Jinbei's love lair

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Customs of my creation will be numbered


The following list of people had granted me access to all of their jutsus, and in exchanged had received all of mine before the new rules. ( still missing some members, I will update accordingly )

Mathias
Lord of Kaos/Madara Uchiha
Scorps
Erzo
Wesobi
~Hasashi~
-Mugen-
Scary Yamato
Muten Akira
Akiza
Raiden
The Pervy Sage
Blizzard
Oraan
TenzoX
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Jutsus created by Jinbo

Doton| Earth Release


Suiton| Water Release


Raiton|Lightning Release
1. Lightning Release: Lightning Shoes (Raiton: Rai Hanka)

Katon|Fire Release
2. (Katon: kibaku koumori) - Fire Release: Exploding Bats

Fuuton|Wind Release
3. (Fuuton: Horobiru,suru) - Wind Release: Perish, you

Mokuton|Wood Release
4. Mokuton:kibaku chuuseki| Wood style:Exploding pillars
5. (Mokuton:Hikari no ki tsubasa)-Wood release:Light wood wings-
6. (Mokuton:Hageshii kaze no misairu)-Wood release:Fierce wind missiles-
7. (Mokuton:Mokusei āmu)-Wood release:Wooden arms-
8. (Mokuton:Namaikina mokuzai tsubame)-Wood style:Cheeky wood swallows-
9. (Mokuton:Mokuzai no hōkō)-Wood style:The Roar of Wood-

Genjutsu|Illusionary Arts
10. (Genjutsu:Migi ushiro)Illusion technique:Right behind you

Kohakuton|Amber Release
1. (Kohakuton: Kohaku mari ) -Amber Style: Balls of Amber
2. (kohakuton: kohaku konba-to)-Amber Style: Amber Conversion
3. (Kohakuton: kohaku kasui ) -Amber Style: Amber stream
4. (Kohakuton: kohaku Bunshin ) -Amber Style: Amber Clone
5. (Kohakuton: kohaku uxe-bu) -Amber Style: Amber Wave
6. (Kohakuton: Kohaku kabe ) -Amber Style: Amber Wall
7. (Kohakuton: kohaku shippu) -Amber Style: Amber Implosion

Kamikazeton|Divine Wind Release
1. Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
2. Divine Wind Release: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
3. Divine Wind Release: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
4. Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
5. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)

Netsuton|Temperature Release
1. (Netsuton: hensen ) Temperature release: change
2. (Netsuton: makai ) Temperature release: Hell
3. (Netsuton: shimo auru ) Temperature release: Frosting aura

Dakkukaton|Dark Fire Release
1.(Dakkukaton: Dakku Rasengan)- Dark Fire Rasengan
2.(Dakkukaton: Desutorakkushon Avvu Fetto)- Dark Fire Release: Destruction of Fate
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Earth Release

You must be registered for see images


Given to me:
B rank

(Doton: Izumi Annai) - Earth Style: The Fountain of Guidance
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After performing the Boar → Dog hand seals, the user will focus chakra into the ground, causing a body of earth to rise up from the ground creating two monoliths wielding a large bowl that has a runway to drain water/mud in any desired direction. As the monoliths are being created, the user will have to decide on which way the drain mechanism will be created. This technique does not create water in any shape or form.

Note: Can be used three times per battle
Note: Must have mastered Earth
Note: Must be taught by Mathias
PHP Code:
You must be registered for see images
Doton: Doro Dekisui | Earth Release: Mud Drowning
Rank: B
Type: Attack
Range: Short-Long
Chakra Points: 25
Damage Points: 40
Description: With just one hand seal, and with the enemy standing on mud, the user manipulates the mud to form two hands that grab the enemy's feet, dragging him under, drowning him in the mud very quickly.
Note: Can only be taught by Scorps
Note2: The enemy needs to be standing on mud.
Doton: Yurasu Bakura | Earth Element: Rock Explosion
Type: Offensive
Rank: B
Range: Short – long
Damage points: 25
Chakra cost: 40
Description: The user takes rock from the ground and increases the density, making the rock much harder than normal rock. They then launch it at the opponent and keep a string attached to the rock.
When the rock comes in close range of the opponent, the opponent releases chakra through the string by making the ram hand seal, making the rock explode and causing severe damage to the opponent. The injection of chakra goes fast.
Note: Can only be taught by Wesobi
Note: Can only be used twice per battle
Note: The string is clearly visible to doujutus users, due to the injection of chakra before the explosion. Non-doujutsu users can see the string, but not very clear.
Note: No Doton attacks in the same turn.
Doton: Haretsu no Cho'gath | Cho'gath's Rupture
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Chakra Damage: 40
Description: The user does the snake hand seal and at the same time focuses his doton chakra under the opponent. This causes the ground to silently burst the opponent into the air (not very high, maximum 2 meter). This will happen quite rapidly, and due to the silence of the technique is extremely hard to detect. The user will then go into the second phase by using his chakra to manipulate the ground beneath the opponent (were he will land), which will cause small spikes (they would fit in a normal sized palm) to shoot out of the ground (they will leave the ground as projectiles with great force), and hit the opponent from underneath. These spikes shoot out as silently as the earth rises.

Note: Can only be taught by Wesobi
Note: This is an very silent jutsu, despite being an earth jutsu, and is very sudden.
A rank

(Doton:Supaiku Chikyu Ropu)| Earth Release:Spiked Rope
Rank:A
Type:Attack
Range:Short-long
Chakra Cost:30
Damage:60
Description:In this jutsu the user focusses his doton chakra into the ground below the opponent and then chains two handseals forming a thick rope of earth (4 cm is the radius of the cylindrical rope) covered with spikes the rope pops out and coils around the opponents legs and arms, binding both legs and hands causing damage to the legs and arms as they are pierced by solid rock spikes.The spikes cannot pierce substance denser than solid rock.
*can only be performed thrice in a battle
(Doton: Tetsu Sukin Buki ) – Earth Release: Iron Skin Weaponry
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (-10 per turn active in direct physical contact)
Damage points: N/A (+10 to physical attacks)
Description: This technique was developed by Mathias himself after carefully studying the properties of the "Iron Skin technique, and Super Light weight technique" He came to the conclusion that if we could insert our chakra into other objects to increase or decrease its weight, why not do the same to coat them with an iron skin for added strength? The user will channel their chakra throughout a selected object, which then hardens the skin to a steel-like quality. This increases their defensive power to the utmost limits. The objects skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. The user can not coat an object with greater mass then of a human being, being the advanced version of Iron Skin Technique. However unlike the Iron skin technique, if the user loses physical contact with the said object, it will take a full turn for the chakra to drain out of the object and lose its iron coat. This was based on the Added weight and Light weight techniques. This technique when activated leaves the object vulnerable to lightning based techniques.

Note: Can be used three times per battle
Note: Must wait one turn before re-using
Note: Must have mastered Earth
Note: Must be taught by Mathias
S rank

(Doton: Going Merry Kibarashi) - Earth Style: Going Merry Recreation
Type: Attack/Defense
Rank: S
Range: Short
Chakra Cost: 40 (-10 every time a cannon ball is shot)
Damage Points: N/A
Description: After performing Monkey → Horse → Dog → Ox → Boar the user will concentrate all of his/her doton chakra and clap their hands together. By doing so the Straw Hat Pirates’ full size ship the “Going Merry” will be created made completely of earth from the ground itself. As long as the user is aboard the ship his/her earth style techniques will require three less hand seals to perform. The ship itself is able to float in water sources(The ship will not turn into mud unless it is on that water source for longer than two turns) and mud itself (for ex. Swamp of the underworld). Depending on the elemental advantages the ship can block B-Rank and below techniques but the part that was hit will crumble afterward. If any attacks are coming from above, the user can walk inside the “meeting room” of the ship for cover. The unique ability of the ship is that it can shoot A-Ranked cannon balls made of earth from the ships main cannon in the front. The ship has a stock of five cannon balls. Every cannon ball has multiple explosive tags attached to them that can be detonated with the use of a single hand seal. The users chakra is infused with the ship itself, so only S ranked or above enemy earth techniques will be able to overpower the ships earth chakra and use it as an earth source.

Note: Can only be used once per battle.
Note: No earth style techniques in the previous turn.
Note: No earth style techniques in the same turn the ship is being created. (Shooting the cannon ball does not count)
Note: If the ship is not destroyed it will stay in play for 3 turns.
Note: Because of the massive use of doton chakra, the user will not be able to form A-Rank or above earth techniques for the next turn or S-Rank for two.
Note: The first cannon ball that the user shoots immediately after the creation of the ship (and shot in the same turn he is created) will not count towards the three jutsu per turn.
Note: Any other cannon ball shot afterwards counts as one of the three jutsu’s per turn.
Note: The shot cannon balls reach up to long range.
Note: Can only be used by Mathias
(Doton: Umou Sono Ga-goiru) - Earth Style: Descent of the Gargoyles
Rank: S
Type: Attack
Range: Mid - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Ram → Dragon → Dog hand seals the user will clap his hands. Thereafter a portal will open up in the sky above the user following the same principles of Earth Lid & Mud Fall. Out of the portal there will be three human sized Gargoyles that will glide down towards the desired target using their lightweight earthen wings to keep them airborne. Due to the their weight and the gravity pulling them down, their velocity is equal to that of a thrown projectile. The Gargoyles are flying down in a V formation with an explosive tag already pre-set on each of their backs. Upon using a simple hand seal to active the desired tag the Gargoyles can blow up. If detonated, the explosion will cause the spikes surrounding the Gargoyles' abdominal and chest area to be released outwards towards the target they were already heading to.(There are six spikes all together with each being three feet long and two feet wide.) Each individual Gargoyles is evenly spaced apart so that the detonation of one of their tags doesn't set a chain explosion. The Gargoyles' flight path can be determined once the portal is open. However, once the path is chosen it can't be changed due to the fact that the Gargoyles are gliding down and not flapping their earthen wings to fly.

Note: Can only be used twice per battle
Note: No earth techniques above A-Rank for one turn after the use of this technique
Note: Must be taught by Mathias
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Water Release

You must be registered for see images



Given to me:
A rank

(Suiton: Ryuutai Suteppu) - Water Style: Fluid Step
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: Ryuutai Suteppu is a very simple taijutsu technique with the enhancement of water. When being attacked in close range, the user will focus his chakra in the moisture of the air and materialize water beneath his feet. He will then use that water to slide back and forth in the ground as if he were standing on ice. However un-like ice, the user has complete control over his fluid movements. Can be used quite effectively to boost the randomness of movement when using Drunken Style. This technique will last for two turns, but the user will be restricted in only using regular ninjutsu, water, taijutsu, genjutsu, and kenjutsu, no other elemental affinities.

Note: Can be used twice
Note: Must have mastered Taijutsu
Note: Must wait two turns to use again.
Note: Must be taught by Mathias
Suiton: Kyousei Ookami | Water Release: Great Wolf
Rank: A
Type: Offense/Defence
Range: Short-Long
Chakra Cost: 30
Damage Point: 60
Description: The user summons one big amount of water at each hand. He then uses shape manipulation and heavy chakra’s to change the water’s shape into two wolfs. The user can then command the wolves to charge at the enemy, or to protect him from Fire Attacks. This attack is even more devastating in combination with a lightning based attack.
Note: Can only be taught by Wesobi.
Note: Can only be used 2 times per battle.
Note: The user can’t use any Water-based Jutsu the next turn or during the same turn.
Note: Requires a water source.
S rank

Suiton: Sono Tenrai Kara no Mizu | Water Release: The Bliss of Water
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
With 2 simple hand seals (Snake + Ram), the user will materialize water within range of the technique, using the moisture all around the field and his chakra as a fuel. The water can be shaped into any given solid construct the user desires (like cubes, spheres, walls, etc) or kept as a raw body of water. The amount of water the user can produce is, at its best, about 10 000 liters of water (give or take a cube of about 100m3). However, the speed as which the water forms is always the same, taking a couple of seconds to materialize its maximum volume. The user has some control over the water while its materializing and once it materializes, but he can never generate enough momentum or compress it enough to actually do any harm to any enemy, even when he gives it a specific shape.

