Open - I need kumi

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Oh sweet. Using health rules btw. Make the first move Priest Sama
Priest in his priestly attire, would activate his hidden eye and a relic passively. De Avaritia is also active and all metallic tools and weapons which includes Zeus' toothpick, is branded with the sacred seal.

Standing 15meters away from the intruder who is probably the person who destroyed the place, the Holy One would immediately cause lightning chains to spawn one meter away from him, surrounding him completely and with a single handseal, he would be electrocuted. Having done this, the Holy One would retrieve a tagged kunai, hidden from the view of the intruder and as it retracts to his right paw, vanishes. At the same time, the Holy One retracts another tagged bayonet on his left hand and hurl it towards the intruders position.

(Fūinjutsu: Hitoshirenu no Boushi) - Sealing Technique: The Hidden Eye(passive)
Type: Supplementary
Rank: C
Range: Short/Self
Chakra Cost: 15 (-10 chakra per turn)
Damage Points: N/A
Description: This is a simple detection type sealing technique which can be prepared before/during battle. This sealing formula is composed of a seal which is/can be placed in the user's body, usually on top of their right eye, looking much more like a Tattoo than a sealing formula. The seal is directly connected to the user's eyes, chakra circularity system and their five senses in general, in which a hidden barrier is always erect around the user's body spanning across short range from him in all directions. While this barrier can only be seen active if an opponent has the Rinnegan, Byakugan or Tenseigan. The sealing formula acts to detect incoming techniques that potentially threaten the user in one way or another. While that would normally be useless, this technique can only detect techniques that are hidden from the user's eyesight, or other senses, meaning the user can't perceive the incoming technique(s) with normal means. the only techniques that the sealing formula is incapable of detecting are techniques that are hidden through chakra (i.e. Muu's hiding in Camouflage technique) or similar techniques of the sort. The sealing formula techniques techniques when they are passing through the barrier or created from within it, through chakra or physical alterations to the earth or air. Once a technique is detected through the sealing formula, the seal on top of the user's right eye glows, giving off a signature sound inside of his own mind, that's only detected by it's user/creator, altering him of the incoming danger. This is only a detection type technique and not a defense in anyway, leaving the user alerted that a threat is incoming. This seal can be passively applied and activated during battle and happens fast enough to use in the same time-frame of any technique the user uses. The seal is only capable of detecting incoming techniques, and not fast moving bodies (i.e. EIG users moving at x4 speed and above or similar speed empowered bodies of the same speed)
Note: The user has to post the technique if it isn't mentioned in the bio, but applying it doesn't count towards the normal 3 techniques per turn (Only applicable of it's used in the first turn of the battle)
Note: If the user didn't activate the seal during the first turn of battle, activating it later on counts as one of the 3 moves per turn.
Note: Lasts for 5 turns per use
Note: Usable 3x per battle
Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence(passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics) 40
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.

Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.​

NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.
Shinseina Kifu: Beruzebubu no Yokubō - Sacred Endowment: de Avaritia Beelzebub(passive)
Type: Supplementary
Rank: B
Range: Self
Chakra: N/A
Damage: N/A
Description
A passive seal that links the user and his techniques, balancing his physical with the spiritual. This seal would passively drain the user's chakra when a particular condition of unbalance jutsu usage is met. The seal tries to balance the appropriate amount of jutsu damage within a jutsu by adding the equivalent chakra, should the jutsu be unbalanced. This means whenever the user uses a technique with a damage threshold that is not equal with the chakra within the jutsu, the seal would siphon the amount of chakra needed to balance the equation from the user. For example: If the user has an A-rank jutsu with +10 damage, this brings the damage of the jutsu to 70 damage. The seal would respond accordingly, taking 5 of the user's chakra and adding it to the jutsu to make the chakra/damage ratio be
balanced. This additional chakra would bring the jutsu to be a bit off its rank value thus unable to be sealed by fuinjutsu or techniques aimed to absorb/seal the particular rank. For example, a fuijutsu technique aimed to seal an A-rank technique with 30 chakra value would be unable to seal a technique used with this seal due to the chakra threshold exceeding 30. This does not automatically bring the jutsu to the next rank but if the chakra threshold reaches those of higher rank, then it would require a fuinjutsu technique that can seal those rank to seal the technique. For example, an A-rank jutsu with 40 chakra threshold can only be sealed if the fuin tech can seal S-rank, etc. The addition of chakra does not increase the damage further as this seal is purely supplementary, it only balances the chakra according to the damage. The seal is located at the center of the user's lower abdomen and though requires the user's will to suppress/pause. Meaning the user can decide which jutsu the seal does not affect. Automatically without the user's will, it would affect the user's techniques that meets the requirement. Unfortunately, this does not work with techniques above S rank.
Fuinjutsu: Shinsei - Sealing Art: Sacred
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 +15
Damage: N/A
Description: This is a simple fuin tag that is in the form of a mark around the user's tool, weapon, objects that are metallic in nature. Because most of this metals are prone to be manipulated by someone who has affinity for them, e.g: Kunai made of steel or iron would be able to be manipulated by someone who has the iron or steel kg. Thus the sealing formulae inscribed with the kanji "Sacred" only serve to protect the metallic tool/object by reacting to and sealing foreign chakra meant to infuse the said object. In other words, the seal blocks and absorbs chakra that is designed to take control of the weapon.
The seal is applied to each and every metallic tools/object/weapons the user has which must be posted at the beginning of the battle and cost a move slot and the seal activates only 1 time to seal an infusion then the sealing formulae vanishes from the tool. This however, only blocks A-rank and below foreign infusion.
Note: Would not apply to weapons created by the weapon clone jutsu.
Raiton: (Misutishizumu Ori) – Lightning Style|Mystic Cage
Rank: S
Type: Supplemental/Attack
Range: Short-mid
Chakra Cost: 40 +5
Damage Points:N/A (80 if the user attacks) 80 +15
Description: The user will send their chakra towards the opponent to create electrical chains about one meter away from the opponent that are to circle the enemy to create a spherical image around the target large enough to trap about one individual inside. Once the chains are fully formed, they will then wrap themselves around the enemy's body within the sphere so that he is unable to escape. The user of this jutsu can perform the ram handseal to proceed to shock the enemy that has become trapped inside if he so chooses to so.

Can only be used twice
Can only be taught by Omega
Cannot be used in consecutive turns
No S rank Raition during or after the turn this is used
Paw Arts: Repel (Nykyujutsu: Oshi)
Type: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 2 times the users mass for normal Bartholomew, 5 times for Legends and 10 times for the Head of the clan. The point at which the repelled object can be called forth around an opponent is at least 5 meters from him except if the user is within short range of the opponent then it can be called at least 1 meter. Calling forth the object is passive but the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled regardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly regardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.


Chakra
2000 -15-40-45-45-20
1835
Hidden Eye 1/5
 

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,449💴
Trait Points
40⚔️
With the priest creating electricity around Narmes, Narmes could tell the shit was powerful so he dipped. Using a type of reverse summoning he'd take both the Priest and himself into the belly of a toad. This left him safe as the lining of the stomach had began to immediately constrict and crush the man.

"Who the hell are you? And why is your power so abundant?"


(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.
 

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
With the priest creating electricity around Narmes, Narmes could tell the shit was powerful so he dipped. Using a type of reverse summoning he'd take both the Priest and himself into the belly of a toad. This left him safe as the lining of the stomach had began to immediately constrict and crush the man.

"Who the hell are you? And why is your power so abundant?"


(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.
As the terrain changes all of a sudden into a slimy and fleshy one, The restricted Saint would immediately cause fire to erupt out of his entire body, destroying the fleshy terrain and proceeds towards the intruder, towering up-to 50meters and 10meters wide, trying to overwhelm and burn him.

I am the Holy One. *strokes chin* What did you say again?

Katon: Kūfuku Kobura - Fire Style: Hungry Cobra
Type: Offense
Rank: S
Range: Short- Mid
Chakra: 40(-10 per turn)
Damage: 80
Description:
The user focuses his fire chakra throughout his body and release from his entire body millions of ants made of fire/ash. At first it looks as if the user is cladding himself in fire or ash. Should it be fire, the color would be that of fire and would be darker should it be ash. The armour of fire/ash is a collection of millions of soldier ants made of fire the are release above the user's skin albeit they are unable to affect the user is continually releasing the ants while the fire chakra are all now concentrated just above the skin. After forming the armor of ants, the user can now will them to move out, controlling them and due to their sheer number they are able to overwhelm a large summon, burning it to ashes. The user can will them to split up and move in batches or perhaps, keep some around and send the rest outwards. Though when they are split, their power also is divided to the amount of division. If the fire ants are made of ash variant, they are able to move across some surface without affecting it and they choose who the user wants them to affect. For example, they can move on the ground and not scorch it until they are at their destination. The fire variant however, scorches even the ground as it move along to its destination without a reduction in potency so far what they are moving across is passive in nature. The ants are able to burrow through the ground and come out from it at will. It would just be as if they are travelling like normal, though if what they are travelling through, is chakra infused, then elemental strength and weakness would follow.
-Usable 2x per battle with 2 turns inbetween usage
-Lasts for two turns per usage
-While controlling the ants, the user is unable to use any other jutsu that requires chakra. Trying to do so would break the user's control off them


Chakra
1855 -40-10
1805
HE 2/5
 

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,449💴
Trait Points
40⚔️
Seeing the flames erupt from the opposing man, Narmes immediately reacted by swinging his wand and casting a conjuration. Made of pure mahou, a creature of God like stature and gold appearance formed similar to how the flame creature did. This was Exodia.

