Lili vs Corazon

Lili-Chwan

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Isabella would quickly activate her KG up to its highest form. The galaxy eyes would stare down at the Magi. If you witness this, you'd lose 10 sanity points.

And so we meet again

(Dōjutsu: Shinkaigan) – Eye Technique: Abyssal Eyes
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Shinkaigan (深海), or the Abyssal Eyes and the Eyes of the Abyss, is the Dōjutsu Kekkei Genkai that appears in the Voidseers. Two conditions must be met to awaken the Shinkaigan. The first is that one must become Void-touched; this is achieved when one becomes Void-touched. The second is by gaining sufficient knowledge of the Shinkaigan and the Voidseer’s innate abilities. This is a key characteristic of the Shinkaigan, noted by Solomon to be “eyes of knowledge” rather than “eyes of trauma,” making it distinct from the Sharingan. The Shinkaigan possesses a unique connection to the Void itself. Its abilities exist in both space and time separately. This comes to be because the Void exists both as a separate dimension and a state in time. Rewinding the clocks far enough would cause everything in the universe to eventually converge onto the Void. The Shinkaigan is the only way one can view the Void directly, peering into it to gain intimate knowledge of the inner workings of the universe as it is today. Without the Shinkaigan exposure to the Void and Shinkaigan Dōjutsu causes one to lose Sanity; though, like a double-edged sword, the Shinkaigan user also suffers a loss of Sanity. But because their eye allows them to perceive and cognize the Void differently from other humans, they lose Sanity at a slower rate. In the left eye the Shinkaigan allows the user to visually perceive lifeforce and lifecycles of anything, including inanimate objects. It derives this ocular power through the nature of the Void itself. The right eye allows the Shinkaigan wielder to view the Void as a physical space, perceiving it not as a point in time but a location. The wielder gains enhanced visual acuity, able to track targets at four times their speed. Though unlike other Dōjutsu it lacks the ability to perceive chakra. Activation of the Shinkaigan grants the user access to their Voidseer Dōjutsu, affording them the ability to use powerful temporal and spatial abilities.
Note: The user is able to passively activate the Shinkaigan after holding the Dōjutsu for one month.
Note: Gazing directly into the Shinkaigan causes a loss of 5 Sanity per turn unless the user also wields the Shinkaigan. Those who have completed Taijutsu training can avoid these effects by breaking eye contact with their opponent.
(Dōjutsu: Uchū Shinkaigan) – Eye Technique: Cosmic Abyssal Eyes
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: N/A (-30 per turn)
Damage: N/A
Description: The Cosmic Shinkaigan (深海), or the Cosmic Abyssal Eyes is the advanced Dōjutsu Kekkei Genkai that appears in the Voidseers. The conditions to advance the Shinkaigan to its Cosmic level continue to build on the concept of the “eyes of knowledge.” The Cosmic Shinkaigan significantly improves the user’s visual prowess, extending the reach and accuracy of their perceptive abilities. The user becomes able to see up to two landmarks from their position in the Ninja World, significantly increasing their reach from the Abyssal Eyes. Meanwhile their visual acuity is enhanced dramatically, vastly improving their tracking capabilities by 6x their base. It is said that the Cosmic level signify the pinnacle of the user’s insight into the Cosmos, but it is more likely that they are simply better attuned to the Void than they would be otherwise. Once they have mastered their abilities a Cosmic Shinkaigan user becomes able to specialize in either the Shinkaigan’s Spatial or Temporal powers, pursuing a line of abilities they unlock as their proficiency with the Cosmic Shinkaigan increases. As a Shinkaigan user has innately greater mastery over their abilities and knowledge of the Void they gain an intrinsic 50% Insanity Resistance.
Note: Once activated the technique will remain active indefinitely afterwards, able to be switched between the Shinkaigan and Cosmic level at will.
Note: After the user has held the Cosmic Shinkaigan for two months they are able to activate it passively.
Note: Gazing directly into the Shinkaigan causes a loss of 10 Sanity per turn unless the user also wields the Shinkaigan. Those who have completed Taijutsu training can avoid these effects by breaking eye contact with their opponent.

Without further ado, Isabella would start them off simple, charging Mushroom chakra through her hands to scatter a myriad of light mushrooms. The eery green glow would cast out a genjutsu where the surrounding light would begin to darken. The question is, through Isabella's shinkaigan, the eerie green glow would be purplish instead, the technique causing more of the Magi's sanity to drop ( 15 if he doesn't witness the eyes change, 7.5 if he does ). Of course, as the lights appear, Isabella would start turning her head to the side conspicuously, as if she kept hearing certain voices but ignored them to focus on the battle.