Note: Can only be taught by Scorps
Note2: Doesn't require a water source and can be used as one
Note3: Usable only thrice
Note4: In the same turn the user can't use techniques above S-Rank
(Suiton: Mittsu Hissatsu Unagis) - Water Style: Three Deadly Eels
Type:Attack/Defense
Rank: S
Range:Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After performing the Rat → Dog the user, through sheer willpower and concentration, using the moister in the air, will materialize three 15 ft tall Eels made completely of water. The Eels will materialize at the user's 10,12, and 2 o'clock view or 8, 12, and 3 o'clock depending on the situation. There are three ways the three deadly Eels can be used in. The first being; the user can send all three Eels rushing towards the opponent at the same time as an attack, and the user can freely manipulate the direction they are headed just like Earth Flow Wave. (ex: arc manner from the left/right or straight). The second being; the user can disperse the Eels, making the water combine into one huge tsunami wave that can be used to block attacks, or be directed at the opponent. The third and last one being; the user can disperse the Eels, making the water combine and form a raging vortex of water around the user which will then spread outwards 360 degrees.

Notes:
- Can only be used twice per battle
- If the user signed the Eel contract the hand seals are reduced by half.
- The Eels can only be materialized at short range from the user.
- Due to the high usage of water chakra, the user could not have used any water techniques in the previous turn.
- No water techniques of S-Rank or above next turn.
- Must have complete mastery over water.
- Must be taught by Mathias.
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Lightning Release

You must be registered for see images



1.Lightning Release: Lightning Shoes (Raiton: Rai Hanka)
Rank: A
Type: Deffense/ Supplementary
Range: Short
Chakra Cost: 30
Damage Points: N/a
Description: The user channels his Raiton chakra into his feet and generates little steams of lightning under them. By doing so the user will be able to walk on mud. Normaly a strong lightning technique will go trough the mud and make a big hole. However by decreasing the electricity the user is able to create small steams of lightning which does not go deep trough the mud, only enough to keep the user on top of it. However while using this the user is very vulnerableto water techniques.

*Can only be taught by PowerOfDarkness
*Jinbei is the co-creator of this jutsu
*Can only be used 2 times per battle
*No S or A rank Raiton techniques the following turn this jutsu is used.
*Lasts for 2 turns

Taught to:
1.
2.
3.
4.
5.
6.

Given to me:
S rank

(Raiton Bu-meran Ashinami) Boomerang Lightning Step
Type:Attack
Rank:S
Range: Short-Long
Chakra Cost:40
Damage Points:80
Description: By doing a simple kick the user shoots out two powerful beams of lightning at great speeds being able to slice through solid objects or cut down attacks. As soon as the beam is launched and makes contact with anything it will come back towards the user like a boomerang and disperse.

♦ Can only be used 3 times per battle.
♦ Must have mastered lightning.
♦ No lightning techniques of S-Rank or above for one turn after the use of this technique.
♦ Can only be taught by Mathias
(Raiton:Kaminari supurasshu)|Lightning Release:Lightning Spash
Rank:S
Type:Attack
Range:Short-long
Chakra Cost:40
Damage:80
Description:In this Jutsu the user gathers a huge amount of raiton chakra and then performs three handseals and then releases a huge wall of electricity 10 meters tall and 12 meters wide that travels towards the opponent fast, destroying the ground below as it passes and causes burns,paralysis and numbing when comes in contact with the opponent.
*can be used thrice in battle
Raiton: Ketsugō-tai Sōseiji No Setsuna | Lightning Style: Juncture of the Siamese Twin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of lightning. While the blast of lightning travels towards the opponent, the user performs the Horse hand seal, and the lightning splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the lightning in the turn used or in his next turn, if the lightning has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual bolt of lightning is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use lightning in the same turn or the next.
F rank

Doton/Raiton: Sono Su-pa Akutibu Torikkusuta-Kinezumi | Earth/Lightning Release: The Super Active Trickster Squirrels
Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 100 (-10 to the user)
Description:
The user makes 2 hand seals (snake+monkey) and 9 normal sized squirrels made of rock and dense earth chakra rise from the ground within range. The squirrels are then infused with an enormous amount of lightning chakra, glowing in a bright blueish color. The lightning enables them to move (above ground or underneath) at enormous speeds that only 3T Sharingan and Byakugan can follow. The squirrels surround the enemy in a nonagon pattern facing him. They then link to each other and unleash the combined Earth and Lightning chakras into the nonagon. Within the nonagon, a mayhem of raging vortexes of electromagnetic and geoenergies starts to petrify, rip and shock everything caught in it, releasing heat, (the user can engulf the whole battleground but, if so, takes his own life also) and leaving only a crater behind. The squirrels can also surround the user short range from him and face outwards, using the combination of Earth and Lightning chakras to produce a perfect spherical shield that can protect the user against up to F-Rank Earth, Lightning and Water and S-Rank Fire and Wind. If a squirrel is hit, a non-focused lightning burst is released around him, stunning everything short range around it. However, as long as there is at least 3 squirrels, the technique can be used (3 Squirrels=A-Rank, 4-8 Squirrels=S-Rank). Due to the massive amount of chakra and concentration needed, the user will experience great pain and exhaustion upon use of this technique.

Note: User can't mold Lightning or Earth in the next turn.
Note2: In the turn its used, user can only cast one more jutsu
Note3: Usable only once
Note4: The severe exhaustion left by the amount of chakra spent to use this jutsu leaves the user unable to use ninjutsu (elemental or not) above S-Rank for 2 turns
Note5: Can only be taught by Scorps
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Fire Release

You must be registered for see images



4. (Katon: kibaku koumori) - Fire Release: Exploding Bats
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user will make a row of 6 hand seals and then will create several bat-like fire beings that can be controlled by the user with much ease. The bats possess great speed and are as big as gamakichi (during the fight of the three sannins ), however they can't deliver much damage themselves. Each of the bats is able to explode in an outburst of flames, that has the same explosive power of a regular explosive tag and they can explode at any given time, as long as the user orders them to.

~ The user is able to create up to 18 bats
~ Depending on how many bats are created, the following rules will apply
  • [1 to 9] No fire S-ranks or above during the following turn
  • [10-18] No fire A-ranks or above
~ The technique is only usable once per battle

Taught to:
1.
2.
3.
4.
5.
6.
Given to me:
B rank

Katon: Tanshin No Atsui Hai | Fire Release: The Lonesome Ember
Type: Offensive/Supplementary/Defensive
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: N/A (20 if clothes ignite, +20 when used with a Fuuton Jutsu)
Description:
User does 2 hand seals (Ram+Tiger) and focuses his fire chakra into a specific spot on the enemies clothes igniting them in a small cinder that creates smoke. This produces a small cinder spot that erupts in small flames. Its main purpose is to distract and confuse the enemy. However, if the enemy fails to put out the ignited spot it will eventually start to consume the clothes and create small open flames that will slightly burn him. This technique can also be used on paper or other easily flammable materials or to ignite a Fuuton jutsu.

Note: The ignited spot can easily be put out by taping it with an open palm or with a little water.
Note2: Enemy has to put out the ignited spot in the turn its used or in the next turn it will ignite the rest of his clothes.
Note3: Can't ignite flesh or wet materials.
Note4: The speed of ignition is slow except on paper or other more flammable materials.
Note5: Usable 5 times.
Note6: The ignition spot has to be within the users visual field.
Note7: Can only be taught by Scorps.
A rank

(Katon: Kanetsu Nami) - Fire Style: Heating Wave
Rank: A
Type: Supplementary/Attack
Range: Short-Mid
Chakra Cost:30
Damage: 60
Description: Focusing his/her katon chakra the user will put their hands out into the air releasing a massive heat wave. This wave is hot enough to evaporate incoming water jutsu B-Rank and below. And its hot enough to melt metal.(ex: Kunai, Shuriken, Iron sand, gold dust.)

♦ Can be used four times per battle.
♦ Must have complete mastery over Fire.
♦ Must be taught by Mathias
Katon: Hijoui | Fire Element: Firecoat
Rank: A
Type: Defensive
Range: Short
Chakra Cost: 30
Damage Points: (-5 on the user)
Description: The user focuses Katon chakra in his body. He highly compresses it, and then sends it out of his body. The output of it goes so fast and the amount of chakra is so big that it can’t be sucked in by any kind of chakra-leeching ability. This technique is used for the sole purpose of killing any kind of parasitic creature that is on the person. Zetsu spores for example can’t suck this in because of the rapidness and amount of chakra of this attack.
Note: Can only be taught by Wesobi
Note: This attack can’t be used to defend from wind attacks. The flames would go out of control and severely burn the user.
Note: Can only be used to defend against any kind of chakra-leeching power
Note: Can only be used twice.
Note: The sudden outburst of chakra damages the user a little, though not enough for it to affect him for the rest of the battle.
S rank

Katon: Boushi Kuruma | Fire Element: Spinning wheel
Rank: S
Type: Offensive/Defensive
Range: Short-mid
Chakra Cost: 40
Damange Points: 80
Description: The user will jump into mid-air and do 360° degree turn. While turning, he shoots two focussed amounts of Katon chakra out of his feet, sending two fireballs at the opponent. The first fireball is before the actual turn and the second one is made after the 360 ° turn (the user will do a sweeping motion with his foot while turning, and shoot out the second fireball at the end of the 360° turn.)
Note: Can only be taught by Wesobi
Note: The combined power of the two fireballs is the S-rank power, not separate.
Note: Can't use S-rank and above Fire jutsu for the next turn.
Note: Can only be used once
Katon: Ningyo no nenshō| Fire Release: Burning of the Mermaid
Type: Offensive/Defensive
Rank: S
Range: Mid-Long
Chakra Cost: 40
Chakra Damage: 80
Description: A jutsu that lives up to its rank and is quite complex. The user starts out by creating a dense sphere of fire in his hand, a bit bigger than his own fist. It is basically a sphere of fire, that has a highly compressed amound of fire chakra inside. The user then hurls the orb out at an incoming water attack, or directly at the opponent. When thrown at a water based attack, the user does the Tiger hand seal when the fire is about the hit the water, and the orb releases all of its power. Due to the sheer force, and sudden outburst, the water is blown back at the opponent, but instead of normal water, is boiling due to the fire that has heated it. The sent back water loses one rank in power and is thrown back in the form of an unfocused burst of steam, half the size of the initial water technique, although gaining the ability to scald and burn whatever it touches. If sent at the opponent directly, the user can create a massive wall of fire that goes towards the opponent once releasing the chakra and fire in the orb.
Note: Can only be taught by Wesobi
Note: Can only be used twice
Note: Can only send back up to A-rank water
Note: Can only use up to S-rank techniques in the same and next turn
Note: Must wait at least 3 turns before using this jutsu again
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Wind Release

You must be registered for see images



5.(Fuuton: Horobiru,suru) - Wind Release: Perish, you
Rank: S
Type: Supplmentary
Range: Short-Long
Chakra cost: 40 (+10 per turn.)
Damage points: N/A
Description: The user will release a quite big amount of wind chakra out in the air which will cover the entire field. He then by using the wind chakra he will make it accelerate and fly around in an un-controlled matter creating disruption in the air/wind, this will cause wind jutsus to get canceled out the moment they will get performed as the disruptions in the air/wind will splitter it apart.
~ Useable twice.

Taught to:
1.
2.
3.
4.
5.
6.

Given to me:
B rank
Fuuton: Kishi no Jōdan | Jest of the Knight
Type: Offensive
Rank: B
Range: Short-Long
Chakra Cost: 20
Chakra Damage: 40
Description: The uses focuses his wind chakra to the left, behind and to the right of the opponent, and also infront of himself creating 4 small spheres of hissing wind at each location, about mid range from the target. He then sends the one infront of him at the opponent. While the opponent is busy defending from it, he can manipulate the other ones to strike the opponent from all sides.
Note: Can only be taught by Wesobi
A rank

Doton/Fuuton: Semai Meimei Oberisuku | Earth/Wind Release: Small Divine Obelisk
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Long (on throwing)
Chakra: 30 (-10 each turn)
Damage: 60
Description:
User does 3 hand seals (Dog+Ox+Bird) and 1 Rock Obelisk breaks from the ground within short range of the user. This obelisk is about 4 meters high and 2 meters wide. This Obelisk is then infused with wind chakra which makes it rise from the ground and hover above ground between short to mid range around the user. The user can direct the obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire. When the Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. The Obelisk can also be used to attack the enemy, by throwing it against the enemy.

