[Approved] Gormlaith Gaunt

Lord of Kaos

Apr 7, 2009
Trait Points

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"You are the product of filthy blood! Half-breeds, mutants, freaks, begone from this place!"

Basic Information

Name: Gormlaith Gaunt
Title: Sage of Wuji
Gender: Female
Age: N/A
Height: 5′11″ ( 1.8 m )
Clan: Kisei
Nindo: Armor-Sleeved Single Hit


Gormlaith stands tall at 5'11", a fair woman with dark brown hair and piercing blue eyes. But her appearance has been somewhat tainted by the Dark Arts, much like her distant relative Tom Riddle. She dons a striking blue and purple ensemble, adorned with intricate embroidery, a brooch, and a long cloak that adds to her enigmatic allure. Her presence is both mysterious and intimidating, leaving a lasting impression on all who cross her path.

Gormlaith is a dangerous and unstable Dark witch, with an obsessive belief in pure-blood supremacy. Her violent temper has led her to commit unspeakable acts, including the murder of her own sister and brother-in-law for not sharing her beliefs. She is merciless and sadistic, subjecting her niece Isolt to years of psychological abuse and isolation. Her delusions of grandeur and pleasure in human torture make her a true psychopath, with no remorse for the lives she has taken. Gormlaith's fanatical commitment to pure-blood ideology makes her a truly dangerous individual, capable of great harm to those around her.

Village of Birth:
  • Hogsmeade
Village of Alliance:
  • N/A
Ninja Rank:
  • Sage
  • 3000/200
  • Apex Tracker
  • Chakra Fortification ( Mahou )
  • Spirits Of Balance
  • Apex Layering
  • Efficient Chakra Control
  • Yang
  • Mind: 7
  • Body: 5
  • Spirit: 6
  • Agility: 4
  • Dexterity: 5
  • Vitality:


Elemental Ninjutsu

Basic 5
High Heaven Fire
Divine Wind

Universal Abilities

Kaito's Taijutsu
Fūinjutsu ( Advanced )
Snake SC


Drunken Monkey Fist
Satsui No Hado
Yin Yang Fist
Spirits of Balance


Gormlaith is a pure-blood witch with a heart as dark as her magic. Her ancestry traces back to Salazar Slytherin himself, and her beliefs are as pure-blooded as his. Her obsession with maintaining magical bloodlines led her to set a deadly fire, taking the lives of her own flesh and blood, Rionach and William Sayre. Her motive? To save their daughter Isolt from marrying a Muggle, a fate that she deemed unworthy of their family's heritage.

With Isolt in her possession, Gormlaith raised her in isolation, instructing her in the ways of the darkest magic. But even the most skilled teacher can't keep a captive forever. Isolt escaped, and in doing so, she established a school of magic in the New World: Ilvermorny.

Gormlaith's thirst for power and her bigotry knew no bounds. Upon discovering her niece's new venture, she set her sights on destroying it, and Isolt along with it. However, Gormlaith's plan was not to be, for Isolt's adopted sons were skilled in the art of wand magic, and her great-nieces were more than capable of breaking the spell Gormlaith had cast on their parents. The battle that ensued was epic, and Gormlaith was eventually defeated.

But defeated doesn't mean dead, and Gormlaith wasn't one to go down without a fight. She went into hiding, biding her time, waiting for the right moment to strike again.



During her travels, Gormlaith became a member of the Varangian Guard and gained several hidden abilities and tools to aide her Taijutsu and Kenjutsu. Both her and her Dementor wear the set of bracers and weapons associated with them under their robes, where she also has Leg Weights strapped to her legs. Gormlaith normally has the Elder Wand in hand with Hecate's Binding seal applied. Soter's Deliverance is applied as well as the Mayer's Band wristband around her wrist. She also has the Tengu’s Grace applied twice to her body.​

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

Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT

Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.

Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60 to opponent
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.
Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-10 per turn)
Damage points: N/A
Description: The user mixes his Yang energy within a seal with the Kanji for "Tengu" on it. This seal only triggers when the user is targeted by spiritual techniques seeking to target the user. When said techniques target the user, this seal will trigger and cause the dormant Yang chakra to manifest as a sentient Tengu like doppelganger similar to the user, albeit in a duller color/tone. This allows the user to avoid being effected by these techniques and instead allow the entity to instead be used as a target. For example, if a Yamanaka technique were to target the user, this technique will instead be targeted and due to the heavy Yang chakra within the being, it will forcibly neutralize the spiritual techniques.
Note: Can be used up to 3 times. If triggered in battle, lasts up to 3 turns before fading away.
Note: Can be applied to a biography and triggered without need for first creating the seal in battle but will count as a required seal for each time the user wishes to use it like this.

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

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

Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir

  • An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.
Ravenclaw's Elixir
  • A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.
S rank

Gryffindor's Elixir
  • A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.
Slytherin's Elixir
  • A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

Theme Music//Battle Record

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Won: N/A
Lost: N/A​

Approved by Imperfect.
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