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Goetia

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Open to anyone at Sannin or higher, starting at mid-range on a plain field, no water source. I'll be using Rider in my signature. The challenger can have first move. New health system active.
 

Goetia

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Sure thing.




The pharaoh eyes his opponent closely, knowing only that the one before him had requested a bout personally. All else was a mystery, even where he'd come from. With this in mind, Rider resolved to keep his wits about him, prepared for any tricks that man would throw at him. Raising his arms quickly, Rider forms a single seal, gathering a great amount of air within his chest, and exhaling. Countless particles of ash would be released, rapidly spreading over the battlefield and beneath the legs of both combatants. A number of formations, made of this ash, would rise from the ground, turning the area into an arena of sorts. Behind Rider, there would be a large skeleton resembling a demonic gate. As the ash completes its spread along the ground, four skeletons would rise from the ashen earth, each one clawing its way to the surface at a 5.1 meter distance from the enemy, in a square formation, one directly in front, one behind, and one to each of his sides. As they rise, Rider forms another seal, channeling his chakra around his body, and superheating it. A spiral of flames burst to life around him, coalescing into the form of a fiery snake that looks down upon the surrounded opponent. Upon mental command, Rider launches a simultaneous attack, instructing the skeletons to rush directly upon Judal, exploding once they are within arm's reach of him, while the serpent coiled around him rises into the air, and comes down directly on him from above with jaws wide open. Should Judal have survived the blasts, the snake would descend upon him and crush him.

Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: Offensive / Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-15 per turn)
Damage: 80
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and release it as a mass of ash. The countless particles will tightly pack together and create a gargantuan form. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground. Resembling a large, demonic courtyard and gate, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the original technique e.g. 4 skeletons in a single wave each individually possess B-Rank strength. The final feature of the technique is the largest skeleton, which itself lies dormant when the technique is created. Upon mental command and at the cost of a move, the user may awaken the largest skeleton, allowing it to take part in the battle. Whilst it is active, this skeleton is able to traverse the entire field freely, and gains an extra 10 meters in height. This skeleton, as an A-Rank component of the technique, is able to utilise generic A-Rank blasts, beams, and streams of Fire Release once per turn. It possesses the same form of limited sentience as lesser skeletons, but is not capable of exploding by any means, and instead possesses six arms rather than two. Whilst the large skeleton is active, the main structure of the technique can only create up to a maximum of 2 skeletons per turn passively, as opposed to the original 4. Once the jutsu expires naturally, the ash will naturally lose its form and crumble harmlessly, and the user must wait a single turn before using this technique again.

⇒ Lasts 4 turns
⇒ Usable 2x

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Farao no Hōrei #1. Uraeusu wa Kesshin ? Pharaoh’s Decree #1. Uraeus the Unwavering
Type: Offensive / Defensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: The user will concentrate their fire chakra (and make 4 quick handseals) within their body and form a fiery cobra that loosely coils around the user’s body. This fire cobra can be mentally manipulated, allowing the user to control it without any sign or warning for the opponent. Whilst wrapped around the user, the jutsu is considered in resting position, and possesses defensive ability in its greatest capacity. Whilst coiled around the target in resting state, the snake will have slight gaps in its body, enough to provide the user with sightlines on the opponent whilst being thin enough to ensure maximum protection without letting anything in. Due to the chakra being condensed, giving the fire tangibility, it is able to defend easily from attacks of both tangibility and intangibility. Weapons such as kunai, shuriken or swords will easily be deflected, whilst elemental attacks interact with the technique according to the S&W scheme. Upon command, the fire can be manipulated to attack a target in any manner, as a whip, a surging beam, or even as a coiling snake to constrict. This being said, the fire is capable of dealing physical damage characteristic of blunt force and sharp-edged objects, even piercing through objects, due to the tangibility of the fire. The fire is capable of splitting off into branches in order to attack multiple targets, but will not suffer from any rank or strength decreases, as the branches are still connected to a singular structure. Whilst commanding the snake to attack outside of mid-range, it uncoils around the top half of the user’s body, leaving them vulnerable to attack. Though, the snake can be controlled to return to the user at any point, as quickly as it left. Even when coiled, it is still easily taller than any normal human being. When lashing out and pursuing targets, the snake moves at high speeds, making it dangerous for opponents in close quarters and escaping to far ranges alike.

