Matt vs Dylan

Matt

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You know the go
LoK r&R
TL is 5 days
Terrain is your call
Ashiya
Official

I don't think theres much else, we can talk first or jump straight into the fight if you'd like I don't mind either way
 

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The terrain will be an open field generated by the Moon Cell:

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Elemental techniques which are generated through the terrain can still be used, like Earth, following their conditions and requirements and use of course.

I'll be using Ozymandias in my signature, he's only missing Yang Release and has an outdated Fuuin which I'll post the updated version of here. You can have first move.

Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.
 

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Ashiya in the desolate terrain set out by the moon cell, he was sent to deal with a King unlike many other, the golden King of Egypt. His face held a menacing smile as he walked forward, arriving within mid range of the man in front of him, the Golden King stood proud with his confidence clearly showing just from his presence alone, good, it would not be fun enough if the man didn't have some semblance of confidence before coming to terms with what will be his defeat. The mere thought of the despair the King of Egypt would feel as he lay there dying was truly quite exciting to Ashiya.

Ashiya begins by quickly performing a set of two hand signs and immediately places the man into his own genjutsu, this changed world of reality turns the environment around the man into a landscape of trees, grass and rocks consisting of glass mirrors. With the man now in the genjutsu he would collapse to the ground and within moments inside the genjutsu the man would see the mirrors within begin to break apart, every single corner of the fake world would break into glass even the sky itself and would all come raging towards the man like a torrent ferociously cutting apart his body.

While the genjutsu is ongoing Ashiya prepares to deal with his body on the outside, he could perform a single handseal and gather his fire and lightning chakra into his middle and index finger and aim it at the man's heart immediately releasing a concentrated blast of fire coiled in lightning that would penetrate through his body.

(Genjutsu: Undeinosa Gomakashi) - Illusionary Arts: World of Mirrors
Type: Supplementary
Rank: A-rank
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: After weaving the needed hand signals (Tiger → Horse), the user will have placed the opponent under an illusion. Once the target enters the genjutsu, they are thrown into a landscape of trees, grass, and rocks made of mirrors. The target hits the ground and is unable to move. After a few moments, the landscape, including the mirror sky, is broken into an innumerable mass of shards that cascade upon the target like an avalanche. Upon the shards crashing upon them, the shards become a raging ocean, tearing and cutting into the opponent relentlessly. Finally, once the target is rendered a bloody mess, the genjutsu ends and the target suffers immense mental fatigue.
Notes:
- Can only be used three times per-match.
- No genjutsu next turn.
- Can only be taught by Nathan.

(Kaen Rai kousen) - Blazing lightning Beam
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: The user with perform one handseal gathering a large amount of fire and lighting chakra into their middle and index finger. The user will then point air their target releasing a concentrated blast of fire, with a 1 inch diameter. Around the fire the lightning will be wrapped/coiled around it, hitting the target in sync at great speeds.
Note: No water jutsu in the same turn.
Note: Useable 2 times
 

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The attempt to place an illusion on Ozymandias was futile, the Prana within his body instantly transporting the chakra to the Throne and nullifying the effect before it even took hold. Raising a hand and clicking his fingers, the pharaoh generates a humanoid familiar of Dendera Light, empowered by his armour, that looms over both men at three meters tall. Standing a meter in front of its creator, it would charge towards Douman in full sprint, powerful enough to simply endure whatever attack the onmyouji was preparing in that moment. If it reached him, the familiar would deliver a straight jab to his head.

Type: Offensive / Defensive / Supplementary
Rank: D – S (F)
Range: Short – Long
Chakra: 10 – 40 (50) (-10 per turn)
Damage: 20 – 80 (90)
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.

Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well.
 
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Matt

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Douman realised his illusion technique had not worked, so it seemed he posed some kind of ability that prevented such techniques of deception, truly quite interesting. Douman took notice of the sudden familiar summoned infront of the golden man composing of what looked to be electricity. Douman would perform a series of hand seals and gather his Fuuton chakra while inhaling a large amount of air and then releasing it, in doing so creates multiple blades of wind that shoot through the air at the incoming familiar tearing it to shreds just as it tries to begin its advance. With the familiar now dealt with Douman thought it to be amusing to use a technique that the young Pharaoh should be quite familiar with, Douman would perform a series of hand signs and gather his Raiton chakra into the area around the man summoning forth 10 swords composed of lightning 5 meters above the head of his target which then immediately come crashing down upon him in a swift motion.