( Masshuru-Muton: Onigiri no Wana ) Mushroom Release: Foc Follet's Trap
Rank: S
Range: Short-long
Chakra Cost: 40
Damage Points: 80 ( 110 ; +30 Transient Boundary )
Description: The user charges chakra on both hands and starts to release tiny and very light mushrooms, which will spread around the area at mid range. This mushrooms emit an eery green light that carries a powerfull genjutsu, which will fade all light from the opponents' eyes, with the exception of the mushrooms. Trapped opponents will soon hear ghostly laughter, as they feel their bodies and limbs being grabbed by tiny vicious hands, rendering the opponent immobile. With one handseal, the user can make the Foc Follet Mushrooms explode, each with the explosive power of a paper tag.

*The user can choose to release the mushrooms from the ground, by linking 3 handseals, anywhere in mid range, thus allowing the technique to spread to long range*
*As long as the light is still seen by the opponent, any method of releasing a genjutsu is useless*
*Can only be used 3 times per battle, and only once every 3 turns*
*The paralysis is not immediate, allowing a target to preform a small row of handseals before it takes action, no bigger than 5*
(Dōjutsu: Hantōmei Kyōkai) – Eye Technique: Transient Boundary
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: 60
Damage: N/A
Description: Transient Boundary is an advanced Cosmic Shinkaigan technique that is performed by both Temporal and Spatial specialists, cast by either the right or left eye. This technique is unique to the Cosmic Shinkaigan and is performed within the same timeframe as another technique. The only requirement to this technique is that it must be applied to something within the user’s line of sight, specifically another technique they are using. This requirement allows the Shinkaigan to view the technique’s past in the Primordial Void, allowing it to be manipulated by partially reversing the technique into the past to infuse it with the Void. The infused technique gains a random increase in damage, with the user having a 33% chance to increase the damage by 10/20/30 damage. The original technique sheds its strengths and weaknesses, gaining new ones determined randomly. When used on techniques that have a set duration, that duration will be increased by a single turn. When used by those who have mastered the Spatial Cosmic Shinkaigan it will instead have a 33% chance to increase its damage by 20/40/60 damage. When used by a Temporal Cosmic Shinkaigan master it will linger on the battlefield for an additional three turns. Those who experience Transient Boundary and witness its infusion, either directly or through extrasensory means, will lose 15 Sanity.
Note: Usable three times per battle, once every three turns.

Sanity: 100 - 7.5 + 3 = 95.5
Tier 1.2 Your biography begins to hear undiscernible whispers in their ear. Lasts for seven turns. ( 1 / 7 )
 
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Corazon

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Loki sighed and rolled his eyes as the Muggle stood before him once again, passively activating his Legilimency. "It would seem so, are you stalking me, Muggle?!" he said, smirking at the red haired woman.

She wasted no time, as she immediately performed a jutsu, creating Mushrooms which spread throughout the field and also placed him in an illusion. Of course Loki was already aware of this fact through his Legilimency, being able to wander through the Muggles mind, gaining information about her Mushrooms as well as her Dojutsu abilities which enhanced them. Loki began hearing the whispers, they spoke to him. Telling him he was powerful. They were correct. Huehue. But as powerful as he was, he was even smarter and he knew he couldn't afford to look into the woman's eyes, instead he'd have to rely on his Legilimency and avoided eye contact.

Once he'd formulated his plan, he'd begin the execution. He'd activate Level One of his Kama seal, as his body became covered in black markings. This would have two purposes, the first was to break the illusion due to the influx of chakra into his body and the second was so he could absorb the Ninjutsu that had permeated the field. But he wasn't done, as he'd release the absorbed chakra back at the Muggle in the form of a Nesaku replica. It would shoot forward towards her, shaped like curved sheet of paper that was six meters wide and high, and aim to smack her. Of course Loki knew exactly what the woman was doing during all of this.

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

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

Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.

Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +15. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 40 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques. He also becomes capable of healing 10 damage per turn.

Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +20. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 30 damage from techniques. He also becomes capable of healing 15 damage per turn.​

Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 5 turns while Level 2 can only be used a max of 4 turns. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn.

Type: Offensive
Rank: B - Forbidden
Range: Short - Long
Chakra: 20 - 50 /Equal to Jutsu absorbed ( 40 )
Damage: 60 - 110/Equal to Jutsu absorbed ( 110 )
Description: Nesaku is an ability derived from the original Ōtsutsuki who created the Red Kāma mark the user has. Nesaku refers to a powerful special red, glowing, malleable energy reminiscent of Chakre Creation Tools that the user can manipulate from his body with Kāma active. While this energy does not require hand seals, it does require large movements and not small finger flicks. This special energy, while having no unique properties outside of strong damage, has special interactions with Natural Energy, neutralizing the petrification related effects of either form of Senjutsu as well as being considered neutral to it.
In addition to this, the user is capable of releasing the chakra he has absorbed via Kāma as a Nesaku replica. This replica functions similar to the original and deals damage equal to that of the jutsu he absorbed, unable to boost it's damage. In the event multiple Jutsu have been absorbed, the Nesaku will be released as a blast of equal power to the strongest jutsu absorbed with one blast being produced per jutsu absorbed.
Note: Requires Red Kāma to be active.
Note: Can only be used by custom bios with Red Kāma active.
Note: S rank and higher usage can only be used 4 times in Level 1 and 3 times in Level 2.

