[Open] Plz Spar is so bored ;_;

Cursed Prince

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I'll do it.

you go first
Using Genos in sig
As Genos stood mid-range from this adversary, he wondered to himself what kind of abilities he had.
Are you cybernetically enhanced, like me?
Rather than waiting for Doom to answer, he assumed a stance identical to that of a southpaw boxer's. This might have given the illusion he would try to initiate close combat, but he was far too tactical to do so without knowing his opponent's abilities. From one of the 3 holsters on his waist, a deck of metal cards would stream forward and take the shape of a skinny tornado that was only two meters wide but ten meters long that moves in a zig-zagging patrern, aiming to slash Doom up. Before that, he had activated his enhanced vision and chakra sensing abilities, so that he would be able to precisely observe his opponents counter
Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed
~Can carry around multiple packs
~Approved :

Given to :


Clover Tornado | Kurōbā Tatsumaki
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using the Custom Weapon Cards of the Joker, the user is able to use his ability to infuse the cards with chakra to attack. The user has to use 20 or more cards, and manipulates them into a swirling formation that looks like a small tornado. The user can then send them towards the opponent, aiming to slash them if they allow themselves to be caught in it.
Note: Can only be used 4 times

 

-Broly-

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Awards
Using Genos in sig
As Genos stood mid-range from this adversary, he wondered to himself what kind of abilities he had.
Are you cybernetically enhanced, like me?
Rather than waiting for Doom to answer, he assumed a stance identical to that of a southpaw boxer's. This might have given the illusion he would try to initiate close combat, but he was far too tactical to do so without knowing his opponent's abilities. From one of the 3 holsters on his waist, a deck of metal cards would stream forward and take the shape of a skinny tornado that was only two meters wide but ten meters long that moves in a zig-zagging patrern, aiming to slash Doom up. Before that, he had activated his enhanced vision and chakra sensing abilities, so that he would be able to precisely observe his opponents counter
Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

Cards of the Joker | Jōkā no Kādo
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: N/A
Damage: N/A
Description: The Cards of the Joker are special weapons needed to use the Reaper of the Cards and are usually kept in holsters. These 52 deck of cards are made from a special metal, the same special metal used in chakra enhanced trench knives, though these cards have sharp edges. Much like the trench knives the cards are able to contain chakra from the user and become the origin of techniques. In this way they can be used for techniques that require shuriken, kunai, or any other projectile weapon. It is used to perform a certain CFS.
~Can only be used by Cursed Prince and those allowed
~Can carry around multiple packs
~Approved :

Given to :


Clover Tornado | Kurōbā Tatsumaki
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using the Custom Weapon Cards of the Joker, the user is able to use his ability to infuse the cards with chakra to attack. The user has to use 20 or more cards, and manipulates them into a swirling formation that looks like a small tornado. The user can then send them towards the opponent, aiming to slash them if they allow themselves to be caught in it.
Note: Can only be used 4 times

'
Active


( Legilimency ) - Legilimency​

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

"Like you"? Doom asked in a mocking tone. How dare you compare yourself to Doom.

As the cards begin to stream outwards, Doom simply stands there and crosses his arms whilst at the same time his chains wrap around and throw a total of 4 kunai with bottles of alcohol attached to the end of them, complete with timed paper bombs on the kunai.

Reducto.


(​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.


Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move


A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​
The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​


Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​
The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.



S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.


Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​


Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​
The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.

Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​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:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.


(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs​
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld


Your cards explode as soon as the word is uttered, 5 meters away from you with the range of the explosion being that it would travel up to 2 meters behind you, be 10 meters tall and would be about 4 meters away from reaching Doom on that side of the explosion. As far as the sides of the explosion go, they would go out to about 3 meters away from your left and ride sides, of course encompassing you in that.

At the same time, the kunai are launched in the air so that one comes down directly on top of you, one lands 2 meters in front of you, one lands 2 meters to the left of you, one is aimed so that it lands 4 meters behind you, but it explodes 2 meters before it hits the ground. Th explosion of this one and all other are at a radius of 5 meters due to their attachment and cause a great deal of damage. All of the others are set to explode at the beginning of your turn.


Doom would then begin walking towards you.
 