(Fūton: Shinkū Renpa) – Wind Release: Serial Waves
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing a the required hand seals Rat → Snake → Horse → Dog theuser takes a deep breath and exhales several blades of wind at different angles, by rapidly moving their head in various directions. The power of this technique can be dramatically enhanced when utilised in conjunction with the effects of extreme suction, such as that generated by the Baku, where the augmented attack proved effective enough to even slice through the defences of a complete Susanoo.

Farao no Hōrei #7. Ramusseumu no Sōko – Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.

⇒ Usable 3x per battle
⇒ No S-Rank or above Lightning techniques in the turn of deactivation
 
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With his familiar blown apart by the waves of wind released by his jester-like opponent, Ozymandias brought his hands together, forming a single seal and exhaling a plume of ash, which would coalesce into the shape of a horned humanoid, taller than both men. Being created two meters in front of Ozymandias, it would stand firm, the waves of wind smashing into its body and being dispersed harmlessly before they could reach the pharaoh. Hearing a crackle above his head, he looked to the sky, seeing multiple constructs of lightning poised to rain upon him. Forming another seal, he superheats the air around him using his chakra, creating a serpent made out of pure flames to coil around his body. In the same timeframe as its creation, Ozymandias infused it with additional chakra, not only enhancing its strength but allowing it to absorb the incoming lightning and suffer no damage as a result. Looking back to Douman through the thin sightlines in the snake's body, he mentally commands each of his familiars to thrust themselves upon the man, Menthu running at full sprint while Uraeus surged through the air to attack from above.

Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though only a single familiar can be created possessing S-Rank strength. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). Both variants of this jutsu last for four turns, and cannot be used again within the turn of deactivation or in the user’s next turn. The familiar must be created at least five meters away from the target enemy. The user will be unable to use S-Rank and above Fire Release for the turn following the creation of an S-Rank familiar. This jutsu can, overall, be used thrice per battle.

Type: Offensive / Defensive
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will concentrate their fire chakra (and make 4 quick handseals) within their body and form a fiery cobra that loosely coils around the user’s body. This fire cobra can be mentally manipulated, allowing the user to control it without any sign or warning for the opponent. Whilst wrapped around the user, the jutsu is considered in resting position, and possesses defensive ability in its greatest capacity. Whilst coiled around the target in resting state, the snake will have slight gaps in its body, enough to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. Due to the chakra being condensed, giving the fire tangibility, it is able to defend easily from attacks of both tangibility and intangibility. Weapons such as kunai, shuriken or swords will easily be deflected, whilst elemental attacks interact with the technique according to the S&W scheme. Upon command, the fire can be manipulated to attack a target in any manner, as a whip, a surging beam, or even as a coiling snake to constrict. This being said, the fire is capable of dealing physical damage characteristic of blunt force and sharp-edged objects, even piercing through objects, due to the tangibility of the fire. The fire is capable of splitting off into branches in order to attack multiple targets, but will not suffer from any rank or strength decreases, as the branches are still connected to a singular structure. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. When lashing out and pursuing targets, the snake moves at high speeds, making it dangerous for opponents in close quarters and escaping to far ranges alike.

⇒ Lasts 3 turns
⇒ Usable 2x per battle

Type: Supplementary
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.

East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.
 

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Douman acknowledges the creation of a new familiar, another humanoid shaped one. As his Raiton technique came raining down above the golden man and he managed to block its incoming volley Douman performed a single hand sign and gathered his Koton chakra beneath his opponent to immediately protrude steel spikes out of the ground which continued to expand and grow at a rapid rate, but before this happens the spikes protrude into the humanoid familiar and the feet of the golden man, detonating as soon as they came into contact with either of the two creating a large explosion of steel shrapnel in the area effectively destroying the humanoid familiar and the snake covering the man while providing some additional damage to the man himself.