Sanity: 100 - 10 ( Cosmic Activation ) - 7.5 ( Transient Boundary ) = 82.5

99-90: Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.​
 

Lili-Chwan

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Loki sighed and rolled his eyes as the Muggle stood before him once again, passively activating his Legilimency. "It would seem so, are you stalking me, Muggle?!" he said, smirking at the red haired woman.

She wasted no time, as she immediately performed a jutsu, creating Mushrooms which spread throughout the field and also placed him in an illusion. Of course Loki was already aware of this fact through his Legilimency, being able to wander through the Muggles mind, gaining information about her Mushrooms as well as her Dojutsu abilities which enhanced them. Loki began hearing the whispers, they spoke to him. Telling him he was powerful. They were correct. Huehue. But as powerful as he was, he was even smarter and he knew he couldn't afford to look into the woman's eyes, instead he'd have to rely on his Legilimency and avoided eye contact.

Once he'd formulated his plan, he'd begin the execution. He'd activate Level One of his Kama seal, as his body became covered in black markings. This would have two purposes, the first was to break the illusion due to the influx of chakra into his body and the second was so he could absorb the Ninjutsu that had permeated the field. But he wasn't done, as he'd release the absorbed chakra back at the Muggle in the form of a Nesaku replica. It would shoot forward towards her, shaped like curved sheet of paper that was six meters wide and high, and aim to smack her. Of course Loki knew exactly what the woman was doing during all of this.

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

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

Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.

Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +15. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 40 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques. He also becomes capable of healing 10 damage per turn.

Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +20. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 30 damage from techniques. He also becomes capable of healing 15 damage per turn.​

Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 5 turns while Level 2 can only be used a max of 4 turns. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn.

Type: Offensive
Rank: B - Forbidden
Range: Short - Long
Chakra: 20 - 50 /Equal to Jutsu absorbed ( 40 )
Damage: 60 - 110/Equal to Jutsu absorbed ( 110 )
Description: Nesaku is an ability derived from the original Ōtsutsuki who created the Red Kāma mark the user has. Nesaku refers to a powerful special red, glowing, malleable energy reminiscent of Chakre Creation Tools that the user can manipulate from his body with Kāma active. While this energy does not require hand seals, it does require large movements and not small finger flicks. This special energy, while having no unique properties outside of strong damage, has special interactions with Natural Energy, neutralizing the petrification related effects of either form of Senjutsu as well as being considered neutral to it.
In addition to this, the user is capable of releasing the chakra he has absorbed via Kāma as a Nesaku replica. This replica functions similar to the original and deals damage equal to that of the jutsu he absorbed, unable to boost it's damage. In the event multiple Jutsu have been absorbed, the Nesaku will be released as a blast of equal power to the strongest jutsu absorbed with one blast being produced per jutsu absorbed.
Note: Requires Red Kāma to be active.
Note: Can only be used by custom bios with Red Kāma active.
Note: S rank and higher usage can only be used 4 times in Level 1 and 3 times in Level 2.

Sanity: 100 - 10 ( Cosmic Activation ) - 7.5 ( Transient Boundary ) = 82.5

99-90: Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.​
You are outmatched, Magi.

Isabella smiled, even as the Legilimens tried to pick apart her head. But there wasn't much he could do about the Uchiha's next tactic. His technique allowed him to see into her mind and filter through her memories. Isabella's technique, as the Magi would discover right now, allows her to see past and future in a moment, for all things come from the Void, and all things return to the Void. The entirety of the Magi's Nesaku technique would be spread out beyond the Uchuu Shinkaigan, and then returned to the void, the Magi's seal releasing nothing but a purple glow that would drain 7 more sanity points out of him, as her eyes acquired the ability to perceive through the duration of any turn-based mode the Magi had.