Cursed Prince

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( Legilimency ) - Legilimency​

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

"Like you"? Doom asked in a mocking tone. How dare you compare yourself to Doom.

As the cards begin to stream outwards, Doom simply stands there and crosses his arms whilst at the same time his chains wrap around and throw a total of 4 kunai with bottles of alcohol attached to the end of them, complete with timed paper bombs on the kunai.

Reducto.


(​ ​​Kuro Mahou​ )​ ​-​ ​Dark​ ​Arts​ ​​
Type:​ ​Supplementary​ ​/​ ​Offensive
Rank:​ ​B-S
Range:​ ​Short​ ​-​ ​Long
Chakra:​ ​20-40
Damage:​ ​40​ ​-​ ​80
Description:​ ​The​ ​Dark​ ​Arts,​ ​also​ ​known​ ​as​ ​Dark​ ​Magic,​ ​refers​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​that is​ ​mainly​ ​used​ ​to​ ​cause​ ​harm,​ ​control,​ ​or​ ​even​ ​death​ ​to​ ​the​ ​victim.​ ​The​ ​Dark​ ​Arts​ ​are​ ​not necessarily​ ​"evil",​ ​just​ ​because​ ​it's​ ​labelled​ ​"dark".​ ​While​ ​the​ ​Dark​ ​Arts​ ​have​ ​a​ ​bad​ ​reputation, overall,​ ​dark​ ​magic​ ​is​ ​not,​ ​by​ ​definition,​ ​"evil"​ ​magic.​ ​​ ​A​ ​Dark​ ​spell​ ​is​ ​primarily​ ​defined​ ​as​ ​any spell​ ​that​ ​consistently​ ​affects​ ​the​ ​object​ ​in​ ​a​ ​negative​ ​manner,​ ​usually​ ​associated​ ​with​ ​varying levels​ ​of​ ​discomfort.

Dark​ ​spells​ ​can​ ​be​ ​classified​ ​into​ ​three​ ​groups:​ ​jinxes,​ ​hexes,​ ​&​ ​curses.​ ​These​ ​groups​ ​form​ ​a hierarchy,​ ​with​ ​jinxes​ ​at​ ​the​ ​base,​ ​hexes​ ​in-between,​ ​and​ ​curses​ ​at​ ​the​ ​top.​ ​The​ ​further​ ​one ascends​ ​up​ ​this​ ​hierarchy,​ ​the​ ​more​ ​wicked,​ ​the​ ​stronger,​ ​the​ ​longer-lasting​ ​and​ ​the​ ​less reversible​ ​the​ ​Dark​ ​spell's​ ​effects​ ​appear​ ​to​ ​be.

B rank
​ ​​
Ebublio​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
The​ ​Ebublio​ ​Jinx​ ​(​ ​Ebublio​ ​)​ ​is​ ​a​ ​jinx​ ​that​ ​entraps​ ​the​ ​target​ ​​ ​in​ ​a​ ​very​ ​large​ ​bubble​ ​that absorbs​ ​physical​ ​force,​ ​allowing​ ​it​ ​to​ ​survive​ ​attacks​ ​of​ ​equal​ ​rank​ ​and​ ​lower.​ ​Appearing​ ​as​ ​a brilliant​ ​purple​ ​jet​ ​of​ ​light​ ​accompanied​ ​by​ ​purple​ ​flame​ ​and​ ​smoke,​ ​when​ ​the​ ​spell​ ​lands​ ​a bubble​ ​rapidly​ ​expands​ ​from​ ​the​ ​point​ ​of​ ​contact​ ​to​ ​envelop​ ​the​ ​target.​ ​While​ ​it​ ​is​ ​able​ ​to absorb​ ​physical​ ​force,​ ​it​ ​is​ ​vulnerable​ ​to​ ​energy​ ​based​ ​attacks.​ ​If​ ​the​ ​item​ ​targeted​ ​is​ ​within short​ ​range,​ ​the​ ​user​ ​is​ ​able​ ​to​ ​create​ ​the​ ​bubble​ ​around​ ​said​ ​object​ ​nonverbally​ ​and​ ​without​ ​a wand​.