Note: can only be used 3 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps
S rank

Doton/Fuuton: Meimei Oberisuku No Yougo | Earth/Wind Release: Divine Obelisks of Protection
Type: Offensive/Defensive
Rank: S-Rank
Range: Short-Long (on throwing)
Chakra: 40 (-15 each turn)
Damage: 80
Description:
User does 5 hand seals (Dog+Ox+Bird+Ox+Bird) and 2 Rock Obelisks breaks from the ground within short range of the user. Each obelisk is about 4 meters high and 2 meters wide. These Obelisks are then infused with wind chakra which makes them rise from the ground and hover above ground between short to mid range around the user making them each an A-Rank Doton/Fuuton. The user can direct each obelisk to defend against up to S-Rank Lightning and Water, A-Rank Earth, Wind, Fire or both to defend against up to Forbidden Rank Lightning and Water, S-Rank Fire, Earth or Wind. When an Obelisk is hit by Fire above B-Rank, the rock turns into lava from the combined heat of the Wind and the Fire, but the jutsu will still be stopped. These Obelisks can also be used to attack the enemy, by throwing them against the enemy.

Note: can only be used 2 times
Note2: stays active maximum of 3 turns
Note3: can only be taught by Scorps
Note4: can't use wind in the next turn
Note5: even if one obelisk is destroyed or used, the other still remains in play
Fuuton: Ketsugō-tai Sōseiji No Setsuna | Wind Style: Juncture of the Siamese Twin
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user punch forward and release a blast of Wind. While the blast of wind travels towards the opponent, the user performs the Horse hand seal, and the wind splits up in two, and then comes back together, letting it avoid any incoming jutsu that would block it. This, however is a double edged blade as it requires impeccable timing so that the user does not get hit by the attack that was sent out to block it in the first place.
Note: Can only be taught by Wesobi
Note: The user can either split the wind in the turn used or in his next turn, if the wind has not hit the opponent yet or if he has enough time to split it
Note: Can only be used twice
Note: Each individual blade of wind is A-rank, and the moment at which they once again combine forms the technique's S-rank power.
Note: Can not use above S-rank in the same turn, nor can the user use wind in the same turn or the next.
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Genjutsu

You must be registered for see images


Given to me
C rank

Genjutsu: Tsuyoi Haji no Odaku Ko no Hitotsu | Illusionary Arts: The Mighty Grab of the Perverted Old One
Type: Supplementary
Rank: C-Rank
Range: Short-Mid
Chakra: 15
Damage: N/A
Description:
The user gazes upon his enemy intensely and makes him experience the sensation of being grabbed and squeezed in a specific region of the body, preferably the butt. This distracts the enemy and can even make a shy enemy blush. Although it doesn't do any damage, one must be careful to use this on a woman as it often leads to uncontrollable rage or, in some cases, marriage. To enhance it, the user can wink an eye and use some random dirty pick-up line to further augment its perverted effect.

Note: Can only be taught by Scorps
Note2: Requires direct dirty eye contact and complete lack of shame from the user
A rank

Genjutsu: Akuma no Houyou | Ilussionary Arts: Demonic Hug
Type: Offensive/Defensive
Rank: A-Rank
Range: Short to Mid
Chakra: 30 (+10 next turn to keep active)
Damage: 60 (at the end of the 2 turns)
Description:
The user makes 3 simple hand seals (Boar+Serpent+Rat) and makes the enemy feel as if he's being tightly squeezed; as if pressure is being applied to every point of his body, rendering him restraint and unable to move. The pressure on the enemy's body is so great that he'll feel it hard to breathe and will begin to hyperventilate and eventually will enter a panic state as the pressure keeps building on his body. If he doesn't dispel the Genjutsu he'll faint from hyperventilation in the second turn.

Note: Can only be used twice
Note2: Has to be taught by Scorps
Note3: Can't use Genjutsu in the same turn or the next

Genjutsu: Magirawashii no Serifu | Illusionary Arts: The Misleading Words
Type: Offensive
Rank: A-Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description:
A simple but powerful illusion that is used immediately before an elemental technique. The user does one hand seal (Tiger, Ram or Horse) before the ones required for the elemental technique that follows. The result is that the enemy will see the next released technique as that of another element. However, to perfect the illusion, the user must train and have the ability to string the hand seal of the genjutsu with the ones of the elemental technique so that they seem to be only one set of hand seals.

Note: Usable 4 times
Note2: Can only be used before techniques of the 5 basic elements that the user knows
Note3: Can only use up to S-Rank on the same turn its used
Note4: Can only be taught by Scorps
S rank

Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
Type: Offensive
Rank: S-Rank
Range: Short to Mid
Chakra: 40
Damage: 80
Description:
The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
Note3: User can't use other Genjutsu in the same turn
Note4: Can only be used twice per battle
Note5: Can only be taught by Scorps

Genjutsu: Omoi no Kamui | Illusionary Arts: The Mind of Creation
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: 80
Description:
A powerfull technique were the user takes control of the enemy's 5 senses and makes him experience anything he can imagine. These illusions however are bound by the normal natural laws of Narutoverse (gravity, kinetics, etc) making it impossible to create unreal (in the context of Narutoverse) situations or scenarios. They can and may also be used to cause the enemy pain or distress or simply serve as a distraction or to camouflage the user in an escape or an attack. The genjutsu itself is done by performing 3 hand seals (Tiger+Ram+Horse) while inserting your chakra into the enemy's brain, disturbing his chakra flow and quickly gaining control over his senses. If the user is within short range of the enemy he can perform this technique with either 1 hand seal (Ram) or by looking directly into the enemy's eyes.

Note: Can only be used thrice per battle
Note2: User can't perform other Genjutsu in the same turn
Note3: User can't perform any technique above S-Rank on the same turn
Note4: Can affect multiple enemies
Note5: Can only be taught by Scorps
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Ninjutsu

You must be registered for see images


Given to me:
B rank
Kougu no Pangu | Tools of the Creator
Type: Offensive/Defensive/Supplementary
Rank: B-Rank
Range: Short-Mid
Chakra: 20
Damage: 40
Description:
Using basic chakra shape manipulation, the user is capable of making small, simple and "solid" chakra constructs like cubes, spheres, kunais, pillars, etc. These are manifested and visible in a light blue color, although remaining quite transparent. These chakra constructs are weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps or Zenryoku
Note2: Constructs are created within short range of the user
Note3: Can only be used once per turn, up to 4 times.
Tsuyoi Shushi No Kushin! | The Mighty Finger of Pain!
Type: Offensive/Defensive
Rank: B-Rank
Range: Short
Chakra: 20
Damage: 20 (+10 if he hits something)
Description:
User holds his middle finger against his palm with his thumb while he focuses chakra into it. He will point it at his enemy and release the finger, flicking it. This releases a blunt impact that sends the enemy flying backwards. This can only be done in close quarter fights but doesn't require physical contact. Can also be used to deflect small projectiles and weapons.

Note: Can only be taught by Scorps
Note: This jutsu is as harmful as a direct punch
Note2: Can only be used once per turn up to 4 times

Looks like this at 0:13s

A rank
Hlín No Te | Hlín's Hand
Type: Defensive
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
Using basic chakra shape manipulation, the user coats his palm with pure chakra and expands it forming a thin circular construct in front of it that can be directed and used to defend against an offensive jutsu. The construct is light blue in color but remains quite transparent. Once per battle the user can make a construct strong enough to defend against 1 S-Rank jutsu but, if so, he can't use it again for the rest of the match. This chakra construct is weaker than Elemental Jutsu that require advanced Shape and Nature Manipulation but are as strong as normal, unfocused Elemental Jutsus.

Note: Can only be taught by Scorps
Note2: Can only be used once per turn to a maximum of 3 times
Note3: Can defend against 1 S-Rank, once per match but can't be used again and the user can't use Non-Elemental Ninjutsu in the following turn
S rank

Ninpou: Omori No Kei Go | Ninjutsu: The Weight of Strong Words
Type: Defensive
Rank: S-Rank
Range: Short-Mid
Chakra: 40
Damage: N/A
Description:
A special ninjutsu of the highest caliber that can only be done by those who have excelled in ninjutsu. The user takes out a scroll which he previously prepared by writing a text in Jõko Nihongo (Ancient Japanese) with Hiragana and Katakana scripts instead of Kanji. As he takes the scroll out and unfolds it in air in front of him in a semi crescent gesture, he claps his hands focusing chakra, performing 3 hand seals (Horse+Hare+Boar) and touching the scroll. The Hiragana and Katakana caracters, glow in a light blue color and rapidly converge from the scroll, like snakes, raging towards the target. As they reach the target, they wrap around it like chains and bind its movement completely. This jutsu has a more powerful yet more limited performing method: the user will take a smaller scroll (only slightly larger than his hand) with the same caracters and slam it with his palm on the enemy. The moment there is contact, the rows of Katakana and Hiragana caracters spread across the enemy's body as chains, resctriting his movement. Although faster and having no need for hand seals, this alternative method has the same binding strength as the normal method. This jutsu can be done to restrict anything solid, with equal strength regardless of size or mass.

Note1: Can only use jutsu up to S-rank in the same turn
Note2: Usable only twice
Note3: Because of the advanced shape manipulation required, this jutsu can only be broken by equal rank elemental or regular ninjutsu or taijutsu
Note4: User can't use other regular ninjutsu in the same turn
Note5: The binding doesn't require user to maintain contact and lasts until broken or released
Note7: Can only be taught by Scorps
(Ninjutsu: Luciano Primo's Ouza) - Ninja Arts: Luciano Primo's Throne
Rank: S
Type: Offensive
Range: All
Chakra Cost: 40
Attack Points: 80
Description: By focusing his chakra throughout his entire body and releasing it in a surge, the user will manifest a throne made entirely on chakra depending on the affinity that it was infused with.(Earth, Fire, Lightning, Water, Wind) This throne protects the user from the flank and also underground attacks. With the snap of his finger, the user can cause an entire S-Rank shock-wave to be released in all directions of the channeled affinity that travels forward and even underneath, creating a medium sized crater. The throne lasts three turns on the field unless dealt with properly. The concentrated chakra allows the user to be protected from up to A rank attacks from the rear and underneath and it will be destroyed by an S rank attack however it will still protect the user before dispersing or crumbling away. Should the user manifest the throne in mid air with the wind affinity, he will be given the ability to fly for the remaining turns that the throne is active.

Notes:
- Can only be trice
- Shock-wave can only be used once per turn
- No techniques above S-Rank while the thrown is active
- Can only be used by Mathias
(Dyuaru Tama Doriru) - Dual Sphere Drill
Type: Attack/Defense
Rank: S
Range: Short - Mid
Chakra Cost: 40
Damage Points: 80
Description: The user will form a sphere of pure chakra in each hand, then by pushing chakra manipulation to its limits, the user will combine both spheres, creating a fearsome drill-like attack surrounding the user. The drill itself is pure chakra being, manipulated and rotated at high speeds. The drill can be shot at the opponent or used as a shielding mechanism. However if used as a shield, the user will have his back exposed as the drill will only be protecting the top, front, and bottom.

Note: Can only be used twice per battle.
Note: Must have mastered Ninjutsu.
Note: No regular Ninjutsu of A-Rank or above next turn.
Note: Must be taught by Mathias.
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Wood Release

You must be registered for see images


Mokuton:kibaku chuuseki| Wood style:Exploding pillars
Rank: S
Type: Attack
Range: Short-Mid
Chakra: 40
Damage: 80
Description: By using mokuton,the user is able to create multiple pillars that will grow and form a circle around the opponent.Then,after the user performs one handseal,the pillars will explode.The explosion radius expands all the way up to mid range.

Note~The pillars don't take more than 3 seconds to grow.
Note~Can only be used twice per battle and the user can't use any other mokuton jutsu for two turns.
Note~Can only be used and taught by Jinbei.

(Mokuton:Hikari no ki tsubasa)-Wood release:Light wood wings-
Rank: A
Type:Supplementary/Attack
Range: Short (the spikes from the wood can travel long range)
Chakra cost:30
Damage:5 for each spike hit
Description:In this jutsu the user forms one handseal and wings of the lightest wood i.e the balsa wood appear on the users back.This wood is special as it is lighter than the hollow wing bones of a bird and is used in making gliders due to its lightweight.With these wings the user can fly in the air unrestricted upto 30 meters without any problems.Also the user can form wooden senbons from their wings at an additional cost of 20 chakra.These senbons are your average senbons,they are just made of wood instead of metal.