(Dōjutsu: Ashi Numachi) – Eye Technique: Reed Marsh
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: Reed Marsh is the Shinkaigan’s basic temporal ability, used by the left eye, and is able to perceive and manipulate the lifecycle of what its gaze is set upon. The technique at a basic level invokes the Shinkaigan’s special precognitive ability; more specifically, this means that the user becomes able to predict the future of what the technique itself is targeting. In this sense, lifecycle is broadly defined as anything in existence. Through this technique, or its derivatives, the user is able to gazes at a rock and see it weathered into dust. The user is also able to gaze at a fireball and see its lifecycle, including forming inside the stomach of their opponent, its target, and the resulting explosion. Given that Reed Marsh is the most basic technique within the Shinkaigan’s temporal arsenal it is only able to be used against other techniques and inanimate targets. The essence of the technique is derived from the idea that all things originate from the Void, and that the Shinkaigan can return them to the Void. Through direct eye contact the user can cause a technique up to S-Rank chakra (40) to revert back to the Void. Visually this appears as if the technique is enveloped in a purple energy, consuming it before reducing it to nothingness. Experiencing Reed Marsh directly, meaning sensing it through either one of the primary senses, or through an extrasensory means, causes one to suffer from a 7 Sanity reduction. Reed Marsh can be used four times per battle, with a two turn cooldown between usage.
(Dōjutsu: Ensui Umi) – Eye Technique: Saltwater Sea
Type: Offensive, Defensive, Supplementary
Rank: C
Range: Short – Long
Chakra: 15 (-10 per turn)
Damage: N/A
Description: Saltwater Sea, named after Tiamat, is a basic temporal ability of the Shinkaigan. The technique broadly allows the user to view the lifecycle of what they are gazing upon, specifically that of their opponent and any modes or states activated and sustained by them. While this does not confer upon the user the ability to manipulate the duration of those techniques, though it exists in advanced applications, it does allow them to visually understand the duration of any active mode present on their target. This technique is activated instantly, costing a move but not occupying a slot in the timeframe, and lasts for four turns. It can be activated three times per battle.

But this would not be the only thing that would appear, as Isabella would once again cast out her powers and manifest a massive dragon in the air above them. The draconic plasma would stand 10 meters above the Magi, not doing anything for the moment. His appearance would drain 2.5 sanity from the poor Magi.

(Dōjutsu: Tanjō no Saisho Ryū) – Eye Technique: Birth of the First Dragons
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30 (-10 per turn)
Damage: 60 (+Chaos) ( 90 ; +30 Chaos )
Description: This technique falls under the Shinkaigan’s spatial energy manipulation and activated by the right eye to call energy directly from the Void. Birth of the First Dragons manifests a serpent-like dragon of purple miasma; unique to this technique is that unlike many other Shinkaigan techniques it is self-sustained, drawing upon the user’s Chakra reserves passively. The dragon can vary in size, from as small as an iguana to as large as a small hut. It is able to fly though and smash through physical targets, thus able to carry its user as well. It gains a 50% chance to randomly increase its damage potential by an additional 30. As it is composed of the Void and is intrinsically unstable the technique inherits random elemental weaknesses and strengths. Experiencing this technique directly during its creation, meaning sensing it through either one of the primary senses, or through an extrasensory ability, causes one to suffer from a 5 Sanity reduction. Birth of the First Dragons can be used thrice per battle, with a single turn between applications.

Chaos Roll: +30
Elemental Roll: Lightning

Sanity: 95.5 - 3.5 + 3 + 3 - 2.5 = 95.5
Tier 1.2 Your biography begins to hear undiscernible whispers in their ear. Lasts for seven turns. ( 2 / 7 )
 

Corazon

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Loki could only watch as his Nesaku replica was warped away by the Muggle as her Dojutsu proved to be an annoyance once again. This time Loki would rely on his clans abilities, after whispering the incantation Obtestor, he'd conjure a single spear 5.1 meters behind the woman ( parallel to the ground and around the height of your spine ) that would fly forwards and stab into her back at twice his speed following his wand movements. But this wasn't all, as simultaneously to the sword, the wizard would have the chains around his body blast forward with the intention of striking the Muggles from the front, moving in an arc to block off her escape. To her it would appear as though Loki was simply manipulating his chains, masking his real intentions.

"Outmatched?! By the likes of you? You never told me you were a comedian, Bella. You're funny, for a Muggle that is."

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 ( 30 + 10 = 40 )
Damage: 20 - 80 ( 60 + 15 = 75 )
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:

Conjuration - Offensive/Defensive/Supplementary ( D - S ) ( A )

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.

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.

Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80 + 15 = 95
Description: The user will wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.

Sanity: 82.5 - 7 ( Reed Marsh ) + 3 ( Transfiguration ) = 78.5

99-90: Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.​
 

Lili-Chwan

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Loki could only watch as his Nesaku replica was warped away by the Muggle as her Dojutsu proved to be an annoyance once again. This time Loki would rely on his clans abilities, after whispering the incantation Obtestor, he'd conjure a single spear 5.1 meters behind the woman ( parallel to the ground and around the height of your spine ) that would fly forwards and stab into her back at twice his speed following his wand movements. But this wasn't all, as simultaneously to the sword, the wizard would have the chains around his body blast forward with the intention of striking the Muggles from the front, moving in an arc to block off her escape. To her it would appear as though Loki was simply manipulating his chains, masking his real intentions.

