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Sasori

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Rei's R &R
Mid Range - 15m
Customs - Allowed
Terrain -Grassy Plains Field
Circe bio


 

Typhon

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Sand bio.

*throws air at you*
 

Sasori

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Upon arriving to the battlefield, Circe would spot a man who was blocking her path. Of course she could have simply used her mahou to leave the field or walk around, but considering she was in a blood-thirsty mood that was unlikely to occur. By saying the word "Hyōhakuton" and with a wave of her wand she caused a three meter long spear of bleach to manifest five meters behind the man and seconds late it would move quickly towards his spine aiming to pierce through it.

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-S B
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. When produced from the user's body or summoned from the surrounding terrain, S-ranks and A-ranks would require one hand seal; but B-ranks and below would require no hand seals. The production of Bleach from the user's mouth or body is no different from how one can spit out fire and lightning or generate them from their body without being electrocuted by the latter or burned by the former. With the use of KO, Bleach can be produced in various shapes, sizes and forms, all depending on the creativity of the user. These constructs may range from bubbles to large waves and from spikes to gigantic pillars. The smallest bleach construct used with KO can be as small as a shuriken, and the largest, as large as the enormous rock formations of a 15m wave.

• S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the next turn. Two turns between uses. No jutsu above A rank in the following turn.
• A rank can be used once per turn.
 

Typhon

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Upon arriving to the battlefield, Circe would spot a man who was blocking her path. Of course she could have simply used her mahou to leave the field or walk around, but considering she was in a blood-thirsty mood that was unlikely to occur. By saying the word "Hyōhakuton" and with a wave of her wand she caused a three meter long spear of bleach to manifest five meters behind the man and seconds late it would move quickly towards his spine aiming to pierce through it.

(Hyōhakuton: Klabautermann no On'na Dorei) ◈ Bleach Release: Klabautermann's Odalisque
Type: Supplementary | Offensive | Defensive
Rank: D-S B
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: One of the earliest Bleach techniques created, Klabautermann's Odalisque is better known by its initialism KO. By means of their unique Bleach chakra, the user is able to produce the pale yellow liquid which is Bleach. This liquid can be produced from the user's body, expelled from their mouth or summoned from sources outside their body. When produced from the user's body or summoned from the surrounding terrain, S-ranks and A-ranks would require one hand seal; but B-ranks and below would require no hand seals. The production of Bleach from the user's mouth or body is no different from how one can spit out fire and lightning or generate them from their body without being electrocuted by the latter or burned by the former. With the use of KO, Bleach can be produced in various shapes, sizes and forms, all depending on the creativity of the user. These constructs may range from bubbles to large waves and from spikes to gigantic pillars. The smallest bleach construct used with KO can be as small as a shuriken, and the largest, as large as the enormous rock formations of a 15m wave.

• S-rank can only be used thrice per battle. No Bleach techniques above A-rank in the next turn. Two turns between uses. No jutsu above A rank in the following turn.
• A rank can be used once per turn.


The manifestation of the bleach causes the sand within Tankun's gourd to spill free and gather into a shield behind him. The spear breaks against the sand and wets it, causing the outer layer to slough off and fall to the ground. A strong chemical odor lingered in the air.

That ain't normal water, eh?

(Sukopion) - Scorpio
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damaga: N/A
Description: Scorpio was developed as a weapon for sand users to replace the typical gourd of sand seen used by people such as Gaara. While the gourd itself was useful, it had little value beyond being a simple container for the sand inside. The Scorpio on the other hand was developed to not only carry sand, but to be a useful tool in battle. The shape is designed after the tail of a scorpion, with numerous segments which end with a stinger-like head. The segments are each composed of dozens of hand-sized "scales" which each are hollow, sharply edged and filled with sand. These scales are loosely bound and designed in a way that allows the user to release them at will. In close quarters combat, this allows the user to swing the tail for attacks and defense by controlling the sand inside with hand movements. The scales carry an inherent A-rank durability. The head segment of Scorpio has a nozzle where a scorpion's tail would have its stinger. This is where the sand inside is commonly released from, though it can also be released from between the scales for quicker access. In terms of abilities, the Scorpio has several.
An A-ranked highly compressed stream of sand can be fired from the nozzle reaching up to long range.
The scales can be released along with sand to swirl violently around a target. This can be used as an A-ranked attack up to mid-range by having the scales slice up the target, or as an omnidirectional shield around the user.
The user can use the sand within the tail to extend its reach momentarily, similar to Renji extending Zabimaru, for quick B-rank strikes up to mid range.
The strongest attack allows the user to release all of the sand from the nozzle of Scorpio in the form of a violent tornado. The tornado can be made directly from the nozzle and extend up to long range in any direction the user wants (horizontal, diagonal, vertical, etc.) or, they can stab the nozzle into the ground and have the tornado form from directly below the target. The tornado is S-ranked in strength and can be used twice, requiring the weapon to be replenished after each usage.

