Bellatrix had managed to infiltrate the Ministry, a fast worth less acclaim that it suggests given how frequently it happened; no, the task was rather easy and mundane but the Dark Lord willed it, and his will was law to her. With no need for disguise, Bella entered the building with a few Death Eaters, loyal supporters of the Dark Lord's, aiming to locate yet another prophecy in the cold chambers of the Hall of Prophecy. Scavenging mountain like rows of shelves to locate the dusty orb with the small light of the candles glow illuminating the room.
Normally the prophecy could only be retrieved by those named but so is the power of the Dark Lord that he managed to lift the enchantment long enough for them to retrieve it, however that was the easy part. As expected, several Aurors were present as their plans leaked ahead of their arrival, causing quite a few duels to ensue as the group of nefarious witches and wizards attempted to leave. In fact, Bellatrix was in the Atrium almost gone when this happened, the Head Auror and a few other young witches and wizards left between her and her exit. As nearly all the Death Eaters with her paired up against the other Death Eaters, all that remained was a young witch in front of her as Bellatrix and her sister stood, wands brandished.
"Cissy..., take the prophecy to the Dark Lord, I'll handle this one. Time for a chat, girl to girl," Bellatrix smirked as she motioned for her sister to leave the two, Narcissa taking the prophecy and turning to depart quickly.
She studied the girl, her dirty blonde hair and brown eyes piercing into the dark pools of Bellatrix's eyes. Bellatrix scoffed at the girl, as she begin to circle around her slowly.
"They send a child to stop me? You stupid girl, you stupid, stupid girl. I, the Dark Lord's strongest ally, his greatest supporter, and you think you will stop me? Who are you to stand in my way?" Bellatrix gave out an exhilarated laugh, the idea of dueling exciting her. As she taunted the girl, she continued to circle her. "Perhaps you'd like another scar for interfering, perhaps this time in a less visible place, Crucio!"
The Mad Witch waved her wand, triggering the Cruciatus curse to torture the girl, aiming to break her mentally.
Crucio Curse ( S rank ): - Defensive/Offensive
The Cruciatus Curse ( Crucio ) is a curse and one of the most powerful and sinister spells known to wizardkind. When cast successfully, the curse inflicts intense, excruciating pain on the victim. To successfully perform this curse, merely uttering the incantation is not enough. The wizard or witch must possess a deep desire to cause the victim pain and strike the opponent with a red jet of energy. This curse seemingly targets specific parts of the opponent's brain when landed, overloading the pain receptors with intense and great unimaginable pain. This pain is so intense that the target cannot react rationally while under it's effects. In order to sustain the pain, the user cannot use any other jutsu or attacks while it's in use. Doing so will cause the curse to end, leaving the target aching but conscious. This can only be used 3 times, each with a two turn usage limit in between uses. This also can only be used up to mid range and no S rank Dark Arts and higher next turn.
Because of the Elder Wand she now wielded, her power was magnified, making it become Forbidden rank in power.
For reference: ( Elder Wand ) - Chōrōnotsue
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+20 to Mahou and one field of Ninjutsu)
Description: The Elder Wand, also known as the Deathstick or the Wand of Destiny, is perhaps the most powerful wand to ever exist, far exceeding the normal capabilities of wands. Fabled as one of the Deathly Hallows, the Elder Wand is able to perform tremendous feats of magic that would normally be considered impossible even by the most skilled wizards. The Elder Wand, as well as being more powerful than other wands, is noticeably unique from other wands in its appearance, particularly because it bears carvings that resemble clusters of elderberries running down its length. One of the unique traits of the wand is that it allows the user to utilize any field of magic with equal skill; this means that should the user originally have a DADA specialty, he is able to utilize even Dark Arts as if he were a Dark Wizard and vice versa. This allows him to utilize magic with a mastery unlike seen before. Due to its thestral core, this also allows the user to utilize any single Ninjutsu field or element with the same level of mastery as his Magic specialties, similar to how basic wands are utilized. Due to the natural power of the mythical wand, there is a surge of chakra flowing through it, seeking to significantly empower spells used alongside it, infusing 10 more chakra into them passively. This chakra increase is applied in two ways: the first of which is to add 20 damage to the spell, increasing its power and lethality. The second of which is to augment the spell physically, which works by increasing both the range and nature of the spell (allowing them to gain a blackish hue from them which allows supplementary spells to deal additional Flagrant spell-like damage (burning on contact, searing pain) though this only Applies to projectile spells as well as beams/streams released by the user. Other spells just gain the hue and range increase ). Additionally, the Elder Wand is capable of performing advanced Transfigurations which allow him to conjure normally off limits, such as anything from the realms of custom elements the user has. These advanced transfigurations are, naturally, with limitation.
Note: Advanced Transfigurations can only be done once every three turns.
Note: Similar to normal wand exchanges, the Elder Wand can be lost and transferred to a new Clan member but only via death of the wandholder.
Note: As this is a CW, if the wand switches hands and goes to another user, if it is equipped this wand will become the new holder's CW
Circe stood in front of the woman had just infiltrated her building. From the looks of it she was outnumbered, so she had no choice, but to allow some of them to escape. She decided that she would at least finish off one of the witches still present in the building. Judging from her appearance the woman appeared to be an evil witch of sorts whose mind was as twisted and demented as her looks.
" You are one foolish witch to speak to me like this. If you had any idea of what magic I possess you would think twice before speaking to me in such a manner."
Moments later, Circe would watch as the woman flicked her wand and invoked a spell, and sent it towards her. " You should think twice before attacking me." Circe said as she spoke the word "Flippendo" and released a spell in the form of a beam of energy. This spell has been bestowed with a special magic of her own that would infuse her attack with a special layer of chakra. Upon contact with the woman's attack the beam would push the deadly spell back into the woman's face and strike her down if not avoided.
( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Spoiler
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40 30 + 40 = 70
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.
A
Shield Charm - Defensive
Knockback - Supplementary/Defensive
The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.
Note: Nearly all DADA spells take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.
Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.
Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used three times.
Note: Using 40 chakra points can only be used twice.