"Outmatched?! By the likes of you? You never told me you were a comedian, Bella. You're funny, for a Muggle that is."

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 ( 30 + 10 = 40 )
Damage: 20 - 80 ( 60 + 15 = 75 )
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:

Conjuration - Offensive/Defensive/Supplementary ( D - S ) ( A )

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.

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.

Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80 + 15 = 95
Description: The user will wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.

Sanity: 82.5 - 7 ( Reed Marsh ) + 3 ( Transfiguration ) = 78.5

99-90: Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.​
While it appeared as if the chains and the incantation were disconnected, Isabella's highly dexterous vision would pick up the slight delay. While it gave her the ability to suspect an hidden attack, she would still be oblivious as to what that attack could be. So she stepped up to the plate and charged directly towards the Magi, while pushing outwards a full-body surge of purple miasma that would cause 10 sanity to drop from him, while pushing away at the ropes that attempted to halt her. Hidden within the plasma would be a Yin parasite that would lower the first technique that touches it by 20 points, before installing itself within the Magi.

( Shinkaigan Dōjutsu: Isoginchaku ) Abyssal Eye Technique: Ophidian Anemone
Type: Supplementary
Rank: A-S ( S )
Range: Short – Mid
Chakra: 30-40 ( 50; +10 Hungry Ghost )
Damage: 60-80 ( + Chaos ) ( 100 ; +20 Chaos ; -20 Hungry Ghost)
Description: Anemone is an advanced spatial technique of the Shinkaigan where the user unleashes a full-body surge of purple miasma around one's body at the speed of a like-ranked Lightning technique, oddly resembling the tentacles of an amorphous sea anemone spreading outwards and protecting the user at its core. Because of its unpredictable nature, Anemone inherits random elemental weaknesses and strengths. It also gains a 33% chance to randomly increase its damage potential by nothing, 20, and 40 respectively. Witnessing the technique will drain sanity based on the rank used, topping at 10 points at S rank, decreasing by 2 with which lower tier.

Note: Requires 1 turn cooldown.
Note: A rank can only be used 4 times, and S rank can only be used 3 times. Either of them requires a 2 turn cooldown between usages.

Element: Wind
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.

So you belive us to be inferior, is that it, Magi?

Isabella said, with bemused disdain. She would take this opportunity to switch to taijutsu, encasing her knees and elbows in fire before unleashing a barrage of strikes towards the Magi, first kneeing with her right knee onto the Magi's crotch, and then pummelling him with elbows from every direction.

( Go Ryuu Assai Fungeki ) - Five Dragon Crushing Fury
Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 ( 90; +MIND )
Description: By charging their elbows and knees with fire chakra this technique enables the user to deliver a wide range of blazing knee and elbow strikes. The attacks themselves are able to break bones and when enhanced with fire chakra they become truly powerful.

Sanity: 98 - 5 + 3 +3 = 99
Tier 1.2 Your biography begins to hear undiscernible whispers in their ear. Lasts for seven turns. ( 3 / 7 )
 

Corazon

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Loki was fully aware of the woman's intentions, as she attached the tether to the tentacle-like creation which surrounded her body. Perhaps it was time for him to show her a little of what he could do, he thought as he weaved the necessary handseals. This would result in a burst of breakdown, that was enhanced with the Flagrante hex, being released from his entire body ( it would also break the tether ) that would spread throughout the terrain in all directions, leaving the Muggle with no place to run as it moved towards her.

"Believe?! It is not merely a belief, Bella. It is a fact that you are inferior."

Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120 + 20 + 15 = 155
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as intricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects. The Degenerative effects only apply to enemies of the user, while the Regenerative effects only apply to the allies of the user. These effects are outlined as followed:

Degenerative:

B Rank: Prevent the use of F rank jutsu, reducing the target's current speed by 20%
A Rank: Prevent the use of S rank jutsu & above, reducing the target's current speed by 30%
S Rank: Prevent the use of A rank jutsu and above, reducing the target's current speed by 40%

Regenerative:

B Rank: Heal up to 30, x1.5 speed, -10 damage, +10 tai
A-Rank: Heal up to 50, x2 speed, -15 damage, +15 tai
S-Rank: Heal up to 80, x2.5 speed, -30 damage, +20 tai​

This technique, being semi sentient, will only harm those who the user perceives as enemies, where the flames will simply pass over their allies. The flames of breakdown will always damage the enemies of the user regardless of which effects are applied.

Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three hand seals. A rank can be used once per turn up to 4 times per battle, S rank can be used three times per battle with two turns between uses and no Breakdown jutsu above A rank in the following turn with all effects lasting 3 turns.

Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 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.

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, increasing the damage by 20 damage. It can only be applied to techniques which physically travel 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.