You must be registered for see images

( Transfiguration ) - Transfiguration

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 [40]
Damage: 20 - 80 [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 only restrictions 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 summonings.
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.


Exodia would be the same dimensions as the flame beast on all fronts, thus was able to grab the beast and handle it how he pleased. Exodia would wrap his arms around the flame beast and suplex the hell out of it to the left of Narmes (right of you), creating a fiery crater from the impact.

"Holy one? What do you mean by this? I've never been the one to believe in higher beings. I'm the Pinnacle of what human nature can obtain. “

As Exodia is taking the flame creature to Suplex city, Narmes grabs his second wand from his pocket and waves it in order to cast another technique. This creates a mass torrent of water that is seemingly released from the tip of the wand; Crashing below Narmes to lift him up as it spreads in a 360 degree fashion to pumble the terrain. Within the same time frame this technique was accompanied by another creation of the Wizard. This made the water into stygian water, being black in color and corrosive to the touch; Barring Narmes whom could openly touch it. This would allow the mass amount of water to erase everything in its path as it spreads everywhere and carries Narmes to the man.

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30 +10
Damage: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

( Suteijian Suiton: Ikari no Yomi ) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 30 ( +10 to Water jutsu )
Damage Points: N/A
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including A ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties. Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques. Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.

Note: Can only be used 4 times with a two turn cool down
 

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
Seeing the flames erupt from the opposing man, Narmes immediately reacted by swinging his wand and casting a conjuration. Made of pure mahou, a creature of God like stature and gold appearance formed similar to how the flame creature did. This was Exodia.

You must be registered for see images

( Transfiguration ) - Transfiguration

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 [40]
Damage: 20 - 80 [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 only restrictions 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 summonings.
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.


Exodia would be the same dimensions as the flame beast on all fronts, thus was able to grab the beast and handle it how he pleased. Exodia would wrap his arms around the flame beast and suplex the hell out of it to the left of Narmes (right of you), creating a fiery crater from the impact.

"Holy one? What do you mean by this? I've never been the one to believe in higher beings. I'm the Pinnacle of what human nature can obtain. “

As Exodia is taking the flame creature to Suplex city, Narmes grabs his second wand from his pocket and waves it in order to cast another technique. This creates a mass torrent of water that is seemingly released from the tip of the wand; Crashing below Narmes to lift him up as it spreads in a 360 degree fashion to pumble the terrain. Within the same time frame this technique was accompanied by another creation of the Wizard. This made the water into stygian water, being black in color and corrosive to the touch; Barring Narmes whom could openly touch it. This would allow the mass amount of water to erase everything in its path as it spreads everywhere and carries Narmes to the man.

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30 +10
Damage: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

( Suteijian Suiton: Ikari no Yomi ) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 30 ( +10 to Water jutsu )
Damage Points: N/A
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including A ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties. Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques. Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.

Note: Can only be used 4 times with a two turn cool down


As the large creature is summoned to wrestle with the Holy One's colony, Priest would retract and teleport away, an explosive tagged bayonet, making sure the one before him does not see him do it. Though the clash between Exodia and the ants would result in both Exodia and the ants canceling out.

As the intruder begins to expel water again from the stick in his hand, Priest would swing his spear and sheath it in one fell swoop. This would immediately cause a very large lightning bolt to form 5 meters in front of the rising intruder. The lightning bolt is mountainous in size that it covers a large expanse of area in height and width (say 50 meters). Immediately it forms, it ravages towards the intruder at alarming speed, destroying everything on its path, leaving nothing but a scorched and scarred mass of land in its wake. The entire water would be licked away while the intruder himself would be injured beyond measure, and possibly knocked out due to the massive electrical jolt that would have run through him. The water he was standing on would not have helped matters in anyway.

After destroying everything, the large bolt would escape into the ground as unfocused electricity waiting for the perfect time to resurface.

So are you calling yourself a God or something?