⇒ Lasts 3 turns
⇒ Usable 2x per battle
 

Detective L

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Cool.
An interesting encounter, and one filled with malice. No indication of holding back, the Muggle would initiate his offense. A sudden spread of ash was met a mere smirk from me. A swipe of the wand, and from my mouth, I would unleash a mass of Water that lifted me off the ground. The initial ash beneath me and around me would be nullified with ease, as I moved onward towards the foe. At the same time, sound waves travel through the water, making it less vulnerable to Earth based attacks. Blasting onward, a massive snake is formed to coil around the man, and aim to attack me from above. I single punch from myself is propelled, as a massive hand of Water materializes in its stead, and aims to hit the snake. I jump to my right, and the wave cascades upon him and aims to drown him in its embrace.

"Feisty, huh?"

(Suiton: Dai Bakusui Shōha) - Water Release: Great Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 80
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.

(Fuuin/Ototon: Tenrai Kainyū) - Sealing/Sound Release: Divine Intervention
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20 (-5 per turn if used on techniques such as Stone Golem, etc)
Damage: N/A (+20 to Suiton)
Description: A technique created specifically to counteract the weaknesses of Water and Earth techniques, allowing them to become neutral to said weaknesses when this is used. The user will perform an additional handseal at the end of a Suiton/Doton technique, creating a seal upon said technique. Once created, the seal will release Sound waves that the user is capable of controlling in order to give his technique, depending on the element, different properties.

Suiton - having activated the seal, the user will create low frequency, high amplitude sound waves that pass through his technique, giving it destructive properties, that allow it to fight on equal terms with Doton. These waves vibrate faster by passing through the water while simultaneously 'coating' the technique with sound waves that 'repel' anything in contact with the water which allows it to become destructive.

Doton - differing from the Suiton version, the user will create sound waves that pass harmlessly through the Doton technique whilst the sound waves on the outer part of the technique can be altered to mimic the frequency given off by Lightning techniques used by your opponent, causing them to dissipate.

♒ The seal is created in the same timeframe as the technique on which it is used
♒ Usable 4 times per battle
♒ Cannot be used on techniques above S rank
♒ Can only be taught by Lee

Suiton: Kikkubokushingu Mizu | Water Release: Water Kickboxing
Rank: A
Type: Attack | Defence
Range: Short
Chakra: 30
Damage: 60
Description: The user focuses water chakra in any part of his body which he intends to use to attack or defend from an attack (e.g. fists, palms, arms, legs, etc) and when attacking or defending, releases and molds the water to an expanded size of that body part. For example, if the user wants to punch an opponent with his/her right fist, he/she releases water from that fist, quickly shaping it into that same fist but a faster and larger size of it, dealing more damage to the opponent and leaving them soaked. If it's a kick, then the water released is molded into the shape of the user's leg but a faster and bigger size. The releasing of the water is really fast, making it seem like user is punching/kicking them out of their body. The size of the expanded water body part is the same as an Akimichi's but does not have the solid property of a normal hand since it is water. The user can punch/kick out the expanded water body parts multiple times, although not more than 3 times with one .
-Usable 4 times per battle and only on one particular limb at a time.
-Can only be taught by Naizen.
 

Goetia

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The fiery serpent is eliminated, and Judal leaps from his large wave of water to Rider's left. He was surely not a weak one, but Rider knew that his true strength was yet to be revealed. Wordlessly, Rider concentrates a considerable amount of Prana within his body, surging it throughout his being. With this, he enters a dimension isolated from the real world; the Throne. He wouldn't spend much time here, as he reappears on the battlefield in a flash of golden light mere moments after entering, approximately 7 meters directly above Judal. The moment he rematerialises, Rider channels chakra to both of his hands, vibrating the chakra at such high frequencies that it visibly manifests as lightning. Raising his arms, Rider forcefully claps his hands, shooting forth a large bolt of lightning, streaking down towards the ground. It would take Judal down with it, the currents of volatile energy rippling throughout his body as it sends him hurtling down towards the ground, slamming into the once ash-covered earth.

