Open battle - Numero Dos

Shady Doctor

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( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.




Doom would be standing within the same forest he met Raiden, when his opponent finally arrived. His Darkhold would be resting in his left hand, opened wide as it's pages slowly turned on their own. After a few moments of the pages turning, the book finally halts and Doom takes that as the battle finally commencing.

Doom: "Revelio..."

With the words uttered, a nigh instantly flash of chakra would cover the area; Being completely harmless to the surroundings and even the opponent, but giving Doom extrasensory abilities for the time being.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S (A)
Range: Short - Long
Chakra: 10-40 (30)
Damage: 20 - 80
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank

Levitation Charm: - Defensive

  • The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using mahou and chakra to do so. This allows even First years to lift items heavier then they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, proving him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
C Rank

Disarming Charm: - Supplementary

  • The Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
B Rank

Summoning Charm: - Supplementary

  • The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using his mahou to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques.
Banishing Charm: - Supplementary

  • The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
A Rank

Stunning Charm: - Offensive

  • The Stunning Spell ( Stupefy ), also known as a Stunner or Stupefying Charm is a charm that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.
Human Presence Revealing Spell: - Supplementary

  • The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
S Rank

Severing Charm: - Offensive/Defensive

  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
Bombardment: - Offensive/Defensive

  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

As Doom casted the Revelio spell, two other things happened at once. Firstly, Darkhold would act on its own accord and begin to attack the man in front of them. Using the Conjuration spell, the Darkhold was able to create an abundance of varying metallic weapons around the opponent. Due to being created from chaos magic, weapons would all have semi sentience to them and would be babbling about like maniacs as they are commanded to attack from every Angle. They'd all be created 7m away from him and would be commanded to attack immediately upon creation.

On the other hand, Gokudere would be making use of his natural energy and taking control over nearby trees. Trees around the man would seemingly come alive as Gokudere manipulates them in ways where the thick branches reach out and attempt to wrap around and crush/impale the man. This would be done at a quick pace and at the same time as the Darkhold and Doom acting, and would be maneuvering in ways it wouldn't clash with the Conjurations.

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

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.

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.

All the while, Doom would be using his Legilimency to do minor sifting of the mind, simply figuring out the man's name and current thoughts on the situation.

Doom: "Gogeta? Weirder name than the last one here...."

( Legilimency ) - Legilimency (Passive)
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.





Health: 240 (Physical) | 240 (Spiritual)
Chakra: 3000 - 200 (in September) - 5 (Legilimency) - 30 (Revelio) - 30 (Conjuration) = 2,735
Speed: 12
Tracking: 82.5

Attributes:
▸Mind: 5
• Body: 5
• Spirit: 5
• Agility: 6
• Dexterity: 6
• Vitality: 1 (Sensei Bonus)
 

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Before Gogeta stood a rather tall man donning metal armor and a green cape. In his left hand was a book that opened and turned on its own. He'd calmly state a weird word. In reaction to his voice, a multitude of things would occur. A wave a chakra would burst from his book, the trees around Gogeta would come to life attacking him from around, and talking metal weapons would occur around him as well.

Gogeta was in danger. He'd grin with excitement as he entered an adrenaline high. Passively Gogeta would draw in natural energy and combine it with his own chakra to create senjutsu chakra and enter Monkey Sage Mode. At the same time, Gogeta would flex his leg muscles causing his Automated Clamps to drop his leg weights. As his senses heightened, Gogeta would make a note that the trees around him were being manipulated by Senjutsu and the Senjutsu using being hidden in the man's armor. In spite of that discovery, Gogeta would perform a clockwise upward spinning kick with his right leg that was powerful enough to command the air around him into a powerful whirlwind in the shape of a dragon. The Leaf Dragon God form around Gogeta providing him a defense to the multiple threats, destroying them in the process. The dragon would then fly towards the man and consume him, subjecting him to multiple blades of razor sharp wind as it carries him 5m into the air.