Paw Arts: Repel (Nykyujutsu: Oshi)
Type: Attack/Supplementary/Defense
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: A simple yet effective technique to use as both an attack as well as a defense. The user will repel a solid object or technique using one or both of his paws. He repels the targeted object or technique to another location, away from the battle field. This can be done to avoid techniques or attacks or to remove hindering objects from the battle field. However, its main ability comes with the ability to passively call forth that object once again to a different location on the field. This can be useful to attack an unsuspecting enemy or to provide a fast defense. The object will appear in any location of the field. The main thing to consider is, however, the lack of momentum the object will carry once it appears. In this case, to be used as an attack, gravity and other forces might be necessary to exploit to give maximum effect. Techniques that are not physical or tangible in nature like fire, lightning or wind will not be able to be called forth as once they are repelled and sent away, they lose their shape and disperse wherever the user might have sent them. Fire and Lightning will also damage the user upon making contact with the paws making the paws unusable for 2 turns. The size of the target is relevant and proportional to the rank within the clan being that the maximum size it can affect is up to 2 times the users mass for normal Bartholomew, 5 times for Legends and 10 times for the Head of the clan. The point at which the repelled object can be called forth around an opponent is at least 5 meters from him except if the user is within short range of the opponent then it can be called at least 1 meter. Calling forth the object is passive but the user needs to spend additional chakra. Can affect techniques of one rank higher if they are tangible and physical in nature (Earth, Water, etc). if they are enemy techniques. Techniques of the user and his allies can be repelled regardless of their rank though they still must be physical in nature. Summonings and clones can be affected accordingly regardless of their rank, but the determining factor would be their weight. While something is repelled and awaiting to be called forth, the user cannot use the technique at the risk of being unable to call forth the object. Object can be called forth inbetween 5 turns after the technique was used". This technique can't be used to repel enemy ninja to desired locations, however summoning and clones can be affected as such.
(Raiton: Zeusu no Raimei) | Lightning Release: Zeus’ Thunderbolt
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 +10(- 10 per turn to sustain)
Damage Points: 80 +15
Description: A technique whereby the user will perform three handseals while rapidly expelling lightning chakra from their body. Through the performance of such, the user will be capable of materialising lightning bolt(s) via infusing the air around them with a strong charge. The amount and sizes of the lightning bolts are freely subject to the users intentions, but could be of a great enough scale to wipe out large earthen constructs such as ‘Opening Earth Rising Excavation’ and send a rain of lightning towards opponents, or small and focused such as a senbon, to deal pinpoint but extreme piercing damage. The real use of this technique however comes when control is maintained over it - through doing so the user will be capable of having lightning bolts split, merge, shift in size and change direction, allowing for the lightning bolts to be easily maneuvered to fulfil various offensive and defensive purposes. While control is sustained, the lightning bolts will also be capable of, on command, dispersing into the ground or solid terrain and conducting through it as a directed unfocused charge, neutralising any earthen based chakra (KG/CE included) within the structure during its travel, and then re-emerging back into a focused lightning bolt when the user so wishes to strike the opponent. This of course respects normal elemental interactions (that is, that the Lightning bolts will weaken when neutralising weaker Earthen chakra), and the surface of the conducting object will glow a distinct blue, serving as a warning hint to observant shinobi of the lightnings presence. Lightning bolts can only be materialized within short range of the user; furthermore, choosing to sustain control over Zeus’ Thunderbolt however has the massive drawback of limiting the user to the lightning element, elements that have lightning as a component, and non-elemental abilities.

Notes:
Can only be used 3x
When the user finishes sustaining this technique they will be barred from using Lightning techniques A rank and above, for the rest of the turn.

Chakra
1805-10-20-50
1725
HE 3/5
 

Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,449💴
Trait Points
40⚔️
"A God........... ?"

With the bolt of lightning forming in front of Narmes, huge in comparison to the man that stood before it; Narmes simply used the wand in his left hand and pointed it at the lightning whilst releasing a stream of mahou. This nigh instantly created a shield covering the front area of Narmes, which would intercept the empowered lightning and stopping it completely. This allows Narmes to continue forward at the man as planned, sprinting at full speed with the shield still active and ready to be positioned for defense.

"But..... I'm coming close."

Simultaneously to creating his maximum shield, Narmes would also go into a change of sorts. Being a perfect sage, he was able to instantly enter Perfect Toad Sage Mode, converting 10% of his chakra into Senjutsu whilst empowering himself beyond normal human limits.

( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Impediment Jinx: - Supplementary
The Impediment Jinx ( Impedimenta ) is a jinx 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.


Langslock: - Supplementary
Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.


A

Shield Charm - Defensive

The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.