(Kanki: Jidai no Pendoragon) – Surge of Evocation: Epoch of the Pendragons
Type: Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage Points: N/A
Description: Considered the sibling of the Era of Gods and Dynasty of Kings, the Majesty of the Pendragon involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing; despite its nature, this process takes a few moments. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. This is enabled by the fact that the ethereal energy constantly exists within their chakra systems. Twice per battle the user can utilize a stronger version of this ability to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield on in the same landmark, then using this technique will not count toward escaping battle. If the user opts to re-appear in a different landmark then they will effectively forfeit the battle and the event. This only applies if the user utilizes Majesty while engaged in battle and not travel purposes. The first application, considered A-Rank, can only be used once every four turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used twice per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.
(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.
 

Detective L

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Huh? It seems this one had a hidden power of some sort. One, I didn't know yet. Nonetheless, his sudden appearance above me didn't shock me, I had a similar technique. Albeit, a better look to it, of course. With the crackling sound, I would simply gain the same frequency of the Lightning technique, and with a whistle, displace it. This leaves behind nothing but displaced energy, unusable by either of us. Of course, this moment presented the perfect chance for retaliation. At the same time as the displacement of Lightning energy, I would simply activate a seal on my person. This allows me to hide my true form, shifting in and out of focus, making it difficult to pinpoint my specific position. After using the Sound technique, I would simply swing my wand (Dark Arts specialty), and release a dark jet of Mahou. This encompasses a large area, aiming to slice right through my foe. Of course, I remain cautious, as anything can still occur.

"Seems like you're not the talking type, then."

(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.

(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement (Passive)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.

Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

(​​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.
 

Goetia

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As the bolt of electricity ripples towards his target, a high-pitched noise catches Rider's ear, and he observes as his technique harmlessly dissipates around Judal, the particles of energy shimmering as they fall to the ground. Not bad, Rider thought to himself. But it was not yet time to be impressed, the battle had barely begun. As Rider began to descend upon his opponent, Judal's form had become more of a silhouette than a three dimensional object, flickering in darkness. Suddenly, a similarly colored jet of darkness is flung towards Rider, the red appearing to pulsate and throb violently as it closed the distance to the pharaoh. Forming a string of seals, Rider raises an open palm to face the oncoming energy, summoning a seething mass of golden energy, similar in size to that of Judal's technique. As the two meet, the dark energy seems to pass straight into Rider's own, with Rider's technique pulsating and sizzling as it absorbs the chakra and sends it to the Throne. As this process completes, the radiant energy conjured by Rider collapses on itself, blinking out of existence once it had served its purpose.

"A king does not waste breath on those undeserving."

Drawing in a large breath, Rider exhales a large torrent of water that slams straight into Judal, accelerating his descent and slamming him into the ground. The water would wash over him again with great force, applying great pressure to his prone body. Whilst Rider still descends, he forms another set of seals, this time summoning a single scimitar of lightning to his right hand. Rider would, in one swift set of movements, kneel over Judal's prone body, and ram his conjured weapon straight through the center of Judal's chest, skewering his athletic figure and keeping it pinned to the ground.

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

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


Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. This technique can last a maximum of three turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice times per battle and no Prana in the user’s next turn.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.
(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.
Farao no Hōrei #7. Ramusseumu no Sōko ? Pharaoh’s Decree #7. Vault of the Ramesseum
Type: Offensive / Defensive
Rank: A
Range: Short - Long (varies on application)
Chakra: 30 (-5 per turn)
Damage: 60
Description: The user will form a sequence of 3 seals, and gather chakra from their circulatory system. This chakra will manifest as a single or numerous shapes of solid lightning chakra, resembling weaponry such as swords, spears, axes etc, of varying sizes that can be controlled by the user. There are 2 distinct usages of this technique. One of them being, upon mental command, the weapons can shoot, akin to that of arrows fired from bows, towards their target at high speeds at a continuous rate from wherever they spawn. The second usage, is to manifest one or two weapons, wielding them as melee objects in close combat. Due to the lightning itself being tangible in nature, it is able to be held by the user and deal damage similar to that of normal weaponry, in addition to electrocution and mild burns characteristic of Lightning Release effects. While these usages are separated, the user is able to enact the projectile usage after the melee construct(s) has been created, though at the cost of a move in this case. While the weapons of the projectile usage will last until the end of the turn they are created, firing for the entire duration of it, weapons of the melee usage will last up to 3 turns upon creation, unless destroyed or dispelled upon the user ceasing chakra supply to sustain the weapon(s). Should the weapons be discarded, but still maintained on the field through chakra fuel, they can be mentally called back to the user. When interacting with other objects or techniques, the weapons will release blasts of electricity to act against their force, effortlessly repelling normal weapons and reducing the momentum of oncoming jutsu which collide with it.

