You are outmatched, Magi.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.
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.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.
Is that so? Then you must be tricking me very well, Magi, since it does not appear so...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.
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.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.