To replenish the interior of the weapon with sand the user can stab the nozzle into the ground and draw in sand (directly drawing in sand, or converting earth into sand). Because of the size of the weapon, it can be a bit cumbersome to the wielder. While wearing it they lose speed equivalent to one rank, though this penalty can be removed by devoting 15 chakra per turn towards supporting the weapon through sand manipulation. As it could be an annoyance to carry a weapon of this size everywhere, the user can summon it from a scroll kept on their belt when needed. Due to the construction of the weapon its very difficult to fully destroy. Precision attacks can cause the tail to shatter, and destroy a couple of scales, but it can simply be reformed the following turn.
-Simplified appearance: Fairy Tail's Scorpio tail x Shukaku's tail
-All abilities (aside from freeform CQC) count as a move in the user's turn and follow the standard rank/chakra cost/damage guidelines. Each has a one-turn cooldown.
-Loss of speed of one rank, or loss of 15 chakra per turn while wearing.
-Can only be used by sand users.

( Suna no Tate ) - Shield of Sand
Type: Defensive
Rank: A
Range:Short
Chakra Cost: 30 (per use)
Damage Points: N/A + 20
Description: A self sustaining, self aware, autonomous defense, its the technique which made Gaara renown for having what was later called "Perfect Defense". Basically, any Sand nearby will encircle the user and move to intercept any attack that is used against him. The sand is fast enough to intercept otherwise "instant" techniques such as Amaterasu or very fast Taijutsu attacks (up to trice the users base speed) and can stop A-Rank blunt force impacts such as those delivered by Taijutsu or solid elements. The sand can even create an otherwise perfect sphere of sand around the user in a split second. Even if the user is unaware of an attack, the sand will protect him. The disadvantage is that the shield will drain chakra from the user each time it defends him, which happens without his input. However, the user can still defend from techniques and "will" the shield to not act if he is in the process of producing a counter to the impending attack. In some special circumstances, the sand can gather and form a female-like protector in the path of an incoming technique, much stronger than the normal shield of sand and which can protect the user from attacks up to S-Rank.
Note: Its defensive abilities still follow elemental weakness and strengths.
Note: If there is no dirt or sand on the battle field, the technique will use the users own Sand from his Sand Gourd.
Note: S-Rank protection will disable the Sand Shield for 2 turns and can only be activated once every 4 turns.
Note: Only useable by Gaara.

Tankun reached forward with his right arm and churned the earth below Circe into sand which opened up into a large five meter wide circular pit that reached down some fifteen meters. The walls were lined with foot-long needles and from the base of the pit several tentacles of sand shot up, reaching Circe and wrapping around her. They pulled her down into the pit, and once she had disappeared below the surface, Tankun closed his hand causing the walls to cave in.

(Subu no Jutsu: Sarlacc) - Sand Technique: Sarlacc
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60 + 20
Description: The user will manipulate the sand beneath their target to open up into a circular pit. The pit is lined with a ring every foot and with each successive ring the pit gets narrower and narrower. Projecting from each of these rings are long and thin spikes that are easily capable of piercing into flesh. When the pit opens up five tentacles of sand reach up from the bottom and latch on to the target pulling them down towards the bottom. By closing their fist the user causes the walls of the pit to close together piercing whatever is trapped within them. The pit itself remains open until its either destroyed or the user closes it, but the tentacles can only reform once every two turns. The size of the pit can vary depending on the size of the target reaching large enough to swallow a summon the size of Pein's rhino.
-Can be used three times per battle.
-Can be used on normal ground, but requires a series of 4 hand seals during which the user uses their sand to grind up the ground below the target producing the sand.
 

