[Open] Another fight for Jaina

Zatanna

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As Jaina saw her opponent she wondered, the look of him, surely this is another one of those Hayabusa she had read about. Certainly one not to get into close combat with. Although there were certainly more than enough tricks that she could use to avoid that. Without missing a beat, Jaina pointed her staff forward as a rune of fire burnt out, with a sphere erupting from the ground around him, the earth itself filled with firey chakra unstable and ready to blow. The earth designed to envelop him, would wrap completely around him, shrinking tight to crush him inside itself. Channelling chakra into her ears while she did that, her ear defenders would activate at the same time, keeping track of his movements, or changes in chakra. following up she would tap her staff down, causing water to fall from the bottom, drowning the entire field in 1 foot deep water.

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn


-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
The Banshee's Wail | Josei Himei
Type: Supplementary
Rank: A
Range: N/A
Chakra: (-10 per turn)
Damage: N/A
Description:
The Banshee's Wail is a special set of in-ear defenders that were made for the purpose of mimicking the Sound Ninjutsu known as Inner Sonar, but to a much more advanced level. By using technology fitted within the defenders, the user can decipher where and what happens around them with pinpoint precision without the need to use their breathing for the technique. When the device receives any vibrations of sound, it can calculate where it had come from, and by sending a harmless current into the users inner ear, can allow them to "feel" where or what happened without actually seeing it. The device itself also has built in dampeners that allow it filter out any extreme noise above certain thresholds that would be damaging to the user while also being able to filter out any noise that may affect the users balance through manipulation of sound.
Notes:
-Must be kept active with 10 chakra per turn.
-Can filter 60 damage worth of Sound jutsu per turn
-Last up to 4 turns per activation and can only be activated twice.
Doton: Puresha sufeera | Earth technique: Pressure Sphere
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
The user forms 3 seals and concentrates their chakra into the earth in the landscape and begins to manipulate it to rise create a large Venus fly trap like construction. The size can vary from a small tree to that of the larger earthen stone golem. As an enemy jutsu is coming towards the user, the earthen trap extends encompassing the incoming jutsu and tightly surrounding it as a sphere, locking out all light and oxygen, becoming a perfect spherical ball. Capable of countering incoming fire jutsu much more powerful, it removes the oxygen powering the flames.
Notes:
-can be used 3 times
-no other earth jutsu on same turn
-1 turn cool down in between.
(Suiton: Daibakufu no Jutsu) - Water Release: Great Waterfall Technique
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: After doing the needed handseals: Tiger → Ox → Monkey → Rabbit → Ram → Boar → Ox → Horse → Monkey → Tiger → Dog → Tiger → Snake → Tiger → Ox → Monkey → Rabbit → Bird, the user will form a gigantic vortex of water in the form of a ring in front of him. It will then shoot a gigantic torrent of water that extends water over a large scale, surges upon impact and rises up to several dozen meters high only to collapse down, forming massive waves all around as it does. The effect is such that as its collapsing it resembles a waterfall, hence the name of the technique. In doing so, it resembles a huge wave, with tremendous power that can hollow out the ground. What remains after that technique's utilization is reminiscent of no less than the aftermath of a natural disaster. This is a considerably advanced ninjutsu, and activating this technique requires a fair amount of chakra. The normal use of the technique requires a water source which is manipulated into the technique but some users have shown the ability to use the technique as a water stream exhaled from the mouth and forming more of a gigantic barrage/stream/wave of water rather than the more intricate and complex use of the main application of the technique.

Note: Can be used with a water source or by using one's own chakra to exhale the technique without the need for a water source nearby.
 

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Sensing the presense of your chakra surrounding me, I'd simply clap my hands together to reverse summon us inside the belly of a toad. Once there you would be stuck in the walls of the beast. Your feet and arms in the flesh/walls of the toad as it begins to pull you in and crush your body slowly. As for me, i'd simply form a chidori in hand as i dash forward and swing my hand horizontally. Releasing a barrage of lightning senbons at you.

Kuchiyose: Assai Gama Ibukuru) – Summoning: Crushing Toad Stomach
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique bears resemblance to the Summoning: Toad mouth bind technique. However instead of warping the battlefield into the digestive tracks of a giant toad, the user reverse summons themselves and their opponents into the stomach of a giant toad and captures and isolates the target/s inside the stomach, cutting them off from allies and immobilizing their movements while the stomache starts crushing the opponent/s to death.