⇒ Usable 3x per battle
⇒ No A-Rank or above Lightning techniques upon deactivation
 

Detective L

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"Fair enough."

I state, as the boy seems to absorb what my technique once was. So not only was he capable of high speed movement, but also of completely rendering techniques null. Interesting move-set, if I do say so myself. Nonetheless, without a doubt, this was going to be interesting. Suddenly, the boy would feel a powerful force pull him down to the ground. At the same time, a loss of feeling in his right arm, making it almost impossible to form any hand seals. Oh, how the mighty fall. At the same time as the illusions are cast, a single explosive tagged kunai is launched, charged with Sound chakra.

"Don't be Icarus, now."

PS: Genjutsu happen together, specialty perks.

Genjutsu: Upsu! - Illusionary Arts: Oops!
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn

(Genjutsu: Karada-ka) | Illusionary Arts: Somatization
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: N/A
Description: The user forms two hand seals, and induces a Genjutsu on the opponent. By the user's choice, the Genjutsu affects the opponent by causing a loss in physical function of one specific limb, albeit, with more precision after choosing a specific limb to affect. The Genjutsu lends from the concept of Somatization, where the victim loses function in a specific area of his body with no apparent organic basis. For example, the user of this Genjutsu can choose to cause the loss of motor movement of the opponent's hand, thus causing the opponent to feel as if he has no hand, although it is unharmed. This would cause the opponent to drop a weapon he might be holding in his hand at that time. However, this Genjutsu is severely limited to only being able to affect a single limb, at a time (counts the same for precision of said limb).

Notes:
-Can only be taught by Detective L.
-Can only be used three times per fight.
-No Genjutsu above A rank in the same turn or the next.

(Ototon: Banshī no sensō Kurai) - Sound Release: Banshee's War Cry]
Type: Offensive | Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user infuses any object capable of exploding, detonating, etc, or able to create an exploding sound with a coating of sound chakra. Objects coated by this technique gain a distinct sound that is easily heard. Once contact is made with another object (such as an opponent's technique, a landmark, etc) the infused object would explode like normal (unless it's an object that requires no physical contact to create an explosive sound, such as an explosive tag or smoke bomb). However, the infusion of sound amplifies the sound waves released in order to produce a screeching sound that can affect those who hear it. The effects created by the amplified sound waves vary by distance. If the target is within short range of an explosion they will experience deafness and moderate disorientation for two turns. If the target is within mid-range of the explosion they will experience deafness and have a mild headache for a single turn. If the target is long range from the explosion, there are no adverse effects. The user is capable of negating these adverse effects by coating his own ears within sound chakra. This will effect all targets within range of the explosion, with the exception of the user.
Notes & Restrcitions:
Note: Can only be used four times, however, it cannot be used consecutively.
Note: Can only be taught by EdwardSama
 