~can be used twice per battle
~can be used/taught by Jinbei
~the wings can be shed at any times by forming a single ram seal by the user
~the senbons can be used thrice
~the wings last for 4 turns

(Mokuton:Hageshii kaze no misairu)-Wood release:Fierce wind missiles-
Rank: S
Type:Attack
Range: Short-Long
Chakra cost:40
Damage:80
Description: This is a useful mokuton jutsu in which the user starts to spin on his heels simultaneously releasing, from every part of the users body mokuton spears.The spears are pointed at both ends and are about 1 and a half feet long feet long,these are infused with fuuton chakra of the user and travel and very high velocities towards the opponent piercing him all the way through and inflicting a large amount of damage,as the attack covers a full 360 degrees it also covers all the blind spots making it a jutsu of choice for the user.

~can be used thrice per battle
~no mokuton jutsus next turn due to overuse of mokuton chakra
~can only be taught/used by Jinbei
~no handseals required

(Mokuton:Mokusei āmu)-Wood release:Wooden arms-
Rank:B
Type:Supplementary
Range: Short
Chakra cost:30(+5 to taijutsu)
Damage:N/A
Description: In this jutsu the user manipulates wood to grow two arms made from normal wood which can be used along with the users helping the user in taijutsu as the heartwood of the snakewood tree is one of the strongest wood in the world with a specific gravity of around 1.2,hence increasing the strength of the user.And providing the user with an advantage over the opponent.the hands cannot use jutsus but are able to throw kunais,tags and other weaponry.
~can be used twice per battle
~the hands can be dropped at any time with a single Bird seal by the user
~no handseals required
~can be used/taught by Jinbei


(Mokuton:Namaikina mokuzai tsubame)-Wood style:Cheeky wood swallows-
Rank:S
Range:Short-Long
Chakra cost:40
Damage:80
Description:In this jutsu the user chains four handseals after which 10 swallows made up of wood rise up from earth or water whichever is more suitable (if the opponent is near water then they will rise from water and if the opponent is near earth they will rise from earth since wood=earth+water the swallows can be formed on both water and earth) though the birds do not rise extremely near the user but about 5 meters from the opponent.The swallows are very small in size about 3 inches in length.

They are fast flyers and are also quite agile and can easily dodge kunais and other weaponry.As soon as they form they charge towards the enemy from all directions and when the user makes a single tiger seal,they explode causing damage too the user as splinters from the wooden swallow pierces the opponent like grenade shrapnel damaging him quite brutally.

~can be used twice per battle
~the user decides how may swallows he creates (from 1-10)
~the user cannot create more than 10 swallows
~the user can make them explode at any time(with a single tiger handseal) though if they come in contact with lightning,fire or the opponent they automatically explode
~can be only used/taught by Jinbei
~can not be used in two consecutive turns

(Mokuton:Mokuzai no hōkō)-Wood style:The Roar of Wood-
Rank:A
Range:Short(self affecting)
Chakra cost:30
Damage:60
Description:In this jutsu the user focuses their mokuton chakra all over their body(except the palm, fingers the soles of the feet).Then instantly wooden spikes of about 2 inches grow all over the user (except the palm, fingers the soles of the feet).

The wood from which the spikes are formed are extremely hard and sharp at the same time the wood is also light which doesnt hampers the users speed ,and if the opponent hits the user their hands hurt and bleed.The spikes also grow on the users face (except the eyes)giving the user a devilish look.

~this jutsu can be used thrice per battle
~the user is shielded from taijutsu attacks unless enhanced by a hardening technique or lightning based taijutsu
~the user can deactivate all the spikes at any point of time with a single dragon handseal
overexhaustion off mokuton chakra
~can be taught/used by Jinbei
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Amber Release

You must be registered for see images

B rank

1. (Kohakuton: Kohaku mari ) -Amber Style: Balls of Amber
Type: Attack/Defense
Rank: B
Range: Short - Mid
Chakra Cost: 25
Damage Points: 40
Description: The user can spit multiple large balls of amber at the target.

A rank

2. (kohakuton: kohaku konba-to)-Amber Style: Amber Conversion
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The User can Change the state of any amber in the area from a liquid to a solid and vice-versa. When changing liquid amber to a solid, the user can manipulate the shape of the amber as it solidifies.
Notes: Amber of all ranks can have their “state” changed, however, the strength rank of the reformed amber cannot go higher that the original rank of the jutsu or the rank of the technique (whichever is lower).
This can be done in conjuntion of other amber techniques.


3. (Kohakuton: kohaku kasui ) -Amber Style: Amber stream
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: The user spits a large jet of liquid amber from their mouth which can be used to attack the or trap them in a sticky field.


4. (Kohakuton: kohaku Bunshin ) -Amber Style: Amber Clone
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: The user creates a tangible clone out of amber. The clone can use amber jutsu equal to its rank, and can momentarily turn parts of his body into liquid amber in order to absorb a single physical attack at a time.


5. (Kohakuton: kohaku uxe-bu) -Amber Style: Amber Wave
Type: Attack
Rank: A
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: The user Spits massive amounts of amber from their gullet and form the liquid amber into a large wave to attack the target.
S rank

6. (Kohakuton: Kohaku kabe ) -Amber Style: Amber Wall
Type: Defense
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will spit a large amount of golden amber from their mouth and form it into a wall to block the user from oncomming attacks. The wall can be formed 360º around the user and is transparent.


7. (Kohakuton: kohaku shippu) -Amber Style: Amber Implosion
Type: Attack
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will channel chakra into the targeted amber on the field and compress it, crushing anything unfortunate enough to be trapped within.
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Divine Wind Release

You must be registered for see images

Custom element Japanese name:
Custom element English name: Divine Wind
The Element is based on: Wind + Lightning + Fire
Facts that prove the element to be possible (in the manga context):
When wind is introduced to an electrical source, it may be possible for it to create a electric breeze, at least that’s what my science club leader says. The electric breeze (calling it that for lack of a better term) is basically wind, imbibed with lightning within it on a subatomic level, causing it to be capable of both the benefits of lightning and wind. The wind would be capable of sending electrical pulses through a wind source, creating a deadlier wind that overcomes its weakness (fire) through the process of being able to send a strong electric current through the wind, making it an electric windstorm. The user then adds fire chakra to the mix, rising the temperature of the wind, making it very hot and lowers the humidity levels in the air (causes the water to evaporate from the air, making it very dry and dangerous for humans to be exposed to), and even increases the heat of the lightning. And due to the large amounts of fire chakra within it, if touched by a fire source with a flame, the wind will burst into flame, and due to the range of the wind and how far it can be stretched and dispersed, fire is not often a good choice against it.
Idea behind its creation:
Sasuke was able to create a more powerful form of lightning with Kirin (which I think is made from Positive Lightning but that’s for a different time) so not the same with Wind? The wind would only imbibe what strengthens it, it would be impregnated with the user’s strongest lightning and later, the strongest flame possible.
Conditions to be able to use it: Mastery over Wind and lightning and Fire of up to at least S-rank
Is weak to: Earth Elements(very thick and even though Kami Kaze is fortified and made stronger due to the lightning in it, it is still weak to very dense earth elements), Void, Silver, Other Solid Elements
weak to wind&fire combinations (however this would cause a large explosion)
Is strong against: Lightning, Raging Thunder (wind’s natural weakness), Fire (obviously not a good idea here as it will cause the wind to spontaneously combust), Water (the electric current through the wind will electrocute the enemy), Wind (this is wind to the next level), Sound & Radio and other Sound-based elements (frequencies cannot be sent through the current of the wind as the electricity will disrupt the sound wave)
Co-creators (if any): Lord Of Kaos
Students I passed on this custom element:
KeotsuEclipse & Jinbei

____________________​
P a t e n t C e r t i f i c a t e

I, Ragnaroc of the Custom Elements Bureau, by the power invested in me by Versuvio, Nexus, Zise and Rei, give you the

following:

~Hasashi~, our loyal member, gave on the date 10/10/10 a request for a Patent on his custom element (Divine Wind);

after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving his

rightfully earned patent on this element by the following;


Divine Wind
Powered by Nexus
Copyright 2010, ~Hasashi~ , NarutoBase.net​


You must be registered for see images
D Rank

1. Divine Wind Release: State Of Change (Kamikazeton: Zama o Hensen)
Rank: D-Forbidden
Type: supplementary
Range: N/A
Chakra: Original Cost + 20
Damage: N/A
Description: By focusing divine wind chakra into any wind or lightning jutsu, the user changes the properties of said jutsu which raises the power of the jutsu by one rank. It is very strenuous on the user’s chakra converting the wind/lightning jutsus into Divine Wind and thus, an additional +20 chakra cost is added to the original jutsu usage. All of this makes any wind/lightning jutsu used by the User have the result of being stronger and deadlier than normal wind/lightning jutsus.
~no divine wind next turn
~no wind or lightning in the next turn

2. ( Kamikazeton: Kyōakuna Haken no Helios) ‡‡ Divine Wind Style: Heinous Hegemony of Helios
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short (Short-Long on throw)
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: By producing Divine Wind chakra, the user becomes capable of releasing it from either their body or by manipulating the air itself nearby him up to short range. This technique requires a handseal and is in essence the most basic application of Divine Wind, allowing the user to create various constructs formed from Divine Wind. These constructs and forms can consist of a wide variety ranging from simple breezes, tornadoes, and updrafts to spheres, weapons, shields, blasts, pillars, walls, and discs through advanced shape manipulation. Due to the extreme heat of these creations, they cause the air around them to become severely heated, evaporating water jutsu according to strength/weakness within short range of the construct. To maintain these formations over multiple turns, the user simply need spend an additional 10 chakra per turn. The user is able to essentially create whatever his mind can imagine of static simple constructs. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in as an S ranked variant, the notable difference in this is the speed and power/scale of this one, capable of forming colossal sized constructs/blasts in moments. Can only be used 5 times per battle, S-Rank only once every 2 turns and a max of 3 times.

3. ( Kamikazeton: Kareina Daikunshu Orinposu ) ‡‡ Divine Wind Style: Opulent Overlords from Olympus
Type: Offensive/Defensive/Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80
Description: The user is able to use his body or the wind itself as a source to create a massive beast to aid in battle, formed always within short range of the user and with the use of a handseal. Molding Divine Wind chakra, these creatures resemble several winged deities of ancient lore, such as the Aurai or Anemoi. These beasts follow basic elemental strengths of weaknesses of Divine Wind and their sizes most be logically scaled to the creature ( i.e. max size of 15 meters tall ). Fueled by the user's chakra, these beings are capable of acting and moving as if alive. Appearing as a near transparent figure of a reddish hue with lightning surging through them, these creatures are capable of being used as a source for other Divine Wind attacks at the dispersal of the beast, the jutsu used able to be formed equivalent to it's rank ( i.e. D rank beast can be used for a D rank Divine Wind jutsu if needed while dispersing and ending the beast's use ). The user is also able to form a hand seal, channeling Katon chakra into the beasts, to cause the entity to heat on contact, causing the beasts to begin to ignite, causing great damage on contact as the fire erupts and spreads along the deity, causing a maelstrom of flames. These creatures are capable of releasing Divine Wind jutsu from their mouths as well as using up to A rank Lightning jutsu and A rank Wind jutsu ( this correlates with their rank ofc (D ranked versions using up to D rank, C ranked versions using up to C rank and so on until the S ranked version, which can use up to A rank max ). These winged entities mirror humanoid shapes, and can also be altered to form beasts such as Pterippi ( winged Horses, such as Pegasus ), Phoenixes ( golden-red fire bird ), or even Dragons. S ranked variants are only able to be used 3 times a battle with at least a 2 turn break in between use. The speeds of these airborne entities also vary based on the rank used, with the D rank moving as slow as the average Jounin with the speed increasing one level each jutsu rank.
Note: Each use creates up to 4 beasts with their power evenly divided.
Note: Channeling Katon chakra into the beasts count as a move per turn and costs 30 chakra and adds +40 damage.
Note: By fueling chakra into these beasts each turn, the user is able to control these beasts until released but no longer than 4 turns. While in use, the user is only able to use Divine Wind, Fire, Lightning and Wind jutsus.