Raiton: Chidori Senbon) - Lightning Release: One Thousand Birds Needle
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user reshapes the Chidori in their hand into the form of countless senbon which are shot with a simple hand movement towards the target. The senbons are extremely precise and have the same numbing and paralyzing effects as Chidori, carrying enormous speed. Because the technique requires no handseals and is done with simple hand movements, its extremely hard to avoid while in short range and quite dangerous to counter due to the precision attacks it can be used to perform.
 
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Zatanna

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Sensing the presense of your chakra surrounding me, I'd simply clap my hands together to reverse summon us inside the belly of a toad. Once there you would be stuck in the walls of the beast. Your feet and arms in the flesh/walls of the toad as it begins to pull you in and crush your body slowly. As for me, i'd simply form a chidori in hand as i dash forward and swing my hand horizontally. Releasing a barrage of lightning senbons at you.

Kuchiyose: Assai Gama Ibukuru) – Summoning: Crushing Toad Stomach
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: This technique bears resemblance to the Summoning: Toad mouth bind technique. However instead of warping the battlefield into the digestive tracks of a giant toad, the user reverse summons themselves and their opponents into the stomach of a giant toad and captures and isolates the target/s inside the stomach, cutting them off from allies and immobilizing their movements while the stomache starts crushing the opponent/s to death.

Raiton: Chidori Senbon) - Lightning Release: One Thousand Birds Needle
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user reshapes the Chidori in their hand into the form of countless senbon which are shot with a simple hand movement towards the target. The senbons are extremely precise and have the same numbing and paralyzing effects as Chidori, carrying enormous speed. Because the technique requires no handseals and is done with simple hand movements, its extremely hard to avoid while in short range and quite dangerous to counter due to the precision attacks it can be used to perform.
Simply touching her staff to the walls of the frog stomach, Jaina would instantly free the entire frog itself, easily breaking free from its wall.
As the chidori senbon would come close to her, Jaina wouldnt even flinch as she points her staff forward, a spear of lightning erupting from the tip towards her opponent.

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.


-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn

-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.

Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
 

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Without slowing down, Raiden would simply perform the needed handseals to release a special wind sphere directed at your lightning spear. Ofc, due to the angle it was release at, it should easily plow pass it and continue towards you. The wind was special though. Embedded within was a focus of Wuji from the Hayabusa Chunin. His neidan manipulated chakra was ofc hidden.

Near instantly after completing those steps Raiden would channel his Ototon chakra into his hand and quickly snap to affect the woman ahead. Every item in contact with her or on her would start to vibrate at an intense speed. To the point of it spreading throughout her body, paralyzing her right before the wind hits.

Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S (B)
Range: N/A
Chakra Cost: 20 - 40 (20)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

Ototon: Hekis o za Ame) - Sound Release: Tears in the Rain
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user channels his sound chakra into his hand (either one) and quickly snap his finders to send a high frequency & high pitch sound wave out in a omnidirectional manner. Should the sound wave connect with his opponent's weapon (Basically anything solid; kunais, chains, shuriken that has direct contact with the victim(s) ) the vibrations will resonate through the weapon for 2 turns and if contact is maintain with the weapons, the vibration will pass along through to the opponent's weapon and then his body causing temporary muscle paralysis for two turns due to the sonic vibrations being released. Muscle paralysis can easily be avoided if the opponent loses contact with the said weapon(s) for a short time interval of when the weapon(s) starts to vibrate. This sound jutsu works similar to the canon sound jutsu; 'The voice of Midas' in which the opponent suffers a muscle paralysis after hearing the sound. This jutsu can only be used thrice per fight with a one turn interval. No S rank and above sound jutsu the turn this jutsu is successfully used and the next.
 

Zatanna

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Without slowing down, Raiden would simply perform the needed handseals to release a special wind sphere directed at your lightning spear. Ofc, due to the angle it was release at, it should easily plow pass it and continue towards you. The wind was special though. Embedded within was a focus of Wuji from the Hayabusa Chunin. His neidan manipulated chakra was ofc hidden.

Near instantly after completing those steps Raiden would channel his Ototon chakra into his hand and quickly snap to affect the woman ahead. Every item in contact with her or on her would start to vibrate at an intense speed. To the point of it spreading throughout her body, paralyzing her right before the wind hits.

Fūton: Shinkū Taigyoku) – Wind Release: Vacuum Great Sphere
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: After performing two hand seals Tiger → Dog the user launches a stronger version of the Wind Release: Vacuum Sphere technique, where the user instead chooses to compress the entirety of the previously inhaled breath into a single large, crushing sphere of wind chakra that they then proceed to expel from their mouth.

Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S (B)
Range: N/A
Chakra Cost: 20 - 40 (20)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

Ototon: Hekis o za Ame) - Sound Release: Tears in the Rain
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user channels his sound chakra into his hand (either one) and quickly snap his finders to send a high frequency & high pitch sound wave out in a omnidirectional manner. Should the sound wave connect with his opponent's weapon (Basically anything solid; kunais, chains, shuriken that has direct contact with the victim(s) ) the vibrations will resonate through the weapon for 2 turns and if contact is maintain with the weapons, the vibration will pass along through to the opponent's weapon and then his body causing temporary muscle paralysis for two turns due to the sonic vibrations being released. Muscle paralysis can easily be avoided if the opponent loses contact with the said weapon(s) for a short time interval of when the weapon(s) starts to vibrate. This sound jutsu works similar to the canon sound jutsu; 'The voice of Midas' in which the opponent suffers a muscle paralysis after hearing the sound. This jutsu can only be used thrice per fight with a one turn interval. No S rank and above sound jutsu the turn this jutsu is successfully used and the next.
Alright, man you sure try to be sly, but I dont get paralyzed before the wind hits.
lemme clear something up real quick




As the wind came towards Jaina, she raised her staff pointing it forward as another rune burnt out on it, as a massive wall of fire erupted from its tip, covering the entire stomach leaving no where for him to escape.
The sound as it came into contact afterwards as the fire clashed with the wind and continued forward, would simply be dispersed through her ear dampeners.

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn


-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
(Katon: Gōka Mekkyaku) - Fire release: Great Fire Majestic Annihilation
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80+20=100
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.
 
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Venom

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With the fire continuing, Raiden would simply release a large quantity of water to stop the flames in it's tracks. The aftermath of the clash would bring forth a large veil of steam over the battlefield. Blocking our sights of each other. Raiden would take advantage of this moment and further vanish from the scene as he slowly continues but in a different path than the original.

Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

Meisaigakure no Jutsu) - Hiding with Camouflage Technique
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 per turn active)
Damage Points: N/A
Description: This is a ninja escape technique that allows the user after performing the Tiger hand seal to control how light is reflected around their body with chakra inflections. The technique also erases the user's scent and shadow, and is usable on any terrain, making it ideal not only for covert maneuvers but also offensive strikes. Perceiving the user's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment, such as distortions of air currents in the immediate vicinity or distinguishing sounds, i.e. footsteps etc. However, the usefulness of this ability can be entirely negated by those with special vision or sensory skills. The Second Tsuchikage, Mū's mastery of this technique helped earn him the moniker "Non-Person" seemingly having neither form nor chakra while the technique was active. Thus, he could not be sensed through traditional means.
Note: Technique lasts a total of 3 turns
 

Zatanna

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As the mist covered the entire container, Jaina thought, Huh, this might be easier than I thought....

Pushing her staff forward, another glyph activated, creating an ice block in the entire room, save for around Jaina, freezing her opponent in place while inducing a genjutsu on her opponent as feathers begin dropping around him.

So what now genius?

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.


-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn

-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn.
 
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Venom

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As the mist covered the entire container, Jaina thought, Huh, this might be easier than I thought....

Pushing her staff forward, another glyph activated, creating an ice block in the entire room, save for around Jaina, freezing her opponent in place while inducing a genjutsu on her opponent as feathers begin dropping around him.

So what now genius?

(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.


-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn

-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.
Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn.
Replying~
 

Vayne

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So, to keep this short, Venom is trapped by the ice and you two are both outside the stomach/in the original field.

The scenario that happens is that the Fire would be sent out, burning the toad stomach (while also overcoming the ice that 'protects' it), and clash with the water, producing steam which by both of your acknowledgements would cover the entire field/container. For future reference, by damaging the toad stomach, you would be 'reverse-reverse summoned' back into the original field. Anyways, the main point is that the clash between the fire and water (which continues even after the initial clash that damages the toad; due to them being streamed techniques) would produce steam in large quantities, that, once again, you both acknowledge to be plentiful and spread out. Z then freezes over the mist, except around herself.

Now, there are a few issues in the fight, though they happened before and were not addressed, so I'll skip over them, but the location is one that is still relevant. Venom says he moves away from his original path, but does not say that he moves away from the mist, so he will still be captured. As for Z, while not encased by the ice, she is somewhat 'trapped'. She freezes all the mist, except around herself without specifying to what extent. So, going with what was said "Pushing her staff forward, another glyph activated, creating an ice block in the entire room, save for around Jaina" would result in an ice block that covers the area the mist was in, except a small portion where Z is in. Given that you guys didn't specify where it reaches and Z wasn't specific in describing to what extent around her, we'll go with Venom being frozen, and Z being in a gap/safe area inside the ice.