( Kanpekinanin Monkī Sennin Modo ) - Perfect Monkey Sage Mode - [Passive]
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +40 Damage to all Taijutsu up to S-Rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 15 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering taijutsu and other close range physical combat techniques by +40. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to monkey anatomy, gaining fur skin and a functional tail.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve

(Kaihou Kasugai) Automated Clamps - [Passive]
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent

( Katai Omori ) - Leg Weights - [Reference]
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

( Konoha Ryūjin ) - Leaf Dragon God

Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60+40+20=120
Description:
This is an ultimate taijutsu technique created by the legendary taijutsu master Chen. It appears to be initiated by an upward spin kick at which point it quickly becomes like tornado. Forming into a dragon with long whiskers, it attacks the target aiming to swallow them, at which point they are cut by the razor sharp air currents inside the attack. After initiating the attack, the user appears to remain shielded within the base of the tornado as the outward surface of the dragon seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed. However, there is one distinct weakness to the technique. Since the Dragon God's real form (and what it basically is) is that of an ordinary tornado, though cosmetically shaped into a dragon, its attack power is based on rotation. If one enters the attack's centre (Dragon's Eye) while rotating at high speed, such as Lee's One-Man Front Lotus, it can be dispersed without inflicting damage. The technique, while seemingly similar to Wind Release, is actually just the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. It is, however, enough to fight off elemental ninjutsu of the same rank and below.
Note: Can only be used by Taijutsu Specialists and EIG users

As the man would be left defenseless in the air, Gogeta would run towards Doom at high speeds of 50 and jump behind him and deliver a right drop kick to the man at full speed. The attack would send the man flying towards the ground
with enough force to create a small crater.

(Doroppu Kikku) - Drop Kick
Rank: B
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 40+40+20=100
Description: The user will jump into the air or be airbourne and delivers a powerful drop kick that sends the opponent flying.
Gogeta would land directly behind the man in the crater. At this time, Gogeta observe and admire the man's attire closely. It wasn't typical shinobi gear. "You know? That's a really nice cape. A bit of an occupational hazard though don't you think?" Gogeta would then grab the man's green cape with both hands and begin to spin him overhead clockwise 4 times before slamming him back into the ground.

( Arashi Nageru ) - Tornado Throw
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40+40=80
Description: The user grabs ahold of a target by their clothing and then spins them around in a circular motion above their head. Using the momentum of the spin the user then slams the target into the ground.




Gogeta
HP
: 160
CP
: 1800 = 2000-10%
Senjutsu CP: 170 = 200-30
Speed: 64 = 16*4
Tracking: 50 = (3+2)(10)
 
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Shady Doctor

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( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.

( Legilimency ) - Legilimency (Passive)
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.




After Doom and company performed their techniques, they would take note of a few things happening in reaction to this. Seemed the man had entered a sort of sage mode, at least according to his thoughts and physical changes. He grew fur over his body and even a tail came out of his ass. Most importantly he had performed some sort of tangible wind dragon that surrounded him and aimed to fend off the incoming threats.

At this time Doom would also passively enter his own sage mode, to even the odds per se. But instead of becoming ape like, Doom would become like a dragon (snake)! Scales would cover his skin while his eyes changed and he even grew horns coming out the top of his head. Being a perfect sage, Doom was able to convert 10% of his total chakra into Senjutsu, but thanks to September, he was able to passively absorb the stored Senjutsu from the battery to add it into his totals; Which would be 500 total.


( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode (Passive)
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

Once in Sage mode, both the Darkhold and Doom would act in tandem again to combat the dragon and Gogeta at once. A red/black beam of mahou would come from the Darkhold, aiming to hit the dragon as it approaches; Causing it to collapse upon itself and completely vanish upon contact, which would leave Gogeta unprotected after he used the dragon to defend the trees and weapons from before.