Koton: Kazikuru Bei | Steel Release: Kazikli Bey, Lord of Impalement
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: 80
Description:
After performing a series of three handseals, the user will activate Kazikli Bey. Kazikli Bey can be used in one of two ways. The first, is it's primary offensive capability and it's most versatile usage. The user focuses their Koton chakra into the ground or any pre-existing source of steel to create countless large steel stakes to protrude out of the ground. The user can control how many stakes are created and where they occur. But these stakes don't just stop once they are created. As they grow from the ground they expand outwards upon mental command, almost like growing out more stakes from itself as they increase in size. The rupture of the stakes is not a slow process, neither is the extension of the stakes. Simply rupturing out of the ground isn't the only thing that the stakes of Kazikli Bey can do. Once the stakes come into contact with something or through mental command, the stake/s touching said object will detonate almost immediately. They will detonate into normal sized steel stakes that will tear apart and impale what they come into contact with. Now the second ability of Kazikli Bey is almost opposite of it's previous capabilities. This regards around protecting the user instead of focusing on attacking a target. The user will manipulate their Koton chakra into a source of steel on their body (Armour, body etc.) and several steel stakes consisting of fine steel wires (Unnoticeable to the naked eye) will protrude out of said steel. These steel wires weigh virtually nothing and will not impede on the speed of the user at all. The stakes are about 30cm - 1m in length to begin with but can be extended or shortened after the use of a hand sign with a max extension of five meters. (Needs to be stated when used, and also where they appear, also counts as a move in the user's three per turn). The stakes not only serve as a great offense to the user when it comes to physical attacks, it also provides a great defense against enemy attacks since, at the use of a hand sign, the user can manipulate the steel stakes to converge onto one another to form almost like an automated defense from attacks (Counts towards the user's three moves per turn). Should this defense mechanism be engaged, if an attack insignificant in destroying it occurs, the stakes will proceed to regenerate due to the wires, layer after layer replacing itself (Costs 15 chakra and can only be used once.). Due to the connection the steel on the user's body has with the user, Kazikli Bey in this form will last the same duration as the technique is applied too. So if used on the user while under the effects of Glory of Galahad, and Glory of Galahad has three turns remaining, Kazikli Bey will remain active for three turns aswell.
Notes:
Can only be used two times per event.
No Steel S rank or above on the turn this is deactivated/Destroyed
User can only use Fire, Earth, Steel and CE consisting of the following elements, aswell as non elemental abilities while active.
 

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Ozymandias was cognizant of the earth shifting beneath his feet, more likely a disturbance caused by Douman's technique than anything else. Funneling chakra through his feet into the ground underneath him, he vibrates it at a sustained, high frequency, granting it an electrical charge and the ability to neutralise Douman's attack before it even took effect. Without having moved an inch, Ozymandias awaits his opponent's next move, his fiery familiars continuing to encroach on Douman.

(Raiton: Nakigoe no Walkure) - Lightning Release: Cry of the Valkyrie
Type: Offensive/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user will initiate this technique by focusing their raiton chakra through their body, and discharging it into the ground in a similar manner to Chidori Nagashi. This surge of electricity is released quickly enough to negate earth-based techniques (KGs/CEs included) before they can form into techniques and/or emerge from the ground. This will work on neutral techniques of the same chakra and below or elements weak to Lightning. In the case of these upper limits, this technique will also be neutralised in the process and will be unable to progress any further. If their chakra is not neutralized, the user will perform two handseals to apply shape manipulation to the released lightning as it travels through the earth and towards the opponent. This will cause a dome of solid-like lightning to rise up short-range all around the target. Everything within the dome's confines will be imbued with the user's raiton chaka, paralyzed and lifted upwards, similar to the canon technique Lightning Blades Levitation. The dome will then form into a fully spherical orb once everything within it has been suspended off the ground and erupt into a massive explosion (similar to the canon technique Thunder Up), obliterating everything inside of it.

Notes:
-Can only be used thrice per battle
-Cooldown time of two turns in between uses.
 

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With his previous attack failing Douman let out a simple sigh with how tedious the golden man was being, with the familiars continuing their assault towards him Douman clapped his hands together and separate them and gathered his Meiton chakra into a sphere between his palms, the sphere would begin to absorb the chakra infused techniques into the orb diffusing them entirely and converting the chakra absorbed into dark chakra for his own use.