If you guys can work out specific locations and dimensions with eachother then great, if not I suggest that Z is in a safe space of 1 meter radius inside the ice, while Venom is trapped 7-8 ish meters away. Let's say the ice itself covers 15 meter in each direction, so you both have ice reaching a meter or so behind you, although on Z's side it's slightly less durable since there's a gap. Oh, and on the note of Z describing the area as if it was inside the stomach, it doesn't matter that much since her intention of freezing the mist works regardless. You guys should try to be more specific though to avoid stuff like this.
 
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Zatanna

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So, to keep this short, Venom is trapped by the ice and you two are both outside the stomach/in the original field.

The scenario that happens is that the Fire would be sent out, burning the toad stomach (while also overcoming the ice that 'protects' it), and clash with the water, producing steam which by both of your acknowledgements would cover the entire field/container. For future reference, by damaging the toad stomach, you would be 'reverse-reverse summoned' back into the original field. Anyways, the main point is that the clash between the fire and water (which continues even after the initial clash that damages the toad; due to them being streamed techniques) would produce steam in large quantities, that, once again, you both acknowledge to be plentiful and spread out. Z then freezes over the mist, except around herself.

Now, there are a few issues in the fight, though they happened before and were not addressed, so I'll skip over them, but the location is one that is still relevant. Venom says he moves away from his original path, but does not say that he moves away from the mist, so he will still be captured. As for Z, while not encased by the ice, she is somewhat 'trapped'. She freezes all the mist, except around herself without specifying to what extent. So, going with what was said "Pushing her staff forward, another glyph activated, creating an ice block in the entire room, save for around Jaina" would result in an ice block that covers the area the mist was in, except a small portion where Z is in. Given that you guys didn't specify where it reaches and Z wasn't specific in describing to what extent around her, we'll go with Venom being frozen, and Z being in a gap/safe area inside the ice.

If you guys can work out specific locations and dimensions with eachother then great, if not I suggest that Z is in a safe space of 1 meter radius inside the ice, while Venom is trapped 7-8 ish meters away. Let's say the ice itself covers 15 meter in each direction, so you both have ice reaching a meter or so behind you, although on Z's side it's slightly less durable since there's a gap. Oh, and on the note of Z describing the area as if it was inside the stomach, it doesn't matter that much since her intention of freezing the mist works regardless. You guys should try to be more specific though to avoid stuff like this.
Thanks for the check, I'll try to be a bit more descriptive in future.
 

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As discussed, genjutsu doesn't work.

Suddenly frozen in place, Raiden would act quickly and release his Raiton chakra around him to have a dragon form. Upon it's formation, it would break the ice around raiden causing the cracks to spread and destroy the entire ice block as the dragon travels directly towards you. With it's path already determine Raiden would create a duplicate of the dragon directly on top of the original. The duplicate would arc up so that it comes crashing down on the opponent the same time the original rams into her from the front. While this is happening, Raiden slowly walks to his left to arc around you. Waiting for the moment to strike as he has his right hand on the hilt of the Spirit Reaper still like always throughout his fights.

Raiton: Rairyu no Tatsumaki) - Lightning Release: Thunder Dragon Tornado
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user forms a whirling vortex of electricity around themselves. The vortex will take on the form of a dragon’s head and will grow to then shoot forward and cover the area in front of them. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.

Raiton: Kaminari no Yōna)- Lightning Release: Thunderous Recreation
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A (Depends on technique)
Description: An elemental lightning technique based around shape manipulation, a concept deprived from Lightning Release: Lightning Blades Levitation and the Lightning Shadow Clone. The basic concept is, the user will either release unfocused lightning onto a conductible material (either through touch, or sending a bolt through the air, or ground), or inject this jutsu into preexisting lightning to harness the lightning technique/material. The user is able to create duplicates of the original jutsu. The appearance of the duplicated jutsu is exactly the same as the previous technique, their damaging property, rank, size, and purpose of jutsu is relatively the same as well. This technique can be used on streams, projectiles, humanoids, self-sustaining techs, etc. Most of the time "shocking" to touch, the lightning duplicate will have a certain amount of tangibility to remain in shape. The user can create an extra beast for attack, or another spear of lightning. Alternatively, when used on jutsus/weapons with lightning conducted on it, the user can create a duplicate from that as well (only tangible elements). The difference between using this jutsu on already existing lightning, or on conducted lightning, is that the conducted lightning (such as a kunai with nagashi), will appear to be an exact copy, its internal body composed of electricity, but in appearance looks regular as ever. And when struck, reverts back to a regular state of pure lightning. To the opponents eye's, this method would look simply like a clone of the original technique, though this might not fool some forms of sensory, and dojutsu. These duplicate jutsus can be controlled as a streaming, or can be aimed as a projectile. The duplicates are created short range of the original jutsu, but the user can inject/use this jutsu on techniques from virtually any range. The power of the duplicates is equally divided between the numbers created if needed by the user. A drawback to this jutsu is shape matters, it can be used on shaped/tangible lightning techniques, or tangible materials conducted with lightning. This can not be used on one's self with lightning armor based jutsus.