On the other hand, Doom would be inserting his Senjutsu into the air molecules around Gogeta in order to create a highly pressurized zone of chakra/moisture. This causes a heavy mist to spawn around Gogeta in a 20m radius with him as the center of the creation. This would instantly strip him of his speed boosts and cause his base speed to be lowered altogether.

( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S (A)
Range: Short - Long
Chakra: 10 - 40 (30 + 10)
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 )

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.

(Senjutsu: Shin Kusanagi) - Sage Technique: Constriction Of Jormungandr
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: N/A
Description: This technique is a unique take on the inorganic reanimation ability. Designed to impede an opponent greatly. By focusing their natural energy in to the Moisture in a targeted radius up to twenty meters in diameter the user will cause the air molecules to become infused with large amounts of natural energy and control them in one of two unique ways. The first method involves the density of the moisture and will allow the user to in essence create a zone of high pressure that will greatly inhibit the movement of the opponent as though they were very far underwater and under a great amount of pressure. Causing them to lose any active speed modifiers while in the zone reverting to their base speed, and reducing that base speed level by 3 levels. Additionally it will take them twice as long to form handseals and they will be unable to string four or more handseals per turn due to the crushing weight. The second seemingly more simple method involves pushing the moisture molecules closer together to create what can be perceived as thick air, like in muggy weather, making it more difficult to breathe. While in the zone of low oxygen the opponent will be entirely unable to use fire release jutsu due to the dense moisture dampening the fire, they will also suffer effects of vertigo and confusion to begin with suffering blurred vision that will cause them to lose levels of tracking speed each turn they remain in the zone. After 3 turns in the zone the opponent will pass out due to a lack of oxygen in the body much like drowning. However both zones once placed can not be relocated and can be escaped by an opponent.

Note: May be used twice per battle. Two turns between uses.
Note: This technique can only be used during sage mode.
Note: Both variants are self sustaining once used.
Note: May only be taught by Jhin
Note: No senjutsu techniques above A rank in the turn the zones end.

Simultaneous to Doom and the Darkhold acting, Gokudere would do what he could to help. Using his only technique, he would manipulate the terrain once again, but this time it would be the earth around the area. Specifically, the earth 20m around would raise to create a giant dome the same size as the pressure zone, thus physically trapping everyone in there and making it impossible to escape without breaking the dome.

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.

At this point Doom would be awaiting Gogeta's next attack, reading his current thoughts on drop kicking him (if you still do, since you wanted to do it if I got hit into the air). Once the drop kick is attempted, Doom being much faster and knowing what he's going to do, simply evades (using free dodge) the attack by ducking under it slightly, grabbing the guys vest and throwing him a few meters away.




Health: 240 (Physical) | 240 (Spiritual)
Chakra: 2,735 - 500 = 2,235
Senjutsu: 500 - 40 - 10 = 450
Speed: 12*4 (48)
Tracking: 91

Attributes:
▸Mind: 5
• Body: 5
• Spirit: 5
• Agility: 6
• Dexterity: 6
• Vitality: 1 (Sensei Bonus)
 
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Kooljay

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Gogeta's Leaf Dragon God would completely vanish as a result of the man's mysterious book. At the same time he'd release senjutsu chakra into the air that would result in the air resistance becoming that of water. Even in Monkey Sage Mode, Gogeta's movements would be greatly inhibited. Faced with no other option, Gogeta would freeform dodge and jump 10m upwards, just before impact, into the thick branches of the Forest of Death while releasing black clouds made of fortified storm chakra from his body into the environment that would absorb the senjutsu chakra in the air.

