Doom appeared, majestic and god like, with his cape fluttering in the wind. His personal summon, merged into the back of his suit.
(Hebi Kuchiyose no Jutsu: Shalashaska) Snake Summoning Technique: Shalashaska
Type:Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shalashaska is Doom's personal snake summon. Naturally, as a companion of Doctor Doom, Shalashaska has been modified and adapted to fit Doom's personal fighting style. Shalashaska is the size of a slightly larger than average Boa Constrictor and generally likes to wrap itself around Doom and hide in his cloak, which is all the better given its abilities. Shalashaska, being mainly a support summon, is able to use any Medical Techniques that the user knows without handseals, merely by touching or biting the user or the target in question. The second ability of Shalashaska is that, being a snake, he can use a few Snake Ninjutsu that don't require summoning snakes of any sort (techniques that he may use are listed below). When using Snake Ninjutsu through himself, Shalashaska can actively heal himself constantly, making it so that he and his attacks can tank up to 20 more damage than he would normally be able to when using these techniques. However, this costs 30 chakra each time he uses it, while not counting as a move or taking up time in the timeframe. In the techniques listed in question, Shalashaska would replace the snake being summoned and would just perform the action. For ease of travel, Shalashaska is able to merge in and out of the user's body, however it can not use any of its abilities at all whilst it is merged. In battle Shalashaska may only merge in or out once per turn. Meaning that it can only choose one of these things a turn. This does not count as a move.
-Personal Summon (Nin Specialty) for Doctor Doom
-Can be summoned once per battle otherwise
-Lasts 4 turns
-Has as much chakra as a Kage Rank Ninja
-The Snake Ninjutsu this summon uses counts as a move
Before, he was shamed. But here, he would have his vengeance. Simultaneously, a few actions would take place.
The first being Doom would say "Doton Mahou", which would cause his suit to become pitch black. A true knight of the night.
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+40 to physical attacks)
Description: After performing the Snake hand seal the user will channel their chakra throughout their entire body, which then hardens their skin to a steel-like quality. This increases their defensive power to the utmost limits. The user’s skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. But this technique when activated leaves the user vulnerable to lightning based techniques.
Note: Kakuzu bios can use this technique without the need for handseals
The second would be that an emerald green aura would over take him, as the rage of Satsui no Hado enveloped his heart.
The third would be that his legilimency would be passively activated
( 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
The next would be that Doom's leg weights would be released due to a slight movement of his serrated leg chains, after which he would run and leap up 6 meters in the air with the increased strength coming due to his weights being released, coming down onto his target with a powerful punch with his right arm. As he did this, his arm chains would dart out to his targets left and right, aiming to wrap them up and cut their skin all over as the chains surrounded their body.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Misogi|Purification
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60 (+40)
Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
*Cannot use any Satsui no Hado jutsu over S-rank next turn
*Can only be used 3 times a battle
*Must be a Satsui no Hado student to use
His opponent had bestowed dishonor on Doom in a previous encounter. But this time, Doom would walk in steel.
Doom appeared, majestic and god like, with his cape fluttering in the wind. His personal summon, merged into the back of his suit.
(Hebi Kuchiyose no Jutsu: Shalashaska) Snake Summoning Technique: Shalashaska
Type:Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shalashaska is Doom's personal snake summon. Naturally, as a companion of Doctor Doom, Shalashaska has been modified and adapted to fit Doom's personal fighting style. Shalashaska is the size of a slightly larger than average Boa Constrictor and generally likes to wrap itself around Doom and hide in his cloak, which is all the better given its abilities. Shalashaska, being mainly a support summon, is able to use any Medical Techniques that the user knows without handseals, merely by touching or biting the user or the target in question. The second ability of Shalashaska is that, being a snake, he can use a few Snake Ninjutsu that don't require summoning snakes of any sort (techniques that he may use are listed below). When using Snake Ninjutsu through himself, Shalashaska can actively heal himself constantly, making it so that he and his attacks can tank up to 20 more damage than he would normally be able to when using these techniques. However, this costs 30 chakra each time he uses it, while not counting as a move or taking up time in the timeframe. In the techniques listed in question, Shalashaska would replace the snake being summoned and would just perform the action. For ease of travel, Shalashaska is able to merge in and out of the user's body, however it can not use any of its abilities at all whilst it is merged. In battle Shalashaska may only merge in or out once per turn. Meaning that it can only choose one of these things a turn. This does not count as a move.
-Personal Summon (Nin Specialty) for Doctor Doom
-Can be summoned once per battle otherwise
-Lasts 4 turns
-Has as much chakra as a Kage Rank Ninja
-The Snake Ninjutsu this summon uses counts as a move
Before, he was shamed. But here, he would have his vengeance. Simultaneously, a few actions would take place.
The first being Doom would say "Doton Mahou", which would cause his suit to become pitch black. A true knight of the night.
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (+40 to physical attacks)
Description: After performing the Snake hand seal the user will channel their chakra throughout their entire body, which then hardens their skin to a steel-like quality. This increases their defensive power to the utmost limits. The user’s skin also becomes much darker, an almost black colour. The destructive power of physical attacks is increased, making this a great, all purpose technique. But this technique when activated leaves the user vulnerable to lightning based techniques.