Note: Can only be used three times
Note: Can only be taught by Noni
Note: A duplicate can last up to two turns max
Note: Can not be used with natural lightning (e.g. Kirin), because of its scarce and how limited it is to control
Note: A duplicate can only be used on one technique at a time, if the user wants to use this technique on another, they would have to re-perform this technique
 

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As the first lightning dragon would form, Jaina would point her staff upwards, not worrying about the lightning coming towards her as she conjured a cloud above her opponent. As the sparks fly from his lightning technique, they attract the negatively charged ice from above. As he is holding the sword, in fact the only metal object around the field, the ions attract to it as a pure non chakra lightning bolt strikes down upon her opponent in the blink of an eye. Striking faster than he can react, she then follows up by tapping her staff on the ground as a pool of mud surfaces beneath her opponent 10m in all directions enough to drown a large summon in. Should the lightning technique continue towards her, the tip of her staff would light up, erecting a barrier as her opponent is struck by the lightning bolt.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S (A)
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
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:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.

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.

Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
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.
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn

-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.

Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
 

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As the first lightning dragon would form, Jaina would point her staff upwards, not worrying about the lightning coming towards her as she conjured a cloud above her opponent. As the sparks fly from his lightning technique, they attract the negatively charged ice from above. As he is holding the sword, in fact the only metal object around the field, the ions attract to it as a pure non chakra lightning bolt strikes down upon her opponent in the blink of an eye. Striking faster than he can react, she then follows up by tapping her staff on the ground as a pool of mud surfaces beneath her opponent 10m in all directions enough to drown a large summon in. Should the lightning technique continue towards her, the tip of her staff would light up, erecting a barrier as her opponent is struck by the lightning bolt.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S (A)
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
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:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The restriction applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.
Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.

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.

Untransfiguration - Supplementary ( B )

The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
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.
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
(Antonidasu no arashi no sutaffu) Storm Staff of Antonidas
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description:
The Staff of Antonidas is an ornate wooden staff formerly wielded by Archmage Antonidas. He gifted it to his most promising apprentice, Lady Jaina Proudmoore. In the aftermath of Lei Shen's defeat, Jaina tasked Alliance champions to charge the Staff of Antonidas with the remains of the Thunder King's power. After its transformation, the staff was renamed to the Storm-Stave of Antonidas. The Staff is a powerful magical weapon weilded by Jaina Proudmoore which is used in place of her wand and augments her jutsu in several ways thanks to the glyphs inscribed on it.

-Glyph of Freezing:
The name like it suggests allows Jaina to use her chakra to decrease the temperature of any body of water to the point where it freezes, completely immobolizing any incoming water, and removing its weakness to earth. At the cost of a move per turn, Jaina can passive augment one of her water attacks to come out as ice, should the technique allow. (eg, wouldnt work with colliding water shockwave)
Should Jaina touch someone with the staff and use this glyph, it would completely encase them in ice. Jaina is also able to use this on herself, encasing herself in a block of ice, giving her S rank Defence, at the cost of not being able to move. Jaina can passively unfreeze the ice should she need to.
Notes:
-Can only be used 3 times per battle.
-Activation takes one Moveslot but is passive in the turn.

-Glyph of Burning:
The second glyph on the staff is one of destruction that increases the power of techniques. The glyph of burning allows Jaina to spend 10 chakra (passively per turn at the cost of a moveslot) to increase damage by 20 of certain techniques, (Earth, Fire, Lightning and Transfiguration only) by creating a core of fire that makes it extremely volatile. By doing this, the technique expires at the end of the turn if not detonated, creating a large explosion, (that covers up to mid range) doing damage proportional to the rank of the parent technique (not increased by the boost).
Notes:
-Can only be used 3 times
-No other technique of the same field in the same turn

-Glyph of the Nether:
When chakra from a foreign source that does not come from the user within short range of the staff, a mahou barrier erupts from the tip of the staff. The barrier itself is a charm that deals no damage to the user being of their own chakra, acting as a spike as it pushes all non user chakra that is of 40 Chakra points or below back to mid range.

Notes:
-Activation takes a moveslot
-It takes 40 chakra from the user, and can only be activated 3 times per battle.
Sigh. Deja vu
 
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