C Rank

B Rank


4. ( Kamikazeton: Nankaina Zōkasuru no Alectrona ) ‡‡ Divine Wind Style: Arcane Augmentation of Alectrona
Type: Offensive, Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A (+20 to fire)
Description: A Divine Wind technique entirely dedicated to empowering fire release techniques. Through rapidly manipulating Divine Wind chakra, the user becomes capable of manipulating the wind surrounding a fire technique changing its properties into that of Divine Wind. Within that moment the user will weave a single hand seal and fire will suddenly erupt and ignite into a violent maelstrom as it continues towards its targeted destination. The application of this technique is incredibly fluid and as such can be performed within the same time frame as the preceding fire technique. Should the user have advanced training in the nature of Yin/Yang Release the user will be capable of applying this technique to fire release techniques beyond normal projectiles such as streams and other fire techniques which require the user to maintain them. The violent eruption of the flames can also be further manipulated through highly advanced shape manipulation in which the user will be able to either tame or further irritate the eruption. The user can also control the directionality of the eruption.
Note: Can only be used three times per battle.
Note: No Divine Wind techniques above S-Rank in the next turn.
Note: The user can use this on sustained fire techniques only if they have acquired Yin/Yang training.
Note: Can only be used three times per battle.

A Rank

5. ( Kamikazeton: Funka Kagayaki no Euronotus ) ‡‡ Divine Wind Style: Effulgent Eruption of Euronotus
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: The user will do 2 handseals and channel Divine Wind chakra and then rapidly release the chakra to manipulate the air around a targeted location on the ground. This allows the user to manipulate the air and convert it into Divine Wind which causes the ground up to a 7 meter radius to begin causing an incredibly powerful updraft of Divine Wind. The Divine Wind in essence causes the ground to tear the earth itself into small shards, allowing the heat to easily melt the earth beneath the opponent while the electrical updraft itself causes painful electrical burns overtime. The properties of Divine Wind also cause the effects of the updraft to suddenly combust in an intense electrical firestorm should it encounter fire from either the opponent or the user him or herself. Should the user wish, through the application of a single additional hand seal, they can have the updraft suddenly twist through additional shape manipulation creating a blindly violent controlled wind storm which in essence forms a perfect dome tearing the ground apart while it violently rotates.
Note: Can only be used up to 4 times with a two turn usage break in between usages.


6. Divine Wind Style: Mist Covering Wave of Inspiration (Kamikazeton: Kasumi Endo Kangekiha)
Rank: A
Type: Attack
Range: Short-Mid
Chakra: 30
Damage Points: 60
Description: The user gathers large amounts of Divine Wind chakra within his lungs. He will then release the chakra in a invisible gas that he blows at his enemy. With the gas that he blows, the user also spits out several small Senbon with Divine Wind chakra around it. Being of Divine Wind chakra, the gas is extremely flammable and if it touches the enemy, it will shock and burn the enemy very severely. To the enemy, it seems as if the user has spit only Senbon at them, as they will not see the wind coming.

7. Divine Wind Style: Northern Lights (Kamikazeton: Aurora Borealis)
Rank: A
Type: Supplementary
Range: Mid-Long
Chakra: 30
Damage Points: N/A
Description: The user makes two handseals and manipulates the wind around him, adding his Lightning and fire chakra to it, turning it into Kami Kaze chakra. He then forcibly releases large amounts of chakra to the already existing chakra around him, creating a very large and wide area of Divine wind chakra around the user. He then bends the Kami Kaze chakra to make a very bright blinding light around him from the chakra, temporarily blinding the foe. It also confuses those with Sensing abilities due to the large radius of chakra making it hard to pinpoint the user’s exact position. The bright light from this jutsu comes from the fire chakra within the Divine Wind chakra being manipulated to “shine” and then adding the Lightning to it to create an even brighter light that, if one to view it, would look like the Northern Lights. Only Byakugan users would be able to escape the effects. The user focuses Kami Kaze chakra to their eyes and bends the chakra in a lense shape, allowing their eyes to pierce the chakra without being blinded.
*Blindness lasts one turn. Confusion of sensory last for 3 turns
*Useable three times a battle with a wait period of at least 1 turn in between uses.*

S Rank

8. Divine Wind Style: Great Royal Air Cannon of Zeus (Kamikazeton: Dai Roiyaru Goukuuhou o Zeus)
Rank: S
Type: Attack
Range: Close
Chakra: 80
Damage Points: 90 (+ 20 to the user)
Description: The user stretches his arm out with his palm facing the enemy and gathers Divine Wind chakra in his hand. A vortex of wind begins to form around the user’s arm. The wind is so thin and powerful that it slices cuts into the user’s arm as he holds it around his arm. Lightning then appears within his the palm of his hand and starts to spiral inwards around his arm. At this point, the user’s arm start to become numb. After holding and charging more Lightning into the vortex, the user fires it off at the enemy (a spinning vortex of wind surrounding a cluster of lightning that sends an electric current through everything it touches) with power varying upon how long he charges Lightning into it. The user can charge lightning into the vortex for at least two turns. If held in that long, the power of the vortex will be strong enough to blast through the gates of konoha with ease. However, if the user does charge it for that long, he will not be able to perform any Jutsu with that hand for the rest of the fight (nin or tai).
*If charged for one turn, it will have the power to blast through 1 Rashoman Door*
*If released the same time as the user begins charging it, the power will be of equal standing to Balls of Wind jutsu*
*can only be used once per battle*
*after using, the user cannot use any Divine wind jutsu for two turns*

Forbidden Rank

9. Divine Wind Style: One Thousand Birds of Severing Pressure (Kamikazeton: Chidori Tatsuno Ooshigoto)
Rank: Forbidden
Type: Attack
Range: Short-Mid
Chakra: 80
Damage Points: 100(+ 15 to user due to blast at end)
Description: After performing the necessary handseals, the user charges so much Divine Wind chakra into his hand that it becomes visible with the physical properties of Chidori, (but is really Divine Wind) but with wind swirling around the user’s hand. He then charges lightning chakra into his feet and runs at high speeds at the enemy and thrusts it at the enemy. As he does this, the wind circling around the user’s hand mixes in with the Divine Wind at this point, and creates an a Chidori with enough wind in it to blast back everything in the immediate vicinity. The user is then forced backwards in the explosion, causing small amounts of damage.
~the user moves at extreme speeds due to the lightning chakra, if the opponent tries to attack the user the user can hit the opponents jutsu with the "divine wind chidori" to defend himself. If the opponents jutsu is of A rank the "divine wind chidori loses half its power, if its any less than it doesn't lose any power. S rank obviously levels off
~No divine wind, wind, or lightning for 2 turns.
~only one other jutsu in the same turn as usage
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Temperature Release

You must be registered for see images


S Rank

(Netsuton: hensen ) Temperature release: change
Rank: S
Type: defense/supplementary
Range: short
Chakra: 25 (+5)
Damage: N/A
Description: This is the most basic used jutsu for this element.It allows the user to either drastically decrease or increase the temperature around the users body,creating a shield up to mid range.In order to protect the users body the user must add a additional 5 chakra to create a field of chakra around him.When the user decreases the temperature it freezes any water/earth to a state where it breaks before it hits the user.(it could also increase the damage making it solid and dangerous like if used on rain).When Increased the user can melt/burn earth to ashes,boil water or even turn water into steam before it hits the user.
*Lasts 1 turn
*Can only be used once every 5 turns
*can only be used to block 2 jutsus.
*can also be used in combo with a jutsu
Forbidden Rank

(Netsuton: makai ) Temperature release: Hell
Rank: Forrbidden
Type: defense/supplementary
Range: short-long
Chakra: 50
Damage: 90(-40 to user)
Description: This is a deadly jutsu.The user claps his hands and charges his wind/fire chakra into the environment and his body.After 1 full turn of charging(meaning 3 turns. turn used,turn charged,turn used) the user releases all of it in a instant scorching the whole field,instantly turning any water in range to steam, and burning every single thing around the user.
*can only be used once and no more fire/wind temperature for 3 turns.
*the user will be very hurt and for one full turn wont be able to attack.Only defend
*Takes 2 turns to charge(turn used and next turn).And only on the third can you use it.
*The user may run,sit but may not preform any ninjutsu or hand type taijutsu(leg tai is allowed) while charging.Leaving the user almost fully vulnerable.However clones are allowed to be used,but must be made before the use of this.

(Netsuton: shimo auru ) Temperature release: Frosting aura
Rank: Forbidden
Type: defense/attack
Range: short
Chakra: 50(+20 to create a chakra sheild protecting the user)
Damage: 90(death if in touching distance)
Description: Unlike the "Hell" technique,this one does not require much concentration due to it only being used up to short range. The user will preform 3 handseals and change the temperature around his body up to short range. The temperature will drastically drop to a point where even the most frost resisting metals will start to crack.If the opponent is in touching distance than he will immediately die of the frost.(unless escapes very quickly)
*If the user touches the opponent during this time,than the opponent will instantly turn into ice.
*Can only freeze 2 jutsus.(or 1 jutsu and the enemy,depending on the situation)
*If the opponent is in short range than he will experience such a frighting cold,that he will try to escape by any means away from the user.(if not succesfully escaped within the turn than he will die of cold and shock)
*Can only be used twice and a 5 turn time span must be waited on before next usage.This jutsu lasts only 1 turn
*the user will receive a 30 damage from this technique and due to the cold,his reaction speed will drop a bit.
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Dark Fire Release

You must be registered for see images


S Rank

(Dakkukaton: Dakku Rasengan)- Dark Fire Rasengan
Rank: S
Type: Attack
Range: Short
Chakra Cost: 40
Damage Points: 90
Description: The user applies the same rules to a regular Rasengan, but instead if wind chakra the user applies Dark Fire chakra to create a unstable fusion of deadly chakra in the palm of the users hand.

(SuzenomiKasai:Rasu Avvu Za Goddo Avvu Fairu) - Dark Fire Style: Wrath Of The God Of Fire
Rank: S
Type: Attack
Range: Short - Long
Chakra Cost: 50
Damage Points: 100
Description: Similar to Chiriku's 1000 arm technique, user gets in meditative stance and focuses their Dark Fire chakra in area surrounding him/her, then the enemy gets pummeled with 1000 fists conceived of Dark Fire

(SuzinomeKasai: Desutorakkushon Avvu Fetto)- Dark Fire Release: Destruction of Fate
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 50
Damage Points: 90
Description: The user creates a hurricane of Dark Fire that appears around the opponent, that slowly shrinks to the point where it burns their opponent to nothing.
*note* (The user must know Dark Fire and this jutsu is inescapable with space/time jutsus)
 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
You must be registered for see images

Panda Kuchiyose | Panda Summons



Summoning Contract
Summoning Animal: Pandas
Scroll Owner: Scorps
Other Users who have signed contract: Wesobi, Scary Yamato, Jinbei, Edward
Summoning Boss if existing: Myoushu
Other Summoning Animals tied to contract: Shiroi, Kuroi and Ayaui no Maria
Description and Background:
Pandas are very wise and ancient beings, having lived for centuries in seclusion and meditation. Derived from Bears, they long abandoned their predatory instincts and habits, adopting a more peaceful and nature friendly attitude. Although they strive for peace, they are also known as being fierce warriors of great might and power.
You must be registered for see images
Pandas generally move around in a humanoid stance, supporting themselves in their hind legs and using their front paws as hands but can also run and move about in all fours. They all possess great physical strength and are excellent hand to hand fighters, using their strength to compensate their below average speed. As creatures in tune with nature, their elemental affinities varies, but as earthen creatures they generally tend to be more adept with Fire and Earth. The high panda sages have been known to master a wide varieties of special skills and arts only known to the most powerful and lucky chosen ones.

±±±±±±±±±±±±±±±±±±±±​


Panda Ninpou/Genjutsu | Panda Arts/Illusionary Arts

14.
Panda Genjutsu: Kataki no Nemuri Hakkyou | Panda Illusionary Arts: The Revenge of the Sleeping Madness
Type: Defense
Rank: S-Rank
Range: Short to Long
Chakra: 40
Damage: 80
Description:
This special Genjutsu is a formidable defense. Its a technique that stays dormant on the users mind until an enemy connects with it. It can only be triggered by offensive enemy eye techniques (like Sharingan ones), aggressive mind manipulation (like the Yamanaka clans) or any other aggressive technique in which the enemy manipulates the users mind (like Genjutsu). Once the users brain is attacked, this defense activates, backtracking through the link created by the enemy and stimulating his dream center to make him suffer horrible and terrifying nightmares as he loses his grasp on reality, leading to complete mental breakdown, physical pain and ultimately can make him faint. This defense is only possible through years of mental training with the Panda Elders; a training to boost ones mental strength to such a degree that if his mind is breached, his chakra attacks whatever is breaching it to defend himself.