Sasori

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(Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This technique outlines the effects of exposure to Bleach release and it's corresponding ranks:

D rank: In an acidic like manner this will cause irritation to the skin distracting the opponent as they take -5 damage per turn.

C rank: Much like the D rank variation, this causes an increased burning sensation, causing the opponent to suffer -10 per turn, while after 5 turns losing feeling in the target area if not treated accordingly.

B rank: Further increasing the irritation, the concentration is stronger, meaning the target would take -20 damage per turn, and lose control of the targeted body part after 4 turns. At this level the Bleach would give off toxic fumes causing irritation to the lungs and coughing.

A rank: At this rank the concentration of Bleach is very high, and contact with it will actually burn into the skin of the target. As a result, they will suffer -30 damage per turn, and will lose control over the targeted body part after 3 turns. The toxic fumes from Bleach will cause increased irritation and coughing, headaches, dizziness, loss of co-ordination, and if continuously inhaled for 3 turns will cause lasting damage to opponent's lungs which results in death in the following turn (i.e., the 4th turn).

S rank: Here Bleach concentration becomes extreme. It is capable of destroying body parts instantaneously, only leaving opponents to suffer -50 damage per turn. By inhaling the toxic fumes of this rank of Bleach, the opponent experiences the same effects of A-rank Bleach, but at a more intense level. After inhaling it for 2 turns, they receive lasting damage to their lungs, and death follows in the next turn (i.e., the 3rd turn).

NOTES:
• A Bleach user may also be susceptible to these effects. However, due to their familiarity with the element, they only suffer half the damage and the effects (i.e., if an A-rank Bleach technique is returned back to the user somehow and it touches them, they suffer its effects as a B-rank instead)
• By leaving Short range of Bleach or cleansing themselves of it (if contact is made), one can escape these effects.
• Must be posted at the beginning of the battle or when any Bleach techique is used.

(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.


Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice.

Once her opponent countered her bleach attack with what would appear to be sand she would simply examine the sand and notice how it became wet and damp. "Interesting." she thought. Later on, she would notice the ground below her and around her turn into a circular pit that would if successfully executed cause her to fall inside. However, right as it was opened, Circe would focus on a location ten meters behind her opponent and with deliberation her body would appear to be sucked inside of a vortex. Moments later, hopefully unnoticed, she would find herself ten meters behind her enemy. Before they would catch on to her and as soon as she reappeared she would wave her wand left to right and while doing so release a jet of mahou that would cut through the man horizontally.
( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S A
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.

( Miryoku ) - Charms

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

D RankLevitation Charm: - Defensive

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


C RankDisarming Charm: - Supplementary


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


B RankSummoning Charm: - Supplementary


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

Banishing Charm: - Supplementary


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


A RankStunning Charm: - Offensive


  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
  • Human Presence Revealing Spell: - Supplementary

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


S Rank
Severing Charm: - Offensive/Defensive


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

Bombardment: - Offensive/Defensive


  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.


Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.
 
Last edited:

Typhon

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(Hyōhakuton: Hōritsu no Remyueru ) ◈ Bleach Release: Laws of Lemuel
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: This technique outlines the effects of exposure to Bleach release and it's corresponding ranks:

D rank: In an acidic like manner this will cause irritation to the skin distracting the opponent as they take -5 damage per turn.

C rank: Much like the D rank variation, this causes an increased burning sensation, causing the opponent to suffer -10 per turn, while after 5 turns losing feeling in the target area if not treated accordingly.

B rank: Further increasing the irritation, the concentration is stronger, meaning the target would take -20 damage per turn, and lose control of the targeted body part after 4 turns. At this level the Bleach would give off toxic fumes causing irritation to the lungs and coughing.

A rank: At this rank the concentration of Bleach is very high, and contact with it will actually burn into the skin of the target. As a result, they will suffer -30 damage per turn, and will lose control over the targeted body part after 3 turns. The toxic fumes from Bleach will cause increased irritation and coughing, headaches, dizziness, loss of co-ordination, and if continuously inhaled for 3 turns will cause lasting damage to opponent's lungs which results in death in the following turn (i.e., the 4th turn).