Leg-Locker​ ​Jinx:​ ​​ ​-​ ​Supplementary​ ​
The​ ​Leg-Locker​ ​Jinx​ ​(​ ​Locomotor​ ​Mortis​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​is​ ​used​ ​to​ ​bind​ ​the​ ​legs​ ​of​ ​the victim​ ​together.​ ​Similar​ ​to​ ​the​ ​Impediment​ ​Jinx,​ ​the​ ​Leg​ ​Lock​ ​Jinx​ ​renders​ ​the​ ​target's​ ​leg muscles​ ​​ ​to​ ​“freeze”​ ​up,​ ​preventing​ ​movement.​ ​In​ ​certain​ ​scenarios​ ​where​ ​the​ ​opponent​ ​is moving,​ ​by​ ​binding​ ​their​ ​legs,​ ​this​ ​jinx​ ​can​ ​cause​ ​them​ ​to​ ​fall​ ​over​ ​with​ ​great​ ​force​ ​from​ ​their momentum.​ ​The​ ​effects​ ​are​ ​short​ ​lasting,​ ​however,​ ​never​ ​lasting​ ​more​ ​than​ ​a​ ​single​ ​turn,​ ​and can​ ​be​ ​countered​ ​by​ overpowering​ ​it​ ​with​ ​raw​ ​physical​ ​power.​ ​The​ ​target​ ​can​ ​still​ ​mold​ ​chakra,​ ​however; it’s​ ​just​ ​that​ ​his​ ​muscles​ ​become​ ​unable​ ​to​ ​move


A rank

Flagrante​ ​Hex:​ ​​ ​-​ ​Supplementary/Offensive​ ​
The​ ​Flagrante​ ​Hex​ ​(​ ​Flagrante​ ​)​ ​is​ ​a​ ​Hex​ ​that​ ​causes​ ​objects​ ​to​ ​emit​ ​searing​ ​heat​ ​when touched.​ ​​ ​An​ ​object​ ​bewitched​ ​in​ ​this​ ​way​ ​will​ ​burn​ ​not​ ​only​ ​flesh,​ ​but​ ​material​ ​as​ ​well,​ ​causing second​ ​degree​ ​burns​ ​on​ ​contact​ ​and​ ​melting​ ​through​ ​bones​ ​within​ ​minutes.​ ​Protecting against​ ​this​ ​curse​ ​is​ ​difficult,​ ​as​ ​there​ ​are​ ​no​ ​outward​ ​signs​ ​of​ ​its​ ​use​ ​though​ ​once​ ​it's​ ​effects only​ ​apply​ ​to​ ​things​ ​it​ ​touches.​ ​This​ ​can​ ​be​ ​applied​ ​through​ ​direct​ ​contact​ ​with​ ​an​ ​object, hexing​ ​it​ ​and​ ​then​ ​removing​ ​contact​ ​with​ ​the​ ​object with it's​ ​effects​ ​being​ ​triggered​ ​or​ ​through release​ ​of​ ​a​ ​orange​ ​jet​ ​of​ ​energy.​ ​Year​ ​6​ ​and​ ​up​ ​Kisei​ ​are​ ​able​ ​to​ ​add​ ​the​ effects​ ​of​ ​Flagrante to​ ​other​ ​spells​ ​or​ ​jutsu​ remotely ​at​ ​the​ ​cost​ ​of​ ​a​ ​jutsu​ ​per​ ​turn​ ​and​ ​can​ ​only​ ​be​ ​done​ ​three ​times​ ​per fight. It can only be applied to techniques which physically travel (so not genjutsu) and only to techniques which can travel at speeds that can be reacted to (cannot be applied to hindering sound or anything instant).​ ​Can​ ​only​ ​be​ ​used​ ​overall​ ​5​ ​times,​ ​each​ ​with​ ​a​ ​turn​ ​break​ ​in​ ​between.​ ​


Reductor​ ​​ ​Hex:​ ​​ ​-​ ​Defensive/Offensive​ ​
The​ ​Reductor​ ​Hex​ ​(​ ​Reducto​ ​)​ ​is​ ​a​ ​hex​ ​that​ ​can​ ​be​ ​used​ ​to​ ​blast​ ​solid​ ​objects​ ​into pieces.This​ ​spell​ ​differs​ ​from​ ​Bombardment​ ​as​ ​Bombardment​ ​creates​ ​an​ ​explosion​ ​through force;​ ​Reductor​ ​insteads​ ​heats​ ​the​ ​object​ ​until​ ​expands​ ​through​ ​heat,​ ​reducing​ ​it's​ ​form​ ​into ashes,​ ​rapidly​ ​heating​ ​through​ ​and​ ​melting it as the heat causes the spontaneous combustion. This can only be used four times with a one turn break in between each use. This cannot be applied to the opponent's clothing or anything on their person.