With the familiar threat now finished Douman decided it would be time to produce some familiars of his own. He begins gathering his Osmuton chakra into the air above the enemy (6 meters above) and created a humanoid figure (3 meters tall) that began falling down on top of the Golden Man, upon its descent downwards the familiar would shape both its hands into blades and slash at the man upon becoming close enough.

(Meiton: Kyūkyoku no Kyūketsukō) Dark Release: Ultimate Inhaling Maw
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user, when facing an attack, will clap his hands together and separate them right after. As he separates his hands, a small dark sphere will be between them. The user maintains his hands close to sustain the small sphere while it siphons any enemy technique or enemy chakra within range towards itself. The sphere is a "void" made by activating both absorbing markings in the users hand at the same time and opposing them to each other, which creates this effect. This technique is essentially a more advanced and powerful version of Dark Release: Inhaling Maw and enables the user to absorb higher ranked techniques. However, when used, the user needs to wait one turn to use Dark Release absorption related techniques.

(Ōsmuton: Kurota no Supōn) – Osmium Release: Spawn of Crota
Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: Spawn of Crota involves the creation of familiars which can possess the wispy, mist-like form of Blood of Oryx, or the condensed, solid shape characteristic of the constructs in Grasp of Nokris. The familiars are manipulated via mental command, and are able to use Osmium Release techniques up to their own rank on the level of an Apex Handseal specialist. Additionally, they can passively their form to create appendages which serve a purpose based on the nature of said appendage, e.g. bladed weapons can slice and stab, wings will allow for flight etc. The size of the familiars may range from that of an ordinary human to as large as the Great Stone Golem at maximum size, and any usage of above B-Rank can be maintained for up to 4 turns(3 for S-rank). Upon expiration of an S-Rank application, this technique cannot be used again for one turn. S-Rank usages can be performed thrice per battle. B-rank version requires one handseal, increasing by one handseal per rank.
 

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Douman's absorption of his familiars was the moment Ozymandias knew that greater force would be required. The swirling mass of minerals above Ozymandias prompted him to look skyward, the black shape casting a foreboding shadow over the oceanic floor of the Moon Cell. As the material coalesced into Douman's desired shape, and began descending upon Ozymandias, the pharaoh would concentrate his Prana, conjuring a simple shield of the ethereal energy spanning 5x5 meters. It would absorb the familiar without fail, sending it to the Throne and dissipating in that instant. Returning his gaze to the onmyoji, Ozymandias would make no immediate move on him. First, he would connect to the leylines coursing throughout the Moon Cell through a pulse of chakra, allowing his body to attune to them. Then, he would perform a single seal, creating a construct of fire surrounding Douman that would enclose on him and explode.

(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive/Defensive/Supplementary
Rank: D-S (B)
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every three turns and no Prana in the user’s next turn.

(Doton: Bergentrückung) Earth Release: King Under the Mountain
Type: Supplementary/ Offensive
Rank: D-Rank
Range: N/A (Self)
Chakra: 10
Damage: N/A (+20 to Earth Release techniques)
Description: This technique allows the user to send a pulse of Chakra deep into the earth, tap into, and connect with the (Ryūmyaku) Dragon Veins, a massive source of Chakra that naturally flow deep beneath the surface of the earth, utilized within Jutsu such as "(Doton: Doryūkatsu) - Earth Release: Earth Flow Divide". This technique requires the user has direct contact with the ground, and takes 1 turn for them to "attune" to the flow of the natural leylines of energy. Once they have, all of their techniques that utilize Earth Release Chakra are made considerably more powerful, due to the influence of the Ryūmyaku on their Chakra flow. This boost remains for as long as the user remains connected to the ground. Minor interruptions, such as both feet leaving the ground, only break off the connection if the user remains off of the ground for 1 full turn, after which, they need to spend another turn attuning to the Ryūmyaku. Remains active for 4 turns max, and requires 2 turns before it can be activated again.

Farao no Hōrei #5. Sōzō no Sugata – Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn
 
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