[CC] Kisei Ichizoku

Corazon

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Just as he thought, this snake brought him to the building to kick him off. All it took was one swift kick and he was falling, possibly towards his death. That fool. Did he really think Archer was ready to fly?! His words certainly gave that impression but, having jumped as well, perhaps he thought Archer would need to be saved. How ironic.

Shutting his eyes and mind from anything that could be distracting, including his thoughts that were running wild, he focused completely on what needed to be done. With his mind was now clear, he only had one thought, flight. Archer's body would begin transforming into a smoke-like substance, slowly changing until he was fully transformed. He would soar through the air, fascinated by the this new ability, before flying towards Judal and floating next to his teacher.

"What's next?"
 

Corazon

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Once more Archer rid his mind of all unnecessary thoughts. Everything needed to be done with absolute perfection or they could lose a limb or two if he messed up. Only one image remained, the training grounds they were originally at. The freshly cut grass, the cool breeze that swept across the field, the buildings that remained which weren't destroyed during their training, it was all clear in his mind. Down to the most minuscule of details he focused completely until the image was all he could see, taking his time in doing so, marking the location with his Mahou. His body, as well as Judal's, would begin to turn into Mahou, breaking apart as though they were disappearing into nothingness followed by a loud sound. They would move rapidly from one location to another, reforming moments later in the training grounds.

"Is everything still intact?"
 

Detective L

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"WEW, lucky I survived that amateur Apparition attempt. Almost had to whip out the Medjutsu."

I joked, as I looked through what we still needed to do. As fun as it was, me and the kid were almost done.

"Ey, kid. Ever heard of Legilimency?"

I ask, as I turn around and look to another spot with the kid behind me.

"I am one. A Legilimens. I can navigate the corridors of your mind, and find out if you're lying, delve into your thoughts and emotions. I know you, and understand you. Without you having spoken a word. Sound like something you want to do?"
 

Corazon

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"Legilimency? I've heard about it. Not much of course. The ability to search through ones mind, their thoughts, memories, without them knowing."

He couldn't hide the excitement once he knew he could learn such an ability. Even if he tried, Judal would know it. The sinister smile that was present as he slaughtered the Muggle's appeared once more. His motives for wanting to learn something so unique didn't matter at this moment but, the look on his face made it obvious.

"Sound like something I want to do? I'd be a moron if I turned down the opportunity to learn such a skill. I definitely want to be able to do that."
 

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"Who am I kidding, I already knew you want it."

( 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.

"Anyway, the ability requires you to use Mahou to navigate the corridors of someone's mind. Imagine it like a building. There are many corridors, and in those, there are different rooms. Each room has something different. That's how minds are, and thoughts are much more chaotic. I'd explain them as a rush, fast, like objects on a conveyor belt. They consistently shift, its dynamic. Same with emotions. They can change drastically. Nonetheless, try and delve into my mind. See what you find."

I say, as I think about my time as a young Death Eater.
 

Corazon

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He smiled as Judal confessed to knowing his thoughts already.

"So you never needed to ask me questions huh?! You could have just navigated through my mind to find the answers but, that wouldn't have made for a very good training session. It would be boring actually."

Archer then listened intently to every word spoken by his teacher, he would need all the information he could get before he attempted to search through Judal's mind. He would remain completely focused, using his manipulation over his Mahou. Utilizing its magical abilities, he would comb through Judal's mind, latching onto his immediate thoughts, Death Eater's, before continuing. Searching, delving deeper into his thoughts about Death Eater's, learning about his past experiences. For now, that was all he needed.

"Death Eater huh? Its no wonder you're so loyal to him."
 

Detective L

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"Boring indeed. Imagine that, at least I got a few laughs, huh? Nonetheless, stay out of my thoughts now would you. Its a dark place in there, you won't like what you find."

I said with a serious tone, as I fell forward, grabbed the kid and apparated once more.

"WEEEEW, bet you know this place quite well huh?"

I asked. Around me, potions were brewing, and there were a large amount of flasks and beakers.
 

Corazon

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"Your thoughts are your own, for now."

Suddenly they would apparate, this time into a lab of sorts. At least that's what it seemed like at first glance. They were surrounded by cauldrons, beakers and tubes that had liquids within them. Some already brewed whilst others were still being created. There was no mistake, this was where all the Potions were created and kept.

"Eh, I guess you could say that. This is where Potions are made, mixtures created with multiple magical ingredients that aid the user in various ways with equally varying effects."
 

Detective L

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"Potions, yes. Important, lets take a look at a few of them."

I said, as I whipped out my wand and brought forth three vials of different colors, corresponding to the colors of the Houses they represent.

( 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.
[/spoilers]

"These are all different. Each House has one, however we can't use the one from Gryffindor for obvious purposes. Nonetheless, why don't we talk a bit about them. Tell me a bit about each Potion, and tell me why and how you would utilize them in battle. Ours is the best, of course."

I said as I looked at the green liquid in the vial.
 

Corazon

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"Of course, Slytherin doesn't tolerate second best."

Shifting his attention to the vials Judal held, he examined them properly, paying close attention each one before he proceeded to answer.