S rank

Sectumsempra​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
Sectumsempra​ ​(​ ​Sectumsempra​ ​)​ ​is​ ​a​ ​curse​ ​whose​ ​effect​ ​is​ ​the​ ​equivalent​ ​of​ ​an​ ​"invisible" sword;​ ​it​ ​is​ ​used​ ​to​ ​slash​ ​the​ ​victim​ ​from​ ​a​ ​distance,​ ​causing​ ​rather​ ​deep​ ​wounds.​ ​The​ ​slash follows​ ​the​ ​user's​ ​wand​ ​movements to release a jet of black energy. The jet of energy travels from the wand, towards the intended target, and cuts into them to deal a deep wound upon contact. ​ ​Due​ ​to​ ​the​ ​depths​ ​of​ ​the​ ​cut,​ ​the​ ​victim’s​ ​run​ ​the​ ​risk​ ​of dying​ ​from​ ​blood​ ​loss​ ​if​ ​medic​ ​treatment​ ​is​ ​not​ ​applied​ ​in​ ​time,​ ​if​ ​the​ ​wounds​ ​are​ ​not​ ​instantly fatal.​ ​Though​ ​the​ ​aforementioned​ ​medjutsu​ ​may​ ​heal​ ​the​ ​wounds​ ​and​ ​may​ ​prevent​ ​scars,​ ​any body​ ​parts​ ​that​ ​have​ ​been​ ​severed​ ​by​ ​this​ ​curse​ ​cannot​ ​be​ ​grown​ ​back​ ​(​ ​a​ ​trait​ ​of​ ​dark​ ​magic's permanent​ ​effects​ ​).​ ​This​ ​can​ ​only​ ​be​ ​used​ ​4​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range,​ ​it's​ ​effectiveness​ ​and​ ​lethality raised​ ​through​ ​closeness.​ ​After​ ​using,​ ​the​ ​user​ ​cannot​ ​use​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher​ ​next turn.


Crucio​ ​Curse:​ ​​ ​-​ ​Defensive/Offensive​ ​
The​ ​Cruciatus​ ​Curse​ ​(​ ​Crucio​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister​ ​spells known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully,​ ​the​ ​curse​ ​inflicts​ ​intense,​ ​excruciating​ ​pain​ ​on the ​victim.​ ​To​ ​successfully​ ​perform​ ​this​ ​curse,​ ​merely​ ​uttering​ ​the​ ​incantation​ ​is​ ​not​ ​enough. The​ ​wizard​ ​or​ ​witch​ ​must​ ​possess​ ​a​ ​deep​ ​desire​ ​to​ ​cause​ ​the​ ​victim​ ​pain​ ​and​ ​strike​ ​the opponent​ ​with​ ​a​ ​red​ ​jet​ ​of​ ​energy.​ This​ ​curse​ ​seemingly​ ​targets specific​ ​parts​ ​of​ ​the​ ​opponent's​ ​brain​ ​when​ ​landed,​ ​overloading​ ​the​ ​pain​ ​receptors​ ​with intense​ ​and​ ​great​ ​unimaginable​ ​pain.​ ​This​ ​pain​ ​is​ ​so​ ​intense​ ​that​ ​the​ ​target​ ​cannot​ ​react rationally​ ​while​ ​under​ ​it's​ ​effects.​ ​In​ ​order​ ​to​ ​sustain​ ​the​ ​pain,​ ​the​ ​user​ ​cannot​ ​use​ ​any​ ​other jutsu​ ​or​ ​attacks​ ​while​ ​it's​ ​in​ ​use.​ ​Doing​ ​so​ ​will​ ​cause​ ​the​ ​curse​ ​to​ ​end,​ ​leaving​ ​the​ ​target aching​ ​but​ ​conscious.​ ​This​ ​can​ ​only​ ​be​ ​used​ ​3​ ​times,​ ​each​ ​with​ ​a​ ​two​ ​turn​ ​usage​ ​limit​ ​in between​ ​uses.​ ​This​ ​also​ ​can​ ​only​ ​be​ ​used​ ​up​ ​to​ ​mid​ ​range​ ​and​ ​no​ ​S​ ​rank​ ​Dark​ ​Arts​ ​and​ ​higher next​ ​turn.​ ​


