chakra. The extreme volume of ash will quickly congregate and form into a single structure, 20 ft tall, with demonic features, known as a Balrog. This being acts as a familiar made of ash, possessing an extent of sentience that allows it to act independently from the user when not behaving under direct mental command. There is a cavity in the Balrog’s chest, where a small fire sits inside the familiar, which acts as the fuel for all of its functions. The ashes, being superheated by the fire within the chest cavity, allows the Balrog to wholly ignite itself, at the cost of a move, adopting an A-Rank cloak of Fire that will shield its actual body from any damage. Alternatively, the Balrog is able to partially ignite itself using its ash, creating A-Rank structures akin to weapons made of tangible fire, e.g. a sword, axe, mace, whip etc, in order to attack, using a move to do so. These weapons can reach up to 3 meters in size, with the whip being able to extend into mid-range at maximum. Through partial ignition, the Balrog is able to create large pair of wings at a length of 5 meters each that grant it the ability to fly freely, these wings also being considered as A-Rank in strength, also requiring a move slot. The Balrog is capable of both cloaking itself and creating structures at once, at the cost of a single move slot, since both of these actions require igniting its ashen composition. Once per turn, the Balrog is able to use any Fire Release techniques the user knows, independently from them, within reason (the golem cannot use techniques with prerequisites that it cannot meet, e.g. Fire Release: Wall of Flames which requires a lighter), using the fire in its chest as a source. Due to being composed of solid ash, the user is able to stand atop the Balrog and should they choose to, attacking alongside it. Though, it should be noted that the user will sustain harm if standing on the Balrog whilst it is ignited, unless they have an armor technique of some kind to protect themselves, in which case the Balrog’s flames will not affect them. In this situation, the flames of the Balrog and the user’s defense do not damage each other. In the case of flight, the Balrog’s ash can at the cost of a move, shape itself to keep the user attached to it’s body to prevent them from falling. The user is unable to use Fire Release jutsu above A-Rank for the remainder of the turn during which the Balrog deactivates, forcibly or otherwise. The strength of any given ignition of the Balrog is A-Rank, where the strength of multiple active ignitions add up to A-Rank strength.

⇒ The Balrog cannot be ignited by the enemy
⇒ Usable 2x per battle
⇒ Lasts 3 turns

- Ending fight -
 
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