Note: This technique is released automatically with little control from the user
Note2: The moment its activated it releases a massive burst of chakra in the users mind that disrupts its flow and dispels any A-rank and below genjutsu that might have been affecting him
Note3: It doesn't require the user to be conscient to be released/activated
Note4: When activated/released, the user is unable to use Genjutsu for 3 turns and can't use any forbidden rank techniques in the next turn
Note5: Requires the Panda Contract and can only be taught by Scorps
Note6: Usable only once per match
Note7: This jutsu has to be stated in the bios special abilities

22.
Panda Geijutsu: Dasai Houkou | Panda Arts: Primal Roar
Type: Offensive/Supplementary
Rank: S-Rank (Forbidden when used by Myoshu)
Range: Short-Long
Chakra: 40 (50 when used by Myoshu)
Damage: N/A (90 when used by Myoshu)
Description:
A manifestation of the primal ancestry of Pandas, this last resort technique has been passed down for generations of Pandas, being a manifestation of the ultimate bound to their origins. The Panda focuses a large amount of his chakra in his throat and executes a very loud, strong Roar. Using his most primal instincts, the roar is (much like the killing intent technique) charged with aggression and rage. The bloodlust contained in the roar is so intense that any enemy in the field will shiver in pure fear, regardless of any other aspect in play. The technique, while simple in its essence, its very complex. The technique is boosted to its ultimate effect when used by the boss summon, Myoshu who's roar can level anything in its path.

Abilities:
-Enemies will experience fear and pressure, putting less effort and chakra into their offensive and defensive techniques, which results in a -10 damage penalty to their techniques
-Any summon on the field immediately disperses in fear, running to his/her "homeland"
-The summoner's gain a momentary (5 turns) bonus in strength (+10 to Taijutsu) and damage in Ninjutsu (+10 to elemental techniques), as the primal roar increases their adrenaline flow and clears their mind, dispelling harmful emotional or illusional (up to S-Rank) effects, regardless of their origins
-When executed by Myoshu (the boss summon), the Primal Roar is labeled as a Forbidden Rank and produces a shockwave that levels everything in its path, much like a wind technique, due to the the size and enormous chakra Myoshu has.

Restrictions:
-While usable by every Panda Summon, each summon can only use it once per battle
-The user can use it twice per battle
-Can only be used by Pandas or by signers of the Panda Contract.

37.
Panda Hijutsu: Wuxi Yubi no Haaku | Panda Hidden Art: The Wuxi Finger Hold
Type: Offensive
Rank: Forbidden
Range: Short
Chakra: 50
Damange: 90 (+20 if used with elemental chakra)
Description:
One of the most devastating Nintaijutsu moves known to Pandas, the legend of the Wuxi Finger Hold is as great as is the rarity of those who can use it. The user will, when facing an enemy in taijutsu, grab hold of his hand, finger, knee, elbow, etc, basically the extremity with which the enemy is attacking him, between his index and thumb, with his own pinky held upright. Then, focusing a very large amount of compressed chakra, the user will flex his pinky sending it all through the enemy's body. This causes massive damage as the chakra is conducted trhough the enemy directly. As a result, the chakra bursts out of him and sends a shockwave all around, clearing the area mid range around which is left as a "steaming" crater with the enemy and the user standing in the middle. The enemy doesn't move as a result of technique, since the technique isn't an impact on him but rather the channeling of that large chakra onto him. The damage is, however, enough to knock an enemy out cold in one hit. If the user is awesome he can say in a dramatic way something like "squadoosh", "kaboom" or "kapow" upon lowering his pinky, giving that much drama to the scene. The legends and mental pressure of facing such a technique is enormous and the enemy will genuinely feel afraid to move while the user is holding him. The effect is somewhat a mimic of what Killing Intent produces but not nearly as powerful, producing only minor shivers and the sensation of fear. By adding elemental chakra the user is able to increase the damage and its properties, although also increasing the damage to himself in return. Adding Wind damage produces massive cuts all over the enemy, Fire leaves him burnt as the chakra channels through him, Water ripples through his body, damaging his soft tissues, Earth damages his bones and fractures many of the smaller ones and lightning electrifies the enemy, which can lead to heart failure.
Note: usable once
Note: cannot use hand based Taijutsu for 2 turns
Note: user takes 15 damage and suffers an additional 20 damage if he uses it with elemental chakra.
Note: Can only be used by Panda masters
Note: can only be taught by Scorps.

Summoning Animals
1.
Panda Kuchiyose no Jutsu: Myoushu | Panda Summoning Technique: Master
Rank:S-Rank
Range:Short-Mid
Damage:40
Chakra:80
Description:
The Elder Ruler of the Pandas, Myoushu (Master) is about half the size of Gamabunta (about 50 meters tall) and looks like a normal giant panda (black and white). He's very harsh and outspoken but also very fair and wise. Strapped to his back he has a giant Staff (proportionate to his size) that he uses with great proficiency, when fighting upright on both his rear legs. He has Suiton chakra when most Pandas have either Doton or Katon chakras, allowing him to use any S-Rank Suiton technique the user knows but without the need to use handseals. Unique to him, he can be summoned anywhere within short to mid range of the summoner. Because of his size and strength he is immune to basic ninja tools and Fire and Water C-Rank and bellow.

Note: Can only use up to S-Rank techniques in the same and the next turn.
Note2: Must have signed the Panda contract and have its tattoo.
Note3: Can only be summoned once per battle
Note4: His moves count as one of the users normal 3 moves.
Note5: Can only stay in play for 4 turns.
You must be registered for see images

2.
Panda Kuchiyose no Jutsu: Shiroi | Panda Summoning Technique: White
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Kuroi is in play)
Description: White is a giant panda slightly smaller than the average giant panda (standing she's about 1.8meters tall) but her color is mainly white with the exception of two black circles around her eyes, her black tail and paws and the Kanji for Balance on her forehead. She can produce a shockwave of earth chakra that produces a short to long range S-Rank “Tsunami” of earth 120º in front of her once per turn (counts as one of the users 3 moves) and she can feel anyone standing on the ground or beneath it around her up to long range which can only be used 3 times and counts towards the users three per turn useage. She is a strong taijutsu warrior that can fight while standing upright on her hind legs, with a speed slightly above that of a Sage Rank Strong Fist Master.She has a very outspoken and loud personality that highly contrasts her pure angelic looks. If her brother Kuroi is in play, they both receive a +10 damage bonus to all their jutsu. Like all Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Kuroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn.


3.
Panda Kuchiyose no Jutsu: Kuroi | Panda Summoning Technique: Black
Rank: S-Rank
Type: Attack/Defense
Range: Short
Chakra: 40
Damage: 80 (+10 if Shiroi is in play)
Description:
Kuroi is a Giant Panda that's slightly larger than the normal Giant Panda (about 3 meters high when standing up), but differs in his color: he's mainly black with the exception of two white circles around his eyes, his white tail and paws as well as the Kanji for Equilibrium visible on his forehead fur also in white. He can exhale a hot, dense, concentrated S-Rank short to long range fire stream from his mouth once per turn (counts as one of the users 3 moves) and is immune to fire up to B-Rank. He's a strong taijutsu warrior that can fight and move upright in his hind legs like a human, with a raw strength which makes him capable of incredible feets of strenght and competing with much larger summons, producing even small craters with his kicks and leveling rocks with his punches. He has quite a shy demeanor for such a big, menacing body. If his sister Shiroi is in play, they both receive a +10 damage bonus. Like all Pandas, he can use Lazy Fist and Strong Fist as high as the user can (exception of EIG).

Note: must have signed Panda Contract (requires contract tattoo) and have permission from Scorps
Note2: can't be summoned with another panda except if its Shiroi
Note3: can only be summoned once per battle
Note4: can only stay in play 4 turns
Note5: to have both Kuroi and Shiroi in play, once must summon them both in the same turn. In this case, the user is limited to S-Rank and below for the following turn


4.
Panda Kuchiyose no Jutsu: Ayaui no Maria | Panda Summoning Technique: The Grave of Maria
Type: Offensive/Defensive
Rank: S-Rank
Range: Short to Long
Chakra: 40 (+20 per turn)
Damage: N/A
Description:
The user spreads blood through his summoning tattoo and makes the required hand seals and claps his hands. From a portal in the ground, a large rusty metal box completely engraved in Kanji spells rises, all tied up in chains, floating only a few inches from the ground: The Grave of Maria. The chains then release and retract, letting the box open and reveal Maria. Maria is a human size female panda with a very delicate and fragile look to her although having her body all tied up in rusty chains which are also engraved with kanji spells. The user must expend chakra to keep the chains restricting her and keep her controlled through the kanji spells. She has a demented, mad and slightly psychotic look on her face that is completely in tune with her own mad personality. The moment the box opens, Maria's chakra spills into the battlefield creating both fear and unease amongst all enemies, unleashing the effect of an S-Rank Killing Intent (Sakki). Although, like most other Pandas, she can use Lazy Fist and Strong Fist as high as the user can (exception of EIG) with great proficiency and speed (slightly above that of a Sage Rank Strong Fist Master), Maria's special ability is a wicked S-Rank Genjutsu that's inherent and passive to her and that she can use at will. Through this Genjutsu she can alter the enemys perception of the battlefield and his surroundings much like a stronger version of (Genjutsu: Kokohin) - Illusion Technique: False surrounding. This Genjutsu enables her to manipulate what the enemy can see, hear, smell or feel with any of his senses to create false "visions" of the environment/battlefield and other illusions she deems fit. When she activates her Genjutsu her eyes glow in white and a small high pinched evil giggle is heard through the battlefield.

Abilities and Restrictions:
-The genjutsu can only be used once per turn to a max of 2 times
-The genjutsu illusions can last as long as Maria is in play, unless dispelled, and can target multiple enemies
-This genjutsu can't make the enemy feel pain or any type of distress or damage the enemy in any way
-Low rank enemies (Chuunins and Genins) will feel nauseated and faint from simply feeling the enormous power and pressure of Maria's sick Killing Intent (Sakki)
-If Maria is attacked, her box can close and protect her from up to 1 B-Rank jutsu, keeping her in play but dispelling her already casted Genjutsu
-Maria stays in play for 4 turns
-While Maria is in play, the user is limited to S-Rank techniques and below due to the constant chakra drain
-Can't use Genjutsu while Maria is in play
-Maria can only be summoned once per match
-If the user loses his conscience, Maria is locked back into her "grave" and dispelled back to prevent her from getting lose and rampaging on NB
-After Maria comes out of play, the user has to wait 2 turns to summon another Panda
-Marias Genjutsu counts towards the users move count
-Can only be taught by Scorps and must possess the Panda Contract and Tattoo

 
Last edited:

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
You must be registered for see images


Liger Contract

Summoning Contract
Summoning Animal: Ligers
Scroll Owner: Madara Uchiha
Other Users who have signed contract: Jinbei, Mathias, -Broly-, Vex, Riker
Summoning Boss if existing: Sinbad
Other Summoning Animals tied to contract: Atalanta, Achilles, Heracles, Jason, Odysseus, Theseus, and Icarus

B Rank


A Rank

1. Kuchiyose: Achilles| Summoning: Achilles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user uses his summoning tattoos to summon the greatest fighter of Ligers, Achilles. Able to communicate via telekinetic communication like all Ligers and named after the Myrmidon warrior from Greek Mythology, Achilles is able to hold his on against enemies of strengths of the 2nd gate and lower. Achilles is the taijutsu expert of the Ligers. Achilles stands at the height of a bear that is on all fours. One attribute to Achilles is that he wears armor fashioned after that of the Ancient Greeks, and the armor is capable of taking direct hits of up to C-rank before starting to break and Achilles himself can take a taijutsu hit of B-rank with little injury but if he is hit with a direct hit from jutsus any higher than B-rank will cause him to "poof" away. Achilles can stand on his hind legs in the same fashion as a human and can use any taijutsu techniques the user can use (excluding those of Forbidden rank, EIG-related [or any that increase the user's speed on a scale of the EIG], or any that add a element chakra into the attack). On his hind legs, his height is around 7-8 feet tall. Due to the him being a Liger, the power behind any of Achilles' taijutsu attacks is +10. Achilles is also able to be summoned as the armor for the user to wear and if on the user, the armor becomes reinforced by the power of the user resonating throughout it and can within stand attacks of up to B rank and/or the strength of the 1st Gate and lower. The armor comes with arm guards and shin guards, in other words complete Greek battle attire to wear.
*Can only fight using taijutsu.*
*Taijutsu used by Achilles counts towards one of the user's three jutsus*
*Armor last four turns if user wears it or if it becomes destroyed by jutsus of A rank and above*
*Last on field for at the most four turns*
*Can only be summoned Twice*