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.

Sanity: 78.5 - 10 ( Ophidian Anemone ) + 3 ( Flagrante ) = 71.5

99-90: Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.​
 

Lili-Chwan

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Loki was fully aware of the woman's intentions, as she attached the tether to the tentacle-like creation which surrounded her body. Perhaps it was time for him to show her a little of what he could do, he thought as he weaved the necessary handseals. This would result in a burst of breakdown, that was enhanced with the Flagrante hex, being released from his entire body ( it would also break the tether ) that would spread throughout the terrain in all directions, leaving the Muggle with no place to run as it moved towards her.

"Believe?! It is not merely a belief, Bella. It is a fact that you are inferior."

Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120 + 20 + 15 = 155
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as intricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects. The Degenerative effects only apply to enemies of the user, while the Regenerative effects only apply to the allies of the user. These effects are outlined as followed:

Degenerative:

B Rank: Prevent the use of F rank jutsu, reducing the target's current speed by 20%
A Rank: Prevent the use of S rank jutsu & above, reducing the target's current speed by 30%
S Rank: Prevent the use of A rank jutsu and above, reducing the target's current speed by 40%

Regenerative:

B Rank: Heal up to 30, x1.5 speed, -10 damage, +10 tai
A-Rank: Heal up to 50, x2 speed, -15 damage, +15 tai
S-Rank: Heal up to 80, x2.5 speed, -30 damage, +20 tai​

This technique, being semi sentient, will only harm those who the user perceives as enemies, where the flames will simply pass over their allies. The flames of breakdown will always damage the enemies of the user regardless of which effects are applied.

Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three hand seals. A rank can be used once per turn up to 4 times per battle, S rank can be used three times per battle with two turns between uses and no Breakdown jutsu above A rank in the following turn with all effects lasting 3 turns.

Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40
Damage: 60 - 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.

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, increasing the damage by 20 damage. It can only be applied to techniques which physically travel 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.

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.

Sanity: 78.5 - 10 ( Ophidian Anemone ) + 3 ( Flagrante ) = 71.5

99-90: Your character becomes afraid of heights. So much so that being ten or more meters above the ground reduces their concentration and makes hand seals take three times as long to use. Lasts for three turns.

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.​
Is that so? Then you must be tricking me very well, Magi, since it does not appear so...

Isabella said, her devious smile portraying nothing but amused arrogance, even as she kept on appearing slightly distracted by voices that only she could hear. As the Magi attempts to defend himself from the unleashed tentacles, Isabella's Uchuu Shinkaigan would shimmer, the depths of the starry constellation in her iris flashing a multitude of purple tones. And, out of a sudden, what was meant to be was no more. Through Primordial Incipience, the Breakdown tehcnique would be reverted to the void, leaving nothing but the 15 drop of sanity in its awake.

(Dōjutsu: Genshi Shoki) – Eye Technique: Primordial Incipience
Type: Offensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 60 (70) ( 60 )
Damage: N/A (-20 Health Points) ( N/A )
Description: Primordial Incipience is the evolved version of Reed Marsh. It is cast by the left eye and is classified as a Temporal Shinkaigan technique. Based on the same principle as its weaker variant, Primordial Incipience allows the user to target the lifecycle of anything in existence. Requiring direct eye contact, the user can cause a technique up to 70 Chakra to revert back to the Void. Visually this appears as if the technique is enveloped in purple energy, consuming it before reducing it to nothingness. Experiencing Primordial Incipience directly, meaning through the primary senses or extrasensory means, causes one to suffer a loss of 15 Sanity. Temporal Shinkaigan Masters are able to cast an advanced version of Primordial Incipience once they gain the Frigid Depths of Engur. This allows the user to cast a higher Chakra variant with a slight health penalty. This advanced version, unique to specialists, can be used to target living people directly instead of simply their techniques. By gazing upon their lifecycle the user gains a keen understand of the innumerable mechanisms that operate within them simultaneously; this complexity prevents the target from being immediately returned to the Void. Instead, it saps 60 Health Points and removes all spiritually or physically elevating states and modes from them. Those with Chakra Enhanced Strength are subjected to similar effects, having their strength weakened by reversion to the Void; this dispels their enhanced state and prevents its activation for six turns.
Note: Primordial Incipience can be used twice per battle with a five turn cooldown between usage.

But to put gasoline into the burning wildfire, Isabella's eye would flash once more, now targetting not a technique but Red Karma itself, decreasing it's duration by 2 turns, which would end it completely as 3 of the 5 turns had passed already. This would come with a loss of 3.5 sanity to the Magi as well.