S rank: Here Bleach concentration becomes extreme. It is capable of destroying body parts instantaneously, only leaving opponents to suffer -50 damage per turn. By inhaling the toxic fumes of this rank of Bleach, the opponent experiences the same effects of A-rank Bleach, but at a more intense level. After inhaling it for 2 turns, they receive lasting damage to their lungs, and death follows in the next turn (i.e., the 3rd turn).

NOTES:
• A Bleach user may also be susceptible to these effects. However, due to their familiarity with the element, they only suffer half the damage and the effects (i.e., if an A-rank Bleach technique is returned back to the user somehow and it touches them, they suffer its effects as a B-rank instead)
• By leaving Short range of Bleach or cleansing themselves of it (if contact is made), one can escape these effects.
• Must be posted at the beginning of the battle or when any Bleach techique is used.

(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.


Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice.

Once her opponent countered her bleach attack with what would appear to be sand she would simply examine the sand and notice how it became wet and damp. "Interesting." she thought. Later on, she would notice the ground below her and around her turn into a circular pit that would if successfully executed cause her to fall inside. However, right as it was opened, Circe would focus on a location ten meters behind her opponent and with deliberation her body would appear to be sucked inside of a vortex. Moments later, hopefully unnoticed, she would find herself ten meters behind her enemy. Before they would catch on to her and as soon as she reappeared she would wave her wand left to right and while doing so release a jet of mahou that would cut through the man horizontally.
( Shutsubotsu ) - Apparition
Type: Supplementary
Rank: B - S A
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.

( Miryoku ) - Charms

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

D RankLevitation Charm: - Defensive

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


C RankDisarming Charm: - Supplementary


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


B RankSummoning Charm: - Supplementary


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

Banishing Charm: - Supplementary


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


A RankStunning Charm: - Offensive


  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
  • Human Presence Revealing Spell: - Supplementary

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


S Rank
Severing Charm: - Offensive/Defensive


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

Bombardment: - Offensive/Defensive


  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.


Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.

The women seemed to be pulled into some sort of vortex and disappeared before the Sarlacc could grab hold. Seeing no trace of her, Tankun clapped his hands and expanded his chakra to encompass the entirety of the field, allowing him to sense Circe as she reappeared.

(Kekkai Fuuinjutsu: Kyubu Hojin) - Barrier Sealing Technique: Cube Method Formation
Type: Supplementary/Defensive
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: N/A
Description: This high level fuuinjutsu technique functions in a similar manner to the dome method formation barrier. The user will clap their hands together causing an invisible barrier to expand outwards and surround the battlefield. This barrier takes the form of a cube which split into smaller 1 ft x 1 ft x 1 ft cubes. The way it functions is that when something enters the perimeter of these cubes they alert the user allowing them to track the movements of anything within the barrier. Besides the shape and detection method, the cube formation differs from the dome formation is another important aspect. The user can cause any number of these smaller cubes to merge together and solidify creating a physical barrier. When the cubes are solidified their sides become visible turning a transparent light blue (similar to the normal color of chakra) with faintly visible kanji for "cube" on the sides. These cubes must be connected to each other, meaning the user cannot create a physical barrier in two different spots within the larger cube at the same time. The cubes also cannot be intersected by something physical such as a person or an earth technique so that a barrier cannot be created through someone or something. These barriers last until the end of the turn they're created or until they're shattered. Once this happens that area within the larger cube becomes a blind spot within the technique unable to preform its tracking function.
-Can be used twice per battle.
-Solidifying cubes counts as a move.
-Solidified barriers are A-rank.
-Lasts for four turns once created.

He twirled around to see a blue jet being released from her wand. He reached forward and released more sand from his gourd, this time in the shape of a round shield that followed the path of the blue jet of mahou, barely able to withstand its cutting power.