Knockback - Supplementary/Defensive

The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.


S

Patronus Charm - Supplementary/Defensive

The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.


Maximum Shield Defensive

An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.


Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

( Kanpekinanin Gama Sennin Modo ) - Perfect Toad Sage Mode
Type: Supplementary
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 immune to certain (C-rank and below) damage (unless externally empowered to increase lethality) and can heal (for 10 damage per turn for B rank and below damage, stacked with other forms of healing), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata 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.

All the while, Narmes would be delving into the man's mind in order to read his thoughts.




Chakra (before this turn): 1,260

Chakra: 1,260 -40 = 1,220
Senjutsu: 122
 

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️
"A God........... ?"

With the bolt of lightning forming in front of Narmes, huge in comparison to the man that stood before it; Narmes simply used the wand in his left hand and pointed it at the lightning whilst releasing a stream of mahou. This nigh instantly created a shield covering the front area of Narmes, which would intercept the empowered lightning and stopping it completely. This allows Narmes to continue forward at the man as planned, sprinting at full speed with the shield still active and ready to be positioned for defense.

"But..... I'm coming close."

Simultaneously to creating his maximum shield, Narmes would also go into a change of sorts. Being a perfect sage, he was able to instantly enter Perfect Toad Sage Mode, converting 10% of his chakra into Senjutsu whilst empowering himself beyond normal human limits.

( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type: Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank

Impediment Jinx: - Supplementary
The Impediment Jinx ( Impedimenta ) is a jinx 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.


Langslock: - Supplementary
Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.


A

Shield Charm - Defensive

The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.


Knockback - Supplementary/Defensive

The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.


S

Patronus Charm - Supplementary/Defensive

The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.


Maximum Shield Defensive

An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.


Note:​ ​Nearly​ ​all​ ​DADA spells ​take​ ​the​ ​form​ ​of​ ​​projectiles​ ​of​ ​mahou,​ ​and​ ​can​ ​be​ ​defended​ ​against like​ ​any​ ​other​ ​jutsu.​ ​For​ ​those​ ​that​ ​do​ ​not​ ​need​ ​to​ ​physically​ ​travel,​ ​their methods​ ​of​ ​defense varies​ ​based​ ​on​ ​the​ ​spell​ ​used.
Note:​ ​S​ ​rank​ ​applications​ ​are​ ​usable​ ​only​ ​by​ ​Year​ ​5​ ​Kisei​ ​and​ ​higher,​ ​A​ ​rank​ ​by​ ​Year​ ​4,​ ​etc.
Note:​ ​Light Wizards​ ​can​ ​use​ ​all DADA jutsu ​while​ ​Dark ​Wizards​ ​can​ ​only​ ​use​ B ranks.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.

( Kanpekinanin Gama Sennin Modo ) - Perfect Toad Sage Mode
Type: Supplementary
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 immune to certain (C-rank and below) damage (unless externally empowered to increase lethality) and can heal (for 10 damage per turn for B rank and below damage, stacked with other forms of healing), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x3. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to toad anatomy, Sage Art: Frog Kata 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.

All the while, Narmes would be delving into the man's mind in order to read his thoughts.




Chakra (before this turn): 1,260

Chakra: 1,260 -40 = 1,220
Senjutsu: 122
The lightning rips through the intruder and as he's blown back, the Holy One would clap his hands to summon a coffin which would open right behind the intruder 2meters away. Just moments after his repulsion, the coffin which would be behind him would have risen amongst the noise of the ruckus and thus would make no noise. The ghostly arms would grab the man and pull him into the coffin and then it slams shut, sealing the man.

Blasphemy! You don't deserve to live another day.

( Kinjutsu: Edo Fūmetsu ) - Forbidden Technique: Impure World Seal Destruction
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user claps their hands, causing a coffin, much like the ones used in Impure World Reincarnation, to erupt from a portal near the opponent. The coffin opens up, and ghostly arms reach out from the coffin and catch the opponent. If they successfully catch the opponent, he will be immobilized and unable to react. The arms drag him into the coffin and take him to the netherworld, a dimension separate from reality and which can only be escaped from via Space/Time techniques.
Note: The arms reach only up to short range of the coffin's position
Note: This technique can only be used twice per battle

Chakra
1725-10-40
1675

HE 4/5
 

Priest

Active member
Legendary
Joined
Apr 7, 2010
Messages
17,506
Kin
3,010💸
Kumi
41,982💴
Trait Points
0⚔️


The coffin would seal the blonde and everything would be done with. The coffin would vanish into the ground and Holy One proceeds on his journey.
 
Top