(Dōjutsu: Tansui Umi) – Eye Technique: Freshwater Sea
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: The Freshwater Sea, named after Abzu, is an advanced temporal ability of the Shinkaigan related to the Saltwater Sea; this technique allows the user to reverse the lifecycle of any active state sustained by the target as long as they are in direct line of sight with the user. Naturally this technique requires that Saltwater Sea be activated in conjunction with it. Once active the user can reduce the duration of any state they have in their line of sight by two turns; this can only occur once on each mode they witness. The user, as well as those who experience or witness Freshwater Sea, suffer from a reduction of 7 Sanity. This technique can be used four times per battle but only once per state.

What now, Magi?

Sanity: 96 - 7.5 + 3 - 3.5 + 3 = 91
Tier 1.2 Your biography begins to hear undiscernible whispers in their ear. Lasts for seven turns. ( 4 / 7 )
 

Corazon

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Once again the woman reverted Loki's attack back to the void, which also resulted in his Sanity being lowered. Ruining people's mental health in 2023. An annoying ability to say the least. But there wasn't much he could for now. He'd switch things up once again, taking advantage of her running towards him. As a master of the Dark Arts, Loki cast the Leg-Locker jinx non-verbally, causing her legs to freeze up immediately and fall face first onto the ground. Simultaneously, Loki would have the chains and ropes move towards her, aiming to smack her silly while she was on the ground.

"What was that?! I couldn't hear your properly with your face buried in the dirt, Bella."

Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 ( 30 + 10 = 40 )
Damage: 60 - 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.

Leg-Locker Jinx: - Supplementary ( A )

The Leg-Locker Jinx ( Locomotor Mortis ) is a Jinx 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 more chakra, meaning after its effects are applied, surges of higher chakra allow the effects to be broken. The target can still mold chakra, however; it’s just that his leg muscles become unable to move. This is ideal for preventing the movement of quick moving targets or objects.​

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.

Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80 + 15 = 95
Description: The user will wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.

Sanity: 71.5 - 15 ( Primordial Incipience ) + 3 ( Leg-Locker Jinx ) = 59.5

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.

69-50: Your character has their self-confidence elevated significantly and becomes convinced that their techniques do more damage than they do in reality. This disconnect causes your biography to believe its techniques are doing twenty more damage than they do in reality. Lasts for four turns.​
 

Lili-Chwan

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Once again the woman reverted Loki's attack back to the void, which also resulted in his Sanity being lowered. Ruining people's mental health in 2023. An annoying ability to say the least. But there wasn't much he could for now. He'd switch things up once again, taking advantage of her running towards him. As a master of the Dark Arts, Loki cast the Leg-Locker jinx non-verbally, causing her legs to freeze up immediately and fall face first onto the ground. Simultaneously, Loki would have the chains and ropes move towards her, aiming to smack her silly while she was on the ground.

"What was that?! I couldn't hear your properly with your face buried in the dirt, Bella."

Type: Supplementary / Offensive
Rank: A - S
Range: Short - Long
Chakra: 30 - 40 ( 30 + 10 = 40 )
Damage: 60 - 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.

Leg-Locker Jinx: - Supplementary ( A )

The Leg-Locker Jinx ( Locomotor Mortis ) is a Jinx 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 more chakra, meaning after its effects are applied, surges of higher chakra allow the effects to be broken. The target can still mold chakra, however; it’s just that his leg muscles become unable to move. This is ideal for preventing the movement of quick moving targets or objects.​

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.

Type: Attack/Defense/Supplementary
Rank: C-S
Range: Short - Long
Chakra: N/A
Damage: 30 - 80 + 15 = 95
Description: The user will wrap anything from chains, ropes, threads, chords or any other flexible object around their arms, legs and torso and use them as a means of striking against an opponent/target or defending from an attack. They can be used to grab hold of an opponent or an object to crush them or merely capture them. If an object is seized, the user may use this as a means of redirecting the object back at the opponent as well as striking them with this technique. The user can even use this as a means of countering or blocking an opponent's Taijutsu/Kenjutsu and can pull a weapon away from the opponent or bind their body to prevent them from moving. They are only limited in their imagination in how they can control their chain(s)/rope(s)/chord(s)/thread(s).
Note: A Ranks can only be used 3x per battle.
Note: S Ranks can only be used 2x per battle and requires a turn cool down between each use.

Sanity: 71.5 - 15 ( Primordial Incipience ) + 3 ( Leg-Locker Jinx ) = 59.5

70-89: Your character begins to hear discernible whispers; these whispers are of grandeur, making their biography believe they are immensely powerful. Lasts for four turns.