Bōfūu no hōshutsu: Fumo no Kumo) - Storm Release: Barren Clouds
Type: Supplementary
Rank: B-A
Range:
Short - Long range
Chakra: 30+10=40
Damage: N/A
Description:
After performing three hand seals the user expel a huge mass of black storm clouds that permeate the entire battlefield. The clouds drain the chakra of non storm or thunder related techniques up to the rank of the technique used, storing them within the clouds themselves which the user can then use to make storm or thunder related techniques. When a technique has its chakra drained it de-ranks that technique based on the chakra taken out if not out right dispersing it(this only happens if all of the chakra is drained) this technique can only hold up to A rank chakra but can be bottomed out with another technique using its chakra. This move costs 10 chakra per turn to maintain

A rank version can only be used 3 times While B rank version can be used 4 times

Gogeta wouldn't be able to go much higher into the trees. He could sense more senjutsu being used to create a dome with a 20m diameter. The are would soon be shrouded in darkness. This wouldn't mean much to the Sages. 5m behind the man, a Storm Dragon, created from the previously absorbed chakra, would launch from the Barren Clouds Jutsu. Likewise the Dragon's chakra would be fortified resulting in an increase in its ability to absorb ninjutsu. At the same time, Gogeta would throw 12 shuriken cloaked in the darkness diagonally downward at high velocities, 16 speed, and force. 6 Shuriken arc outwards to the right while the other 6 would arc outwards to the left before closing in on the man.

(Ranton: Sutōmudoragon no Jutsu) - Storm Release: Storm Dragon Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40+10=50
Damage
: 80
Description: After weaving 3 handseals, that gathers and molds Storm style chakra in its thundercloud variant within their body. The user then releases that chakra from their hand in the form of a thundercloud dragon towards their target. The Storm Dragon is capable of absorbing chakra from ninjutsu up to A rank, S rank if the opposing ninjutsu is at an elemental disadvantage to Storm Release, or up to B rank if the opposing ninjutsu has an advantage over Storm release and adding +20 to its power, in the form of damage, to its own.

Note: User must wait 1 turn before using again and is usable thrice per battle.
Note: Can only be used by those taught by Kooljay.

(Danmaku) - Barrage
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: N/A
Damage: 60+40=100
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed. Unlike the lower ranked variation of this, the user throws a tremendous amount of weapons using this ability, enough to cover entire ranges with weapons and as such requires a sufficient amount of ammunition.



Gogeta
HP
: 160
CP
: 1800
Senjutsu CP: 120 = 170-10-40
Speed: 64 = 16*4
Reduced Speed: 13 = 16-3
Tracking: 50 = (3+2)(10)
 

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( Dākuhōrudo ) - Darkhold
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.

( Legilimency ) - Legilimency (Passive)
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.




With everything happening, Doom can both sense the storm clouds dismantle his sage technique, whilst also reading Gogeta's current thoughts on performing the technique. Such a problematic ability, but Doom would borrow it for a moment. Doom would use his skill In wind release to create a massive dust storm or debris and wind around the battlefield, which would push away the storm clouds in the immediate area. What made it better to combat the clouds was the infusions it had within it. Firstly it would be created with sickle draws, a technique Doom learned from an old friend from the earthen countries. This would turn the harmless winds into a destructive force by turning the soft winds into sharps bladed winds. Secondly, the blood of the chameleon was infused into the winds upon creation, giving it Yin based abilities. When the winds werw successfully overcoming the storm clouds, the Yin chakra also allowed it to absorb the chakra from the clouds and take the absorbing abilities it has.

The wind would simply continuously push outwards in every direction, even destroying the dome that Gokudere created; adding the earth to the dust storm that is flowing around the terrain. This allows the wind to completely push the clouds away to a distance while also destroys everything around in its way. With the boosts from sage mode, sickle draws making the winds lethal, and chameleon blood keeping the wind at full power and giving it absorbing abilities from the storm technique, the wind would be pretty lethal as it ravaged across the terrain.

(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn) (40 + 10) 50
Damage Points: N/A (80 + 30) 110
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.

Note: Lasts 3 turns or until released.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.