2. Kuchiyose: Hercules|Summoning: Heracles
Rank: A
Type: Supplementary
Range: N/A
Chakra Cost: 30
Attack Points: N/A
Description: The user touches his tattoo summoning symbols on his wrists and summons Heracles. Heracles is unlike most ligers in the sense that he stands upon his hind legs and is actually bipedal. Heracles has a scar across his left eye that runs down to his chin, though it doesn't effect his eyesight. He wields a Katana that is unbreakable and can break through earth defenses of up to B-rank with the exclusion of jutsus that a sword obviously can't break through (i.e. shields of diamond and likewise materials). He also stands at the height of a full-grown man, though that is not to say is restrained to human strengths. He is extremely strong and has attack power rivaling that of Lee without the Gates open. He is also capable of walking on all fours as well, with greatly increases his speed (to speeds of the 2nd Gate). Heracles also has the ability to use Earth jutsus up to B-rank that the summoner knows but only when he is standing bipedally. He can also use any Kenjutsu that the user knows.
*Can only be summoned once per battle, lasts for four turns*
*Can only use at the most 3 Earth jutsus and each time he uses one, it counts as a jutsu of the user*
*Can only fight with Earth jutsus and sword*
*Any sword use by Heracles (excluding those in jutsu form) do not count towards a jutsu of the user*
*Kenjutsu techniques in jutsu format count as a jutsu of the user*

3. ( Kuchiyose: Jason ) ♆ Summoning: Jason
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Jason. Jason, when on all fours, is the size of a grown man standing and when Jason stands bipedally, is close to 2 meters taller (standing at a full 3 meters) and proportionately sized also. Jason stands out amongst the Ligers for a few reasons, the most notable being the appearance of his coat of fur, shining a bright gold color, taking on a trait of Lions, from which Ligers are derived. This fur, shining a bright gold, reflects light from it, often making it appear as if Jason has disappeared from the field, making tracking him quite difficult, giving him the a rather useful ability in espionage. Jason is also a noted hand to hand combatant, though not on the same level as Achilles, known for his superior strength. However, Jason is much quicker, moving at speeds similar to Heracles, slightly faster than most Ligers and can use basic taijutsu the user knows up to B rank, though no elemental variations. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this line of work, Jason is able to be summoned in the form of a golden cloak of fur, granting the wearer with an ability similar to his own but enhanced; Jason is only able to conceal his appearance, his source of chakra remaining on the field. However, in his cloaked form, this ability increases as he isn't constantly molding chakra while using it, creating the effect of complete concealment but this is still limited. This works by the cloak reflecting light around the user to make it appear as if there isn't any chakra concealed beneath it. However, should the user make any actions that utilize chakra, this concealment is exposed, the user's source of chakra viewable from beneath the cloak. Still, the concealement is less effective, the faster the user is moving (or the liger). The faster you move, the more disturbances flow through the surface of the cloak (or the ligers fur), rippling the light and creating a sort of mirage effect as one moves, becoming clearly visible to other ninjas. Doujutsu users can fully see the liger though they'll have trouble spotting the user if he is cloaked. Sensors are immune to this and can sense the users chakra or the liger's regardless, unless a chakra suppression technique is used.
Note: Can only be summoned once
Note: Lasts 4 Turns
Note: Taijutsu usage count towards the user's three jutsu per turn, as well as using the concealment abilities.

4. ( Kuchiyose: Atalanta ) ♆ Summoning: Atalanta
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Attack points: N/A
Description: One of the few female Ligers present, the user forms the summoning handseals or wipes blood across a summoning tattoo and summons Atalanta, the greatest archer of the Liger species. Slimmer than other Ligers, Atalanta is much faster than most of them, being twice as fast as Heracles and slightly faster than Sinbad. Having being abandoned as a cub and left to die on a mountaintop, Atalanta survived the harsh conditions due to training she received from several hunter Ligers that were nearby. This rough environment caused her to become harsh in her actions and words, and a fierce warrior, her skill with taijutsu being notably proficient. However, it is her mastery of the bow that lead her to become renown. Trained by Hunter Ligers, Atalanta is able to make use of her bow and arrows for long ranged combat, using her strength to allow the arrows to fly slightly faster then kunais and shuriken manually thrown. She is able to use any arrow based jutsus of the user up to S rank as well as Taijutsu up to A rank. What is notable about Atalanta's archery mastery is through the usage of 2 key abilities unique to her archery skills: The first, named The Calydonian Hunt, requires her to release a small, slightly curved arrow, though this curve doesn't prevent it from aerodynamically traveling. Imbibed with chakra, this arrow is capable of remarkable travel through the body, causing more damage to the opponent as an arrow is capable of piercing, for example, his leg and traveling and cutting the inside of the limbs as it exits (must always exist that side of the body, a single arrow cannot enter an arm and exist the opposing leg) before detonating in a short ranged explosion, releasing this powerful tusk shaped arrow in the form of shrapnel, causing severe damage to the opponent capable of causing them to bleed out. These arrows can also be detonated prematurely. A common ability of Ligers is their ability to transform into useful items for the summoner, such as Achilles transforming into a set of armor and Icarus transforming into a set of taijutsu enhancing claws. Similar to this, the second ability allows Atalanta to transform into a dark gold bow with several of these tusk shaped arrows (5 of these, each B ranked). This bow is almost indestructible and can be wielded as a makeshift sword, capable of being used for freeform kenjutsu. After these arrows have been utilized, Atalanta's bow disperses as does she.
Note: Can only be summoned once
Note: Lasts four turns
Note: Arrows produced when Atalanta is in bow form are able to perform the Calydonian Hunt's ability but if Atalanta is used in bow form and these arrows are launched, Atalanta can not be summoned in Liger form and vice versa.
Note: Calydonian Hunt's ability counts as a move per turn of the user's. Freeform archery does not count as a move but arrow based jutsus in jutsu form does.

S Rank

5. Kuchiyose: Icarus ϟ Summoning: Icarus
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Attack Points: N/A
Description: After drawing out some blood, the user will touch his summoning seal to call forth Icarus, a hardheaded, smart-mouthed liger pup with a dangerous curiosity streak. Raised by the Hunter Ligers, Icarus stands at the height of a small bear cub, with the ability to stand bipedally, or on his hind legs just like all his other liger companions. For better support and to ensure he doesn't fall, Icarus allows his chakra to attach to the user, keeping him on the user's back through means of a type of chakra adhesive also giving him the passive ability to feel the user's chakra flow. As fiery as his temper, Icarus has an affinity towards Fire, being able to use fireball and stream related techniques up to the user's rank without hand seals. Being raised by Hunter Ligers, Icarus has a very advanced and heightened sense of smell, being able to pinpoint enemy locations and transfer it telepathically to the summoner, a trait of Ligers. Using his fire mastery to the absolute limits, Icarus is able to dig his claws inside his summoner's body and channel fire chakra to burn the wounds shut. Similar to Achilles, Icarus is able to place his paws together in a hand seal manner and transform into a set of nearly indestructible bladed knucklers named White Fangs that I placed on top of the user's hands. The way the knuckles are placed won't interrupt the user from performing hand seals. Similar to Enma but not in the same scale, the three blades of each knuckles which are eight inches long can extend up to a distance of ten more inches. Due to the chakra of Icaurs himself resonating from the knuckles and the Ligers known taijutsu expertise, the chakra will flow into the user, increasing his taijutsu strength.

Notes ϟ

- The fireball and stream related techniques counts as one of the user's three jutsu per turn
- Sealing a wound shut with fire chakra counts as one of the user's three jutsu per turn
- Transforming into White Fangs counts as one of the user's three jutsu per turn
- Just like Achilles, Icarus can be summoned already in his White Fangs form.
- Icarus stays on the field for four turns
- Can only be summoned once per battle
- Must be the first and only Liger summoning to be used in the battle
- Must be taught by Mathias


6. Kuchiyose: Theseus| Summoning: Theseus
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: The user wipes his hands over his summoning tattoo, or makes several handseals and summons, Theseus. Theseus, when on all fours, is the size of a grown man standing and when Theseus is standing on his hind legs, he is close to a meter talling than a bear on it's hind legs and proportionately sized also. Dressed in traditional Ancient Greek armor with the skull of the slew Minotaur from his deadly show-down on his skull as a type of helmet, with the horns extending from each side, pointing forward at a downwards angle, as if aimed at a foe's chest. He wields an extremely sturdy gold pair of nunchakus and two axes shaped in the style of an upside-down Greek Omega (Ω) upon his back as well, though he isn't able to use kenjutsu with either. Theseus, having Wind Affinity, is capable of using any wind jutsu up to S-rank that the summoner is capable of using, releasing them through either the axes or alternatively from the horns of his mask. Theseus is very reserved, speaking only when the solution calls for it and being reknown as a fierce warrior amongst the Liger race. The user is also capable of using basic Taijutsu the user knows up to B rank, excluding any that grants a power bonus, and/or speed bonus.
*If Theseus uses any wind jutsu, the jutsu used count towards the user's three jutsu per turn.
*Minotaur skull around his head somewhat limits his vision and makes it difficult to turn his more than 90 degrees*
*Can only be summoned once a battle.*
*Last three turns.*


7. Kuchiyose: Sinbad| Summoning: Sinbad
Rank: S
Type: Supplementary
Range: N/A
Chakra cost: 40
Attack points: N/A
Description: Large, angry and quick-tempered describes Sinbad, the boss of Ligers. Sinbad is roughly the size of Gamabunta if Sinbad is sitting on his hind legs. He wields a katana on his back that if the user comes in contact with, shrinks to a normal sword height (sword has no special power other than that). Like most other ligers, Sinbad can contact the summoner via telekinetic communication as well as verbally. Sinbad also has Lightning Affinity and therefore is capable of using Lightning jutsu up to A rank that the summoner can use and can create a S-rank powered lightning blast roar ( unidirectional blast ) twice a battle ( counts as a jutsu of the user ).
*Can only be summoned once a battle.
*Can only be summoned by Lord of Kaos.
*Last three turns.


8.Kuchiyose: Odysseus|Summoning: Odysseus
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Attack Points: 80 (for Special Genjutsu)
Description: The smartest of all Ligers, Odysseus stands at the height of a bear standing on his his hind legs and is often called the Liger of the Mist, due to one of his 3 abilities that he can use: Odysseus is able to spit out a thick mist ( twice per battle ) that covers a short-long range, that the user can use to create mist -related jutsus with, that the user nor the opponent can see through. However, this works in well with Odysseus second ability: Odysseus can sense the whereabouts of anything within the mist due to it being his chakra within the air. He then uses his telekinetic communication with his summoner to divulge the location of the opponent. Odysseus can also use any Water jutsu that the user knows up to A-rank, which count obviously to the user's jutsu counts per turn.
*Can only be summoned once, lasts for four turns*
*Can only use three water jutsus during the entire fight*
*Odysseus can only Water Jutsus and use of one counts as a jutsu of the user*
 

Jinbei

Active member
Elite
Joined
Apr 19, 2010
Messages
8,952
Kin
5💸
Kumi
1,027💴
Trait Points
0⚔️
Awards
Kisei Clan

You must be registered for see images

Kisai Ichizoku - 鬼才 族
Founder - Merlin the Wizard



You must be registered for see images

History of the Clan​




After the defeat of Princess Kaguya, the Sage of Six Paths sealed the Juubi inside of him and stayed behind on earth while his brother Hamura ascended to the moon to keep watch over the Gedo Mazo statue. While the Sage stayed, he began to spread the teaching of Ninshu around the Ninja World. During this time, one ninja by the name of Merlin came to exist. After training alongside notable monks most of his life, he learned of scrolls that showed secrets behind some of the advanced applications of ninshu and chakra usage developed decades after Hagoromo taught the first people Ninshu. Seeking to understand this power, Merlin sought out the location given on the scroll

Having arrived at the location, Merlin came to find several monks who practiced Ninjutsu. Coming into contact with them, Merlin learned that despite their noble ways, they were quite humble and peaceful, yet contained a power beyond any he had seen. In his search to understand more, he asked them to show him the ways of their powers, to which they denied him. It wasn't until many years of training under them to hone his own chakra prowess that they finally gave in and showed him their ways. Normal chakra was the result of what was considered the two forms of energy, Spiritual and Physical Energies. These monks have developed a way to enhance their Ninjutsu through various methods. This advanced usage that they deemed Mahou was more powerful than Ninjutsu's basic usage, applied through different methods such as speech and movements and instruments such as wands. Being so powerful that they could use their very own raw will and vitality to bend the world to their command, these Monks warned Merlin of succumbing to the Dark nature of Mahou, telling that he could lose what makes him human if he didn't. Taking this energy within him, Merlin spread the Ninja World, teaching others how to utilize this ability that he had honed and perfected over the years. Taking a wife years later, he learned that his children were also born with the ability to use Mahou. Generations later, his clan and descendants still utilized this power and refined it even more.