Goetia

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Whilst he is in the air, Rider suddenly observes the world around him begin to rise towards him at a greater speed. Odd, since he didn't exit the Throne with any momentum on his body earlier, and he'd already begun descending along with his opponent. The next possible conclusion was that the enemy was using some kind of technique to increase the force of gravity which was acting on him. Whilst it certainly seemed as such, Rider's body did not bend or convulse as it should, given the hypothetical nature of the jutsu. There was no contact between him or the opponent either, save for visual, which meant that the final conclusion would be some kind of illusory ability. The sudden onset of numbness in his right arm did not help matters either. He would need to be swift in his actions, the monarch thought to himself. Gathering chakra to his left arm, he uses it to stimulate currents of air around his fingers, keeping it condensed around his arm. With a minor movement of his index and middle fingers, Rider explosively releases the condensed chakra as a blade of air that quickly closes the distance between himself and his enemy, knocking away the weapon the man had thrown. A large explosion sounds at the clash between the two techniques, causing a deafening ringing in his ears, though it is not sufficient to stop the blade of wind that continues onwards to Judal, the greatly condensed air slicing directly into his chest and stomach, causing deep laceration and his descent to accelerate. Taking advantage of his opponent's brief period of vulnerability, Rider channels his chakra throughout his body, rapidly releasing it from within his body and simultaneously vibrating it at high frequencies, giving his chakra the nature of Lightning Release as it disrupts and surges his chakra network. He does this twice in quick succession, the chakra surges completely refreshing his chakra system and dispelling the illusions, correcting his vision to show how far he really was from the ground, and returning sensation to his right hand.

(Fūton: Kaze No Yaiba) - Wind Style: Wind Blade
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: This technique is a pinpoint slashing strike, where the user emits chakra from their fingertips and materialises it into an near invisible weapon that assaults the enemy in a gust of wind. If the Sickle Weasel Technique can be regarded as a swarm of small wind kunai, then this technique is akin to a virtually unavoidable longsword which can leave the target's body mutilated. Just being in close proximity to the technique can cause minor cuts. The wind blades can be created and thrown, like projectiles, in rapid succession, although in this case, each one weaker than the single use application. The technique cannot be blocked by physical weapons and is insanely fast by not relying on the use of Hand seals but, because it still requires the user to perform hand gestures to use and is somewhat visible in the effect it produces, it can still be defended against by using appropriate evasion techniques or fast elemental ninjutsu.
(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current x2
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty

Health = 140 - 40 = 100
 

Detective L

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With the Wind Blade launched towards me, I couldn't but wonder how he could pinpoint my position, despite my position being clouded by the Mad Enhancement seal. Nonetheless, with the kunai exploding, I would retaliate. With a swift movement to my right, I would passively form the lower half of my body into a black wispy smoke, moving at twice my speed, as I dodge the rather linear strike of the Wind.

"Pathetic."

At the same time as this movement, while the young Muggle would be busy dispelling the Genjutsu with the Lightning based attack, I would form a hawk of Wind, at Long range behind him. His blind-spot. Without wasting a moment, the Hawk would blast forward, like a bullet, aiming to rip through his right arm completely and render it useless.

( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.

Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.

(Fuuton: Rashinban Taka no Me) Wind Release: Compass Hawkeye
Rank: A
Range: Long
Chakra Cost: 30
Damage Points: 60
Description: The user does one handseal, and the air in on of 4 different locations, North, East, South West, will compress and assume the shape of a hawk, soaring in the air about 20 meters from the ground, and Long range from the opponent(s). It will glide around in a circle, always keeping the same distance from their correspondent target. With one seal, the user can make this wind-hawk (One at a time, or as the user wishes) shoot itself at speeds slightly higher than the current sniper bullets, and will assume a similar shape, aiming to pierce the opponent in a specific (or not) place, depending on the accuracy of the user of this technique.
*Can only be used once. The hawk must be dispersed or used before the user (And only the specific user) of this technique can preform any other jutsu. If the user of this technique is knocked unconscious, killed or vanished, the hawk will vanish.
Once targeted (At the beginning of the jutsu) the hawk can't change opponents, and will disperse harmlessly if the said opponent vanishes, looses consciousness or get's killed.
 

Detective L

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It seems the Muggle did not have what it takes, after all. The Wind bullet rips through his arm. He is incapacitated.

"You've impressed me..rarely happens. Count yourself among the rare ones, kid. The name is Judal, remember it."

I state, as I merely shrug my shoulders, and simply walk off. Interesting bout, he was worth keeping alive. Perhaps a next time, I won't be the one walking away..
 
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