Note: Kakuzu bios can use this technique without the need for handseals
The second would be that an emerald green aura would over take him, as the rage of Satsui no Hado enveloped his heart.
The third would be that his legilimency would be passively activated
( 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
The next would be that Doom's leg weights would be released due to a slight movement of his serrated leg chains, after which he would run and leap up 6 meters in the air with the increased strength coming due to his weights being released, coming down onto his target with a powerful punch with his right arm. As he did this, his arm chains would dart out to his targets left and right, aiming to wrap them up and cut their skin all over as the chains surrounded their body.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Misogi|Purification
Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60 (+40)
Description: The user charges large amounts of Satsui no Hado chakra to his arms and jumps above the opponent and charges down at them with a devastating strike to finish them off and, if he successfully lands the Misogi, he then punches his opponent into the ground, and the massive force of the impact creates several cracks in the ground. After using the user if left with low levels of fatigue and a slightly injured arm (the one that performed the jutsu).
*Cannot use any Satsui no Hado jutsu over S-rank next turn
*Can only be used 3 times a battle
*Must be a Satsui no Hado student to use
His opponent had bestowed dishonor on Doom in a previous encounter. But this time, Doom would walk in steel.
As Doom approached Killua would perform two hand-seals spawning a portal ten meters in the air, as Doom launched himself upwards. As he reached his peak height he would be bombarded with Sticky Earth, the portal would be created above him and outside his peripheral vision.
(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user does 2 handseals (Ram → Snake) and creates an opening within the sky, which drips down onto the opponent a large amount of sticky mud (in all similar to that of Swamp of the Underworld Technique), covering them. The mud is very heavy and thick as well as adhesive, making it impossible to move if caught and easily crushing an enemy underneath. It’s normally followed up by Lightning release: sixteen pillar bind to create a giant oven around the opponent and then using Fire release: Firing biscuit technique to ignite the oven, hardening the mud and immobilizing the enemy target.
After performing the Sticky Earth Drop, Killua would perform a series of hand-seals creating a clone besides him.
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
As Doom approached Killua would perform two hand-seals spawning a portal ten meters in the air, as Doom launched himself upwards. As he reached his peak height he would be bombarded with Sticky Earth, the portal would be created above him and outside his peripheral vision.
(Doton: Nentsuchi Otoshi) – Earth Release: Sticky Earth Drop
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user does 2 handseals (Ram → Snake) and creates an opening within the sky, which drips down onto the opponent a large amount of sticky mud (in all similar to that of Swamp of the Underworld Technique), covering them. The mud is very heavy and thick as well as adhesive, making it impossible to move if caught and easily crushing an enemy underneath. It’s normally followed up by Lightning release: sixteen pillar bind to create a giant oven around the opponent and then using Fire release: Firing biscuit technique to ignite the oven, hardening the mud and immobilizing the enemy target.
After performing the Sticky Earth Drop, Killua would perform a series of hand-seals creating a clone besides him.
(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
As the thought to create the mud above Doom comes to your mind, so to does it enter Doom's. With your handseals made, Doom is well aware of what is to come, and is determined to come out of this the victor. As the portal is made and the earth begins to drop, Doom would of course know that this is happening due to legilimency, but also due to the shadow that the earth would make below him, a quick check upward to confirm the size and jutsu further added to this information. Doom would conjure a large replica of his own black metallic hand just behind the portal and above himself. The hand would be created in such a way and size that the entirety of the mud falling out would be well contained within the palm portion of the hand, as the hand itself lurched forward at twice the speed of Doom's already breakneck speed, yet avoiding making contact with him. The hand would launch downwards and at an angle, catching the mud that comes out of the portal and aiming to come down directly on you, with the mud and still in it's palm.
As you did nothing to stop Doom's chains, they would wrap around your body and and twist and turn, gashing you and causing you to bleed from all over as the serrated chains pinned your arms to the side and would also lurch you forwards, off your feet and up towards the incoming hand. The hand upon reaching you would of course cover your in mud, with the rest of the hands fingers coming to to enclose you completely until you are crushed. Doom would also ingest a soldier pill as he summoned the hand, utilizing one of the pills located inside his false teeth.
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80(+15)
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )
Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.
Vanishment: - Defensive ( A )
A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns. Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )
The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.
As Doom descends ( he would land 9 meters away from you when he did), he looks to give his foe a taste of the dragon's power. Saying the words" Katon Mahou" Doom would exhale a gigantic swathe of flames, covering long range in height and width at his opponent. This would serve to annihilate his foe in dragon fire. as he looks to deal with the hand of god.
(Katon: Gōka Messhitsu) - Fire Release: Great Fire Destruction
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+15)
Description: A technique where chakra kneaded inside the body is converted into fire, and then expelled from the mouth in a massive stream of intense flames, after doing the Rat → Ox → Dog → Horse → Monkey → Boar → Tiger hand seals. The technique has an enourmous range and can cover a huge area. When it was used by Madara Uchiha, the massive scale of the technique was such that, in comparisson, his incomplete Susanoo seemed small. The main advantage of the technique is that it can be used to burn large areas in an effect in everything similar to a flamethrower.