It would seem Merlin didn't quite understand the gravity of the situation. Had it been so long since he'd been taken seriously by anyone that he'd forgotten how to extend that same courtesy? Had he completely forgotten who was standing before him? They were his "perfect ideal King". The young woman into whose ear he whispered thoughts of grandeur. The woman he raised to be King. Now he played the part of court jester, not trusted advisor? Would he not give her the respect she was due as King? Truly, his treachery knew no bounds. It would seem he truly abandoned her and Camelot on that day, as she suspected. Her stoic facade remained the entire time, even as he dared to compare her to the usurper Vortigern. Normally such a comparison would anger her, but upon realizing the man she knew was naught but a lie, another of his cheap illusions, a fabrication forged to achieve a similarly cheap end, she let the insult pass. For she was a merciful King.
"I suppose it is for the best. No words from that forked tongue of yours will never amount to more than hollow lies."
And she would bestow upon him yet another mercy. That of atonement for his original sin. Drawing her blade back in her right hand with the tip still pointed at him, her other hand palm open in front of herself aimed squarely at Merlin, the air itself began to whip and cry out in pain, yet there was no accompanying action. The grass beneath their feet, and the heavy canopy above their heads began to sway and buckle and bend, yet the cause wasn't visible. Perhaps he'd recognize it, perhaps not, but as Artoria thrust her sword in his direction, the same phenomena would occur in reverse, the grass whipping about in a frenzy, the trees trunks screaming in agony, but whatever action accompanied the thrust was entirely invisible. Perhaps it was a warning, or perhaps she meant to kill him with the strike outright. Regardless, she was indeed here to exchange more than passive aggressive words and thinly veiled threats, and no words from him could convince her otherwise. This was a long time coming...
(Fūton: Atsugai) - Wind Style: Pressure Damage
Type: Offensive
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 100
Description: The user does the Ram handseal and inhales, kneading his chakra into his lungs, exhaling a huge blast of wind that levels anything in its path. Can cause major damage and requires a sufficient chakra level to perform. This large wind blast moves in tremendous speed and cannot be controlled. If the user gets caught in it, it will harm him also.
Official Challenge: Artoria, Sword of █████████ vs Merlin, Magus of Flowers.
Ah, there she was. A glimpse of King Arthur beneath Vortigern's vile veneer. For as much as she resembled the Usurper, perhaps she was still Artoria at her core. Though she had never displayed such hostility to the incubus in her lifetime, such vitriol was not unheard of when directed to her enemies, or those who earned her ire. This time, Merlin fell under the latter category. As the forest's stir turned to turbulence beneath the might of the King, Merlin rose to his feet, her stance all too familiar. Forming the Tiger seal, a mass of azure flames would materialise before Merlin, empowered further by an infusion of energy.
"O' Vivian."
Thrusting his arms forward, his fingers straightened but still interlocked, the flames would lurch forward, meeting the raging current of wind that tore through the once tranquil forest. They were equal in formlessness only, the very slight advantage of the Mystic Fire's power allowing it to emerge the victor of the clash. This attack alone, however, would not suffice even as a distraction to Artoria, who had felled beings far mightier than any human in her lifetime. With this in mind, the Magus of Flowers had to act quickly. Activating his woodskin, he would remain still but poised to react at any time, his technique generating and blending the Natural Energy around him with his own chakra on his behalf. The red veins once visible only on his wrist were now crawling up his neck, encroaching on his cheeks. With a thin smile, Merlin would declare his intent to the Once and Future King.
"Let us close the book on this tale."
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 + 10 = 50 (-10 per turn)
Damage: 20 – 80 + 30 = 110
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.
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 + 10 = 50 (-10 per turn)
Damage: 20 – 80 + 30 = 110
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.
Type: Supplementary
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.
East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.
West Horizon: The West Horizon is the greater S-Rank application, and greatly enhances the effects exhibited by the East Horizon. The first being the amount of power granted by the infusion. By infusing a greater quantity of chakra (20 chakra cost, but the technique only gains +10 points), the technique will gain an additional 30 damage points. The absorption capability is identical to the effects outlined in East Horizon, though the range at which the targeted jutsu can absorb other techniques is greatly increased (jutsu up to mid-range away can be absorbed, respecting the aforementioned conditions). The West Horizon can be used twice per battle, and requires a two turn cooldown between usages. For the remainder of the turn in which West Horizon is activated, the user cannot perform other Dendera Light techniques above B-Rank, and for the duration of the subsequent turn, the user's Dendera Light is limited to A-Rank and below.
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.
East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.
West Horizon: The West Horizon is the greater S-Rank application, and greatly enhances the effects exhibited by the East Horizon. The first being the amount of power granted by the infusion. By infusing a greater quantity of chakra (20 chakra cost, but the technique only gains +10 points), the technique will gain an additional 30 damage points. The absorption capability is identical to the effects outlined in East Horizon, though the range at which the targeted jutsu can absorb other techniques is greatly increased (jutsu up to mid-range away can be absorbed, respecting the aforementioned conditions). The West Horizon can be used twice per battle, and requires a two turn cooldown between usages. For the remainder of the turn in which West Horizon is activated, the user cannot perform other Dendera Light techniques above B-Rank, and for the duration of the subsequent turn, the user's Dendera Light is limited to A-Rank and below.
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. The benefits granted by this are twofold; not only is the physical integrity of the wood greatly bolstered, allowing it to reduce incoming physical damage by 40 points, but the woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. The woodskin itself allows the user to convert more of their own chakra reserves into Sage Chakra per turn, an additional 5%, for a total of 10% per turn. This technique can be kept active to continue generating Sage Chakra at an increased rate beyond the minimum threshold, up to its maximum, though the Mode will not empower the user or their techniques, as per the normal method of meditation and usage. While Sage Mode is in proper use, the woodskin will no longer generate Sage Chakra, though its other properties will remain active. In order to utilise Flesh of the Incubus, the user requires the Yang Release specialty. Flesh of the Incubus can be used a total of three time per battle, lasting 5 turns per usage as well as a three turn cooldown in between usages.
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. The benefits granted by this are twofold; not only is the physical integrity of the wood greatly bolstered, allowing it to reduce incoming physical damage by 40 points, but the woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. The woodskin itself allows the user to convert more of their own chakra reserves into Sage Chakra per turn, an additional 5%, for a total of 10% per turn. This technique can be kept active to continue generating Sage Chakra at an increased rate beyond the minimum threshold, up to its maximum, though the Mode will not empower the user or their techniques, as per the normal method of meditation and usage. While Sage Mode is in proper use, the woodskin will no longer generate Sage Chakra, though its other properties will remain active. In order to utilise Flesh of the Incubus, the user requires the Yang Release specialty. Flesh of the Incubus can be used a total of three time per battle, lasting 5 turns per usage as well as a three turn cooldown in between usages.
HP: 160
Chakra: 3300 - 40 - 20 - 50 = 3190
NE: 330 (10%)
FotI: 1/5