Special Abilities​




Passive Traits & Abilities​

Mahou is able to be performed in acts of raw and advanced applications, though it is better and more powerful when used through a wand. Wands, the basic weapon any Kisei possesses, allows them to channel their chakra to perform techniques and use Mahou and certain Ninjutsu without the requirements generally associated with these, instead using verbal commands known as incantations or, in some cases, movements. They are made from wood from the Jubi's dormant form and amplified and augmented by special chakra based items. What separates this wood and that of Wood Release is this wood is the most chakra conductive wood and the most chakra-linked natural material in the ninja world. Due to being created from the shell of the Jubi's dormant form, this allows the wood to retain some of the Juubi's influence and causes it to be at times temperamental. Because of this, each piece of wood is different with "personalities" to them. The material itself is more linked to how the wand will work and it's inherent abilities while the wood is more attached and linked to the type of individual that is capable of wielding it. Most spells are done with the aid of wands, but rare spells can be cast without the use of wands. Mahou with a wand is usually performed with an incantation, but more experienced Kisei members can cast nonverbal spells, which conceals the spell until cast. Wands are referred to as "quasi-sentient" because their being imbued with a great deal of magic makes them as animate as an inanimate object can be. The rank of a Kisei also determines their ability to use Ninjutsu and Mahou verbally and nonverbally. Until Year 3, the Kisei would have to speak the full name of a jutsu, including seals. Year 5 Kisei and down can use Ninjutsu and Mahou by saying the full name while Year 6's and up can use it by just saying the name of the element and Mahou.

As mentioned above, the material used with the wood from the dormant form of the Juubi grants different natural and passive abilities, better suited for various types of Ninjutsu and Mahou usage, which is the primary use for the wands - to channel their mahou through it, resulting in very unique wands for each Kisei. The full lists for both can be seen in the spoiler below


Wand WoodTraits and Properties
VineA khaki like color, Vine wood is yielding, and known to be a springy wood. Vine wood is ideal for casting using with Charms.
HollyA shining brown, Holly wood is a wood that is mildly sturdy, and being better suited for Defense Against the Dark Arts.
ElderRare, and pure white, Elder Wood is known to contain the foulest aspects of the Jubi's dormant form and is suited for Dark Arts.
HawthornA dark shade, Hawthorn wands are known to be a wood that helps with Dark Arts.
RosewoodWands of a fiery to bright pink shade, Rosewood wands are flexible, giving slight bend and being ideal for Transfiguration.
AshwoodAn ivory like color, Ashwood wands are unyielding, perfect for Charms.
YewA morbid yellow tint, Yew wands are another wand suited for Dark Arts.
Wand TypeBenefits associated with it
Dragon HeartstringPowerful, and ideal for Lightning usage
Phoenix FeatherFiery and good for Fire usage
Unicorn Tail HairPowerful and ideal for Water usage
Veela HairTemperamental and ideal for Wind usage
Dittany StalkStrong and ideal for Earth usage
Thestral Tail HairIdeal for usage with any element the user chooses


Kekkei Genkai (or equivalent):​

As described above, Kisei members are able to make use of a different form of Ninjutsu, one they have honed and mastered over the years to the point that their usage of it is on par with that of the normal Ninja using Elemental Ninjutsu. Kisei members utilize this chakra as a purer yet more advanced form of Ninjutsu, closer to it's original roots, that the Kisei clan deems "Mahou." This form of ninjutsu is so powerful and strong that through applying sheer will force and chakra, the user is able to apply Mahou through different methods, notably through incantations and special arm movements and channeling instruments.

In the Kisei clan, the ability to use Mahou is an innate ability. This is the norm of children born to the normal Kisei family. The use of it is done through special Ninjutsu techniques called Spells, which are generally verbal incantation and arm movements that the user uses as a way to release his Mahou chakra. These types of Spells range from Transfiguration spells, or Mahou jutsu that include bewitching an item's form and physical appearance, Charms, jutsu aimed at giving objects new and unexpected properties, Potions, which is a field of alchemy that involves the user using his Mahou with parts of the Juubi tree and parts of the dormant form of the Juubi ( it's shell ) that allow the user to create potions, Defense Against the Dark Arts, jutsu that allow the user to combat malicious Mahou and the Dark Arts itself, a type of Mahou jutsu that use Mahou directly for dark purposes.

Advanced Mahou Arts​



In addition to this, there are also 2 last fields of studying, 1 exclusive to each alignment, the two being Occlumency and Legilimency. One deals with erasing your mind and presence from the perception of others to prevent detection and enable stealth, the other deals with perception of the enemy, emotional and thought reading and overall awareness. (To be submitted as a CCJ)

Location


The primary location for wizards is Hogwarts School of Witchcraft and Wizardry, located only to those who attend or are of wizarding descent and has also been rendered "un-plottable" by m, preventing non-Kisei from locating and gaining entry.


Purpose



The purpose of Kisei vary greatly with each kind; while one half is interested in maintaining their lack of communication with non-Kisei, or Muggles as they call them, and ensuring that the lives of both Muggles and Kisei are protected, the other half are venomously pushing for a Pro-Kisei regime, enforcing their power and control over Muggles and making them their obedient servants. It is these very reasons that the Kisei clan has been locked in turmoil for many decades.

Special Information



There are several different ranks withing the Kisei clan, all of which revolve around the concept of experience and learning over the years. As expected even with Chuunin and Sannin, a Year 2 Kisei is inherently weaker than a Year 6 Kisei, reflected in their usage of spells and the catalog of spells available to them.

Chain of Command​


  • Headmaster: The head of the clan, the Headmaster has magic that is inherently stronger than those of lower ranks as well as full knowledge of all forms of magic, and able to specialize in two forms.
  • Heads of House: Directly under the Headmaster are the 4 Heads of House. With power a shade below the Headmaster, each of these Heads are knowledgeable in individual fields and their power reflects this, having knowledge of all facets of their respective fields. They account for the clan's council in the absence of the Headmaster. Each Head of House has under his power 5 Kisei each in his House, divided between the seven levels of training a student can go through "school".
  • Graduates: Upon completion of Year 6, members are considered full Kisei. The main difference between Graduates and Heads of Houses are graduates are simply students who are done with training and are full Kisei while the Heads of Houses actually teach and have a wider range of knowledge listed above.
  • Students: Under each of the Heads of Houses are up to 5 students. These 5 students make the general body of Wizards of each House, collectively making the large body of Kisei members. There at max can be 20 of these members. These members are divided into their Houses based on the decision of the Sorting Hat, a charmed hat that can speak and read the thoughts of those who wear it. This can only be used to help it decide what House it may place you in and doesn't mean that it can relay what it learns to anyone.
Ranks​

Aside from the general structure and chain of command of Kisei members, the actual ranking of members is divided by the training status of members, ranging from Full Wizards to Year 1 members. Depending on the level of training, members can be between 1st to 7th Year members, or Full Wizards.


  • Full Kisei: Their final level of training, wizards at this stage have completed basic trainings, have access to most if not all of the prior abilities of their alignment.
  • Year 6: By now, the distinction between Light Kisei and Dark Kisei has become increasingly clearer; gain the ability to learn Occulumency or Legilimency and Apparition and Flight.
  • Year 5: Learning Wandless Magic, Kisei of this age become much stronger and have mastered most if not all of their basic training.
  • Year 4: At this point, a Kisei's descent into darkness begins should they choose to become a Dark Kisei, beginning to learn hexes as well as beginning to dabble in teachings of Dark Arts. All Kisei begin to stronger Charms and begin to learn how to make and create potions.
  • Year 3: Growing in maturity and power, this reflects in their ability to begin learning stronger spells as well as starting in both Transf and Charms. Dark Wizards begin to learn how to utilize hexes at this stage
  • Year 2: As the Kisei learn more, their abilities strengthen as well as their arsonal, being able to cast more spells and the ones they already have become stronger as well, gaining access to early Transfiguration or Charms spells and minor jinxes.
  • Year 1: Introductory level Kisei, these members have access to very few spells of their own and their own spells deal minor damage outside of their described effects and learning the abilities of Charms or Transfig.
Detective L, Vex, Jinbei, Uchiha Lee, Broly and Souji are willing and ready to join now.

Requirements



In order to join, one must reach certain requirements. One must have at least reached S-Class ninja in order to join the clan, though this can be waived if the Clan Head wishes to. Members with a KG bio or a HA bio cannot join, nor can canon bios.

You must be registered for see images



C u s t o m C l a n C e r t i f i c a t e

I, Scorps, Moderator of NarutoBase's RolePlay, in this day, 14th of July of the 8th Year of NB, by the power vested in me by Versuvio, Rei, Nexus, Caliburn and all the RP gods before them, after reading the above submission and validating all the needed requirements, give you, Lord of Kaos, our loyal member, property and patent of the following custom clan:

Kisai Ichizoku

You must be registered for see images


Kisai Ichizoku
Powered by Caliburn
Copyright ©2016, Lord of Kaos, NarutoBase.net​

D rank

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

D Rank

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

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

Summoning Charm: - Supplementary
  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary
  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank

Stunning Charm: - Offensive
  • The Stunning Spell ( Stupefy ), also known as a Stunner or Stupefying Charm is a charm that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Human Presence Revealing Spell: - Supplementary
  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive
  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

2. ( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.
Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )

The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.

C rank

B rank

3. (​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

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

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
  • The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.
Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
  • The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move
A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​
  • The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​
Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.
S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.
Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
  • The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​
Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​
  • The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
    by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.
Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​take​ ​the​ ​form​ ​of​ ​​ ​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

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

B Rank

Impediment Jinx: - Supplementary
  • The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Langslock: - Supplementary
  • Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.
A

Shield Charm - Defensive

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

  • The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.
S

Patronus Charm - Supplementary/Defensive

  • The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.
Maximum Shield Defensive

  • An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.
Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

5. ( Legilimency ) - Legilimency
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

A rank

6. ( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

7. ( Occlumency ) - Occlumency
Type: Supplementary
Rank: A - S
Range: Short
Chakra: 30 - 40 ( -10 chakra per turn )
Damage: N/A
Description: Occlumency is the act of using magical defense of the mind against external penetration. This allows an Occlumens to block forces and entities from affecting his mind and penetrating it in any way, effectively shutting down any mental connection with the user and opponent. Ideal for blocking high grade chakra attacks on the mind/spiritual energies, the most basic form of Occlumency involves clearing one's mind, making it blank and empty in order to prevent an attack or end one. More advanced Occlumency involves shutting one's mind completely to outside forces, preventing their minds from being injured or tampered with by anything of S rank and below, a magical ‘barrier’ existing around their spiritual energy. This can be akin to a pocket dimension where the external forces are blocked, preventing them from actually penetrating the mind and affecting/afflicting it negatively.
Note: A rank usage works on same rank jutsu and below and prevents the same rank from affecting their minds for 4 turns each use and can only be used three times.
Note: S rank usage works on same rank and below jutsu and prevents the same rank and higher from affecting the mind for 3 turns per use and can only be used twice.
Note: After any usage, the user cannot use for three turns.
Note: Must place within bio stating the user is an Occlumens.

8. ( Pōshon ) - Potions
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.

S rank

Forbidden rank
 
Top