( Takazanusu No Kamereon ) | Transfusion of the Chameleon Blood
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 to applied technique)
Damage: N/A
Description: This is a unique technique that utilises the usage of Yin chakra infused into elemental techniques to create a more versatile set of jutsu, depending on how the opponent uses abilities. More specifically, this would take on the effects of chakra absorption and Yin's unique property of changing the aspects of elemental techniques into nearly anything imaginable. Jutsu infused with this technique take on no additional effects or changes until they clash with opposing techniques directly. Once the infused technique clashes with and overpowers an opposing technique, it would absorb the chakra total of the defeated technique and sift it through itself. Doing this allows the infused technique to do two things: Firstly, the chakra that is absorbed would be partially used to restore the technique to full power, making the before mentioned clash no threat to weakening the technique. Secondly, having the chakra absorbed and using Yin's ability to change elements dramatically, the technique would adapt and take on any unique or special effects of the jutsu it overpowered. For example, if a wind technique infused with this clashed with and overpowered a lightning technique, the wind would take on the effects of the electricity and would be able to paralyze/shock things upon contact. These effects can only be held as long as the originally infused technique lasts, or until another technique's effects are taken. This is also something that the user can't control or pick not to do once the technique is infused, thus even if the user didn't want to take on the effects or change effects, the technique would take on whatever effects of the last technique it overpowered.
Note: Can only be used 2 times, lasting 4 turns per use, effecting all the user's elemental techniques during that period.
Note: Needs a 2 turn cool down before using again.
Note: Techniques infused with this can only hold 1 effect at a time from another technique






Health: 240 (Physical) | 240 (Spiritual)
Chakra: 2,235
Senjutsu: 450
Speed: 12*4 (48)
Tracking: 91

Attributes:
▸Mind: 5
• Body: 5
• Spirit: 5
• Agility: 6
• Dexterity: 6
• Vitality: 1 (Sensei Bonus)
 

Kooljay

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Gogeta would sense a large powerful wind jutsu coming his way. His Barren Cloud jutsu would not be able to withstand elemental disadvantage. Before the wind jutsu would reach his location Gogeta would grab 4 kunai and throw them upwards towards the man skillfully so that they would arc upwards and rain down on the man. While doing so he would perform a spinning kick to summon natural winds of the Leaf Dragon God to ravage through and dismantle the powerful opposing wind jutsu although now a bit weakened would carry on towards the armored man. Once in the leaf dragons grasp, it would carry him to and through the dome he created and destroy it.

( Konoha Ryūjin ) - Leaf Dragon God
Type: Offensive/Defensive
Rank: A-rank
Range: Short-Long
Chakra: 30
Damage: 60+40+20=120
Description:
This is an ultimate taijutsu technique created by the legendary taijutsu master Chen. It appears to be initiated by an upward spin kick at which point it quickly becomes like tornado. Forming into a dragon with long whiskers, it attacks the target aiming to swallow them, at which point they are cut by the razor sharp air currents inside the attack. After initiating the attack, the user appears to remain shielded within the base of the tornado as the outward surface of the dragon seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed. However, there is one distinct weakness to the technique. Since the Dragon God's real form (and what it basically is) is that of an ordinary tornado, though cosmetically shaped into a dragon, its attack power is based on rotation. If one enters the attack's centre (Dragon's Eye) while rotating at high speed, such as Lee's One-Man Front Lotus, it can be dispersed without inflicting damage. The technique, while seemingly similar to Wind Release, is actually just the users own physical power (through the use of the spinning kick) shaping the air into currents through movement. It is, however, enough to fight off elemental ninjutsu of the same rank and below.
Note: Can only be used by Taijutsu Specialists and EIG users

(Danmaku) - Barrage
Type: Offensive
Rank: C - A
Range: Short-Mid
Chakra: N/A
Damage: 60+40=100
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed. Unlike the lower ranked variation of this, the user throws a tremendous amount of weapons using this ability, enough to cover entire ranges with weapons and as such requires a sufficient amount of ammunition.

Gogeta would be jumping through the tree branches above, staying within mid range of his foe the entire time observing his next move.




Gogeta
HP
: 160
CP
: 1800
Senjutsu CP: 70 = 120-10-40
Speed: 64 = 16*4
Tracking: 50 = (3+2)(10)
 
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