Forbidden rank

Avada​ ​Kedavra:​ ​​ ​-Offensive​ ​
The​ ​Killing​ ​Curse​ ​(​ ​Avada​ ​Kedavra​ ​)​ ​is​ ​a​ ​curse​ ​and​ ​one​ ​of​ ​the​ ​most​ ​powerful​ ​and​ ​sinister spells​ ​known​ ​to​ ​wizardkind.​ ​When​ ​cast​ ​successfully​ ​on​ ​a​ ​living​ ​person​ ​or​ creature,​ ​the​ ​curse causes a​ ​quick,​ ​painless​ ​death,​ ​without​ ​any​ ​signs​ ​of​ ​violence​ ​on​ ​the​ ​outside​ ​body.​ ​This​ ​happens
by​ ​the​ ​spell​ ​having​ ​being​ ​so​ ​comprised​ ​of​ ​mahou​ ​that​ when​ ​it​ ​strikes​ ​the​ ​opponent,​ ​it​ ​passes through​ ​the​ ​body,​ ​the​ ​energy​ ​destroying​ ​the​ ​heart​ ​on​ ​a​ ​cellular​ ​level while​ ​blasting​ ​them​ ​backwards​ ​10 meters.​ ​However,​ ​one​ ​may​ ​dodge​ ​the​ ​green​ ​bolt​ ​or block​ ​it​ ​with​ ​a​ ​physical​ ​barrier​ ​of​ ​equal​ ​power.​ ​An​ ​explosion​ ​of​ ​green​ ​fire​ ​may​ ​result​ ​if​ ​the​ ​spell hits​ ​something​ ​other​ ​than​ ​a​ ​living​ ​target.​ ​The​ ​Avada​ ​Kedavra​ ​curse​ ​is​ ​recognizable​ ​by​ ​the flash​ ​of​ ​green​ ​light​ ​and​ ​the​ ​rushing​ ​noise​ ​emitted​ ​from​ ​the​ ​caster's​ ​wand.​ ​When​ ​the​ ​curse​ ​hits a​ ​living,​ ​organic​ ​target,​ ​it​ ​is capable of killing ​them​ ​without​ ​noticeable, outwards​ ​injury.​ ​However,​ ​when​ ​this curse​ ​hits​ ​an​ ​inanimate​ ​target,​ ​it​ ​produces​ ​short range greenish​ ​explosions​ ​of​ ​small​ ​fire.​ ​Can​ ​only​ ​be​ ​used twice​ ​per​ ​opponent,​ ​preventing​ ​usage​ ​for​ ​3​ ​turns​ ​after​ ​usage​ ​and​ ​no​ ​S​ ​rank​ ​and​ ​higher​ ​Dark Arts​ ​for​ ​two​ ​turns.

Note:​ ​Nearly​ ​all​ ​Dark​ ​Arts​ ​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:​ ​Dark​ ​Wizards​ ​can​ ​use​ ​Hexes​ ​and​ ​Curses​ ​while​ ​Light​ ​Wizards​ ​can​ ​only​ ​use​ ​Jinxes.
Note:​ ​Specific​ ​restrictions​ ​for​ ​each​ ​spell​ ​are​ ​listed​ ​in​ ​each’s​ ​description.
Note:​ ​Only​ ​usable​ ​by​ ​members​ ​of​ ​the​ ​Kisei Clan.