69-50: Your character has their self-confidence elevated significantly and becomes convinced that their techniques do more damage than they do in reality. This disconnect causes your biography to believe its techniques are doing twenty more damage than they do in reality. Lasts for four turns.​
Isabella felt her legs lock, prompting her to tumble to the ground in a very unorthodox way, pulling her locked legs to the side and deflecting the fall by rolling over her opposite shoulder. As she begins to tumble, she would simultaneously release a massive spiral of purple miasma, which would roll alongside her as she does the drunken yet controlled tumble through the floor. The purple miasma spiral would extend outwards, at the speed of lightning, like a cosmic planetary ring so wide it would feel like a wall of violent energy exploding outwards from Isabella, aiming to encompass all the entities in range, ropes or ninja, and opening the way for Isabella to reach point blank from the Magi, which had 10 sanity dropped.

I have to do everything myself! Why did I even bring you here?!

She says, to no one, taking advantage of one of her pouches to throw imaginary food to the side, before facing the hopefully mangled Magi eye to eye.

(Suiken) - Drunken Fist
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: This unusual taijutsu style is a unique style of combat Drunken Fist Fighters become human powerhouses who'll strike unpredictability, with no inhibitions, an explosive fury and without any second thoughts about their actions. The user can either make themselves drunk or imitate the method by use of swaying and uneven balance on their feet to attack their opponents a total of 12 variant attacks.
(Dōjutsu: Shōgai Genjitsu) - Eye Technique: Reality Rift
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 60
Damage: 120 (+Chaos) (-20 Health Points) ( 170 ; +50 Chaos )
Description: This technique is the Cosmic variant of Shimmering Depth, the basic application of the Shinkaigan’s Spatial powers. It is cast by the right eye, able to call energy directly from the Void to weaponize it. The energy manifests from the user’s eye with a long-range reach. Reality Rift is a honed version of Shimmering Depths, affording the user significantly greater control over the Void and Chaos. While it is manifested at the user’s eye the yare able to shape the energy with far greater versatility, using it as a sword, stream, projectile, or other shapes the user might require in a specific instance. Because of its unpredictable nature, Reality Rift inherits random elemental weaknesses and strengths. It also gains a 50% chance to randomly increase its damage by 30 or 50. Experiencing Reality Rift directly, meaning sensing it through either one of the primary senses, or through extrasensory means, causes one to suffer from a 10 Sanity reduction. Spatial specialists are able to apply an advanced use of Reality Rift whereby they make an additional roll that grants the technique a 33% chance to adopt neutral strengths and weaknesses, regardless of the original Chaos roll, cause the opponent’s next technique to adopt random basic strengths and weaknesses (if applicable), or heal the user for forty Health Points. Advanced applications cost the user 20 Health Points.
Note: Rift in Reality can be used three times per battle, with three turns between usage.
Note: After use the user is unable to use Spatial Shinkaigan techniques for a single turn.

Chaos: +50
Elemental: Fire

Sanity: 91 - 5 = 86
Tier 1.2 Your biography begins to hear undiscernible whispers in their ear. Lasts for seven turns. ( 5 / 7 )
Tier 1.4 Character develops a compulsion to feed any creature it sees with whatever food they may or may not have on hand. Lasts for two turns. ( 1 / 2 )
Tier 2.2 The afflicted becomes overly critical of their allies in battle. If there are no allies, then they imagine their own. Lasts indefinitely or until Sanity is recovered.
 

Corazon

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The Wizard struggled to contain his laughter as the Muggle woman rolled on the ground, resembling a fish out of water, flopping around while the purple miasma swirled around her before advancing toward him. Naturally, he had already discerned her intentions before they even commenced, thanks to his Legilimency. Loki would crush one of the vials he carried, activating the Ravenclaw spell as he swiftly responded to the approaching miasma. This would happen as Loki's body vanished before instantly reforming behind the woman ( half a meter ) who was in short range of him. However, she remained oblivious to this, as his presence was entirely erased by the effects of the Potion. Immediately after reappearing, he swiftly struck her spine with several forceful one knuckle punches.

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.

Ravenclaw's Elixir ( A rank )​

  • 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.
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.

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.

Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80 + 15 = 95
Description: A technique that focuses on overwhelming power and precision. Through careful breathing this technique allows the user to deliver several one knuckle punches in quick succession, each and every one striking the exact same spot on the target with devastating effect. This attack is capable of breaking through most conventional defenses.

Sanity: 59.5 - 10 ( Reality Rift ) + 3 ( Apparition ) = 52.5

69-50: Your character has their self-confidence elevated significantly and becomes convinced that their techniques do more damage than they do in reality. This disconnect causes your biography to believe its techniques are doing twenty more damage than they do in reality. Lasts for four turns.​
 

Sinthorus

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So I got asked to check this with it being finished. I must say I really enjoyed reading this and you both showed some really creative combinations that made this a really interesting read. The fight was pretty event apart from one move [x]. This reasoning given wasn't really reasonable in my opinion. Just because his chains didn't act instantly, you can't use that as way to metagame defending an attack you have no way of sensing.

Aside from that the fight was plenty of back and forth.

Winner: Corazon.
 
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