"Let's begin with Hufflepuff. A golden mixture, once ingested, will give the user increased control of his Mahou and more power. His spells become stronger ( +20 ) due to him utilizing more chakra ( +20 ) to perform them. This also causes his projectile/streamed spells to gain a green, fiery effect that causes second degree burns to said spells. Additionally, the user can use Mahou up to 15 meters away from him without the need for his wand though, he does still need to say the proper incantations and follow all other steps. As is the case with most good things, it comes with drawbacks and this is no exception. Once the potion wears off, the user will be unable to use high ranking spells ( S rank & higher ). Its ideal for instances where the user has been dispossessed of his wand but, an even better usage of it would be with spells that can only affect techniques with equal or less chakra. Due to the increase in damage and chakra, it would be able to affect techniques of one rank higher.

Moving on. Next is Ravenclaw's potion. A blueish mixture that upon ingestion hides the users chakra completely, within his body and techniques used by him, essentially erasing his chakra and making him/it undetectable by even the highest level of chakra sensing. This is especially useful when using sneak attacks against opponents who rely on chakra sensory and if used with the camouflage technique, makes it near impossible to locate you.

And last but, not least. The potion of our house, Slytherin. A green mixture that increases the physical attributes of the user, such as his strength, speed and durability. Once its effects kick in, the user can deal more damage ( +20 ) than usual, his speed is doubled and he is able to survive physical damage up to a certain point ( B rank ). It also allows the user to resist techniques that physically bind or restrict his movement. Unlike the other two though, the drawbacks of this are far more severe. The user becomes unable to use energy based attacks above S rank and is only allowed to access three fields of Mahou up to A rank. Furthermore, he becomes vulnerable to energy based attacks, causing them to deal far more damage ( +40 ) than they usually would and once the effects wear off, his speed and strength are cut in half. Due to the effects of this potion, I don't believe there's an ideal time to use it but, it could prove useful in close quarters combat to gain the upper hand."
 

Detective L

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Since I knew the Potions myself, there wasn't much to add. They were straightforward like that. Nonetheless, this almost marked the end of our journey.

"And out we go.."

I said, as I grabbed him and apparated to a dark Dungeon.

"Here, I saved some of the most grueling of our own kind, capable of using the Dark Arts but they betrayed the Dark Lord. Tell me, have you heard of...ugh, Defense Against the Dark Arts?"
 

Corazon

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He had become accustomed to Apparition at this point, having learning it himself but, it was still somewhat new and exciting. As they were transported to the dark dungeon, Archer's gaze shifted from one spot to another, scanning the entire room. It was populated by former subordinates of the Dark Lord, according to Judal anyway.

"Defense Against the Dark Arts, or DADA, is a field of Mahou that is considered the counterpart to the Dark Arts. Whilst the Dark Arts focus on spells that are meant to cause harm to your opponent, DADA spells are more suited to protect and shield the user from not only the Dark Arts but, any type of Dark natured techniques. They're a set of spells that are used primarily for supplementary and defensive purposes."

He took one more glance at the people within the dungeon before speaking to Judal once more.

"So ... are we here to torture them?"
 

Detective L

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"Yes, and no..We are here to test out DADA, as weird as it is."

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.

"Impedimenta, a Jinx that renders the target unable to physically move, as well as halt moving objects. Its basically a full body leg locker Jinx, so that makes it easier to describe. Nonetheless, stop that man!"

One of the crazies break from his cage, oddly, his door was never locked..
 

Corazon

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"Test? You brought us to this dungeon full of traitors and we can't slaughter them. ****."

It seemed one of them wanted to be tortured though, having escaped from his cell. How thoughtful of him. Archer swung his wand through the air, channeling his Mahou as he did so. This lowlife was lucky he couldn't kill him. He needed to show restraint. Speaking the incantation to the spell softly, Impedimenta, he pointed the wand towards the coward and released a scarlet jet of Mahou that would cause his entire body to lock up the moment it made contact with him, leaving him unable to move.

"Now can I torture this one? He obviously wants to suffer."
 

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"Nah, wait. We have one more."

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.

"Once a foe utilizes a technique that requires them to unleash something from their mouths, or simply to shut them up, use this spell. Langslock, causes the opponent's tongue to affix to the roof of their mouth. Pretty useful against another Wizard as well. Utilize it."

I said, as the guy constrained starts spewing a large amount of Water from his mouth, aiming to lift himself into the air despite not being able to move.
 

Corazon

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"One more? Let's make it count then."

Pulling his right leg back, Archer would bend his left leg and lower his body till he was in a crouching position with his hands at his sides. Simultaneously he would push off the ground and say the incantation, Langslock, that would cause the traitors tongue to affix to the roof of his mouth and prevent him from spewing anymore water. He would appear swiftly above the worthless filth, flipping forward and driving his heel into the idiots head, crushing his skull as he lands.

"Does this conclude our training, Judal? Tch. I've grown tired of these ****s."
 

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"Well, what an ending. Here is the spell in its entirety. Now.."


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.



"...Don't **** up, okay? You'll be hearing from me soon. We might have to go on a little..adventure."

I said, as I apparate, in a crack and swoosh, I was gone. This kid was going to be great one day.
 
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