(Shuton: Jägerbombs) - Alcohol Release: Jägerbombs​
Type: Supplementary
Rank: N/A
Range: Short – Long (if thrown)
Chakra: N/A
Damage: N/A
Description: A unique Alcohol Release technique which allows the user to possess pre-prepared bottles of alcohol of varying size on his or her possession. The applications of the Jägerbombs are high in number allowing the contained alcohol to be used for sources for future Alcohol techniques, makeshift bombs in combination with sources of heat such as Fire Release, a disinfectant for wounds, or simply to drink or force feed to other targets. Much smaller bottles can also be tied to kunai and shuriken and thrown at long distances which also allow them to be used in combination with explosive tags creating much larger and devastating explosions In terms of ingestion the Alcohol carries an extremely high purity which can cause various negative side effects should the user or their opponent ingest it. In the immediate turn of ingestion the victim will suffer from nausea, severe throat irritation, and potential gagging. In the following turn the alcohol will intoxicate them temporarily hindering their ability to mold chakra for Forbidden ranked techniques while the nausea and throat irritation will persist. In the next turn the victim will feel much better being able to mold chakra normally.
Note: The user needs to state on their biography that they carry these bottles.
Note: The bottles and the alcohol contained within count as freeform techniques and can only be applied in such a way.
Note: Cannot be used on the black market of the ninjaworld


Your cards explode as soon as the word is uttered, 5 meters away from you with the range of the explosion being that it would travel up to 2 meters behind you, be 10 meters tall and would be about 4 meters away from reaching Doom on that side of the explosion. As far as the sides of the explosion go, they would go out to about 3 meters away from your left and ride sides, of course encompassing you in that.

At the same time, the kunai are launched in the air so that one comes down directly on top of you, one lands 2 meters in front of you, one lands 2 meters to the left of you, one is aimed so that it lands 4 meters behind you, but it explodes 2 meters before it hits the ground. Th explosion of this one and all other are at a radius of 5 meters due to their attachment and cause a great deal of damage. All of the others are set to explode at the beginning of your turn.


Doom would then begin walking towards you.

As he was initiating his assault, suddenly his opponent's chakra began to grow within the cards Genos had begun streaming forward. His chakra sensing and enhanced vision helped him foresee this, and a powerful burst of chakra from his chest sent him backwards quickly enough to avoid taking direct damage from the explosion. It sent him exactly 5 meters back, which put him 20 meters away from his opponent and 3 meters outside of the range of the explosion. While sliding backwards he controlled the cards in one of his holsters, activing the King's reinforcements which would allow him to imbue his cards into his techniques. "I won't get shut down that easily"! Genos thought to himself. He quickly slammed his hands on the ground when he slid back the full 5 meters, causing the area within ten meters of his opponent squared to suddenly drop at high speeds, leaving his opponent without footing. If he were to fall into the hole, he would be surrounded at all sides by Genos' cards that would be inside the walls. While he was doing that explosions would happen at his sides, but they were not powerful enough to deter him, as he had resistance to explosions. Although since he was 20 meters away, they shouldn't land until after he completes his move
Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities

(Kādo no Shinigami : Ō no engun) - Reaper of the Cards : King's Reinforcements
Type: Supplementary
Rank: D
Range: Short - Long
Chakra Cost: 10
Damage Points: N/A
Description:
The user will stream their cards into a jutsu, the cards won't be damaged by it and will simply travel with them offering no damage boost or perk. It is simply a way to tranzit the cards across the battlefield with a little more ease. As they form a technique with their chakra the cards will be stream through it to hide within the structure or energy (of course within reason, if the technique is too small then it won't be able to hide any cards in it). For example if When the technique is countered or lands the hit, depending on it's size cards of the same proportion will be littered across the battlefield and could potentially hit some one if they were to fall on them - however they can be simply countered through freeform. Whilst this jutsu is active the user can choose which jutsu they stream their cards into passively.

- Activation of this is instant and can be within the same timeframe of the first jutsu it is used with
- Can only be used on Techniques that come from the user or erupt from the ground.
- Must know Reaper of the Cards.
- Lasts four turns

(Doton: Chidōkaku) - Earth Release: Moving Earth Core
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user slams his hands on the ground and lowers or raises the ground in the surrounding area at high speeds, allowing them to create giant holes in the ground or avoid attacks. The size of the affected area as well as the depths that it is lowered to is up to the user and rasing earth can be done up to 20 meters tall creating a small cliff or they can create trenches that can be as deep as 20 meters. Other than being moved below ground relative to the surrounding surface the terrain is not altered, plant life and people retaining their same positions.
 
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