( Kyosei Suna no Jutsu ) - Greater Sand Technique
Type: Offensive/Defensive/Supplementary
Rank: A S
Range: Short-Long
Chakra cost: 30
Damage Points: 60 80 + 20
Description: The will manipulate sand from either his gourd or call it forth from the ground, using hand gestures if to control it as he shapes it and uses it to his needs. Other Sand users besides Gaara will need to form a handseal. The user can use it to restrain enemies, defend from incoming techniques, produce simple constructs of sand (which lose their shape if control is released), sand waves, etc. If he uses the sand from his gourd, the technique is both faster and stronger, gaining a rank in strength, this only applies to Gaara.

Once the defense was complete, Tankun reached forward with his left hand and gathered dozens of wind needles in the air surrounding Circe. The then closed the hand commanding the needles to collapse on her, skewering her from every angle.

(Fuuton: Pin Kusshon) | Wind Style: Pin Cushion
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage: 60
Description: The user preforms three hand seals and raises their open palm towards a target gathering the wind around them into a sphere of dozens of wind needles. Once the needles are formed the user closes the hand causing the needles to all collapse onto the target delivering dozens of cuts. This technique can be used on two targets simultaneously by doubling the hand seals and using both arms.
-Can be used twice per battle.
-Counts as two moves if used on two targets.
-No S rank wind the following turn.
 

Sasori

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Upon seeing the wind form around her, Circe would speak the word "Obestor" and use her mahou to conjure around a her body an armor composed of flames. This armor would be created to fit her frame and would also allow her to manipulate it without it hindering her or any movement she made. Once collision was made with the incoming wind attack, Circe would appear unfazed, but also at the same time she summoned forth her armor she would point her wand hand forward and accelerate towards the man at twice speed aiming to ram into him and burn him alive.


( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )

Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The 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 ) 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.
 

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The flaming woman blurred towards him, and sand moved to intercept. A wall built itself in front of Tankun, where Circe crashed into it. The speed was impressive, but Tankun's sand was even faster. He further manipulated the sand giving the property of heat absorption. While Circe pressed against the shield, her flaming armor's head would get drawn into the sand, leeching its power while strengthening itself.

( Suna no Tate ) - Shield of Sand
Type: Defensive
Rank: A
Range:Short
Chakra Cost: 30 (per use)
Damage Points: N/A + 20
Description: A self sustaining, self aware, autonomous defense, its the technique which made Gaara renown for having what was later called "Perfect Defense". Basically, any Sand nearby will encircle the user and move to intercept any attack that is used against him. The sand is fast enough to intercept otherwise "instant" techniques such as Amaterasu or very fast Taijutsu attacks (up to trice the users base speed) and can stop A-Rank blunt force impacts such as those delivered by Taijutsu or solid elements. The sand can even create an otherwise perfect sphere of sand around the user in a split second. Even if the user is unaware of an attack, the sand will protect him. The disadvantage is that the shield will drain chakra from the user each time it defends him, which happens without his input. However, the user can still defend from techniques and "will" the shield to not act if he is in the process of producing a counter to the impending attack. In some special circumstances, the sand can gather and form a female-like protector in the path of an incoming technique, much stronger than the normal shield of sand and which can protect the user from attacks up to S-Rank.
Note: Its defensive abilities still follow elemental weakness and strengths.
Note: If there is no dirt or sand on the battle field, the technique will use the users own Sand from his Sand Gourd.
Note: S-Rank protection will disable the Sand Shield for 2 turns and can only be activated once every 4 turns.
Note: Only useable by Gaara.

(Suna no Jutsu: Hītoshinku) - Sand Technique: Heat Sink
Type: Defense/Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage: N/A
Description: This technique is based on sand's ability to absorb and retain high levels of heat for long periods of time. When a heat-based element is used within short range of a source of sand, the user will focus chakra into the sand and have it rapidly absorb the heat from the technique. This can completely destroy a technique if it is a-rank or lower, or reduce the rank by two for higher ranked techniques. Absorbing high amounts of heat also causes the sand to rise in temperature as well, to the point that it becomes scalding to the touch. This gives the sand an added element of danger. Cosmetically, the occasional flame can be seen rising from the sand and distortions of the air around the sand can be seen. If the sand used is a technique, then the sand technique will gain one rank if s-rank and lower, or twenty points of damage if f-rank. If the sand used is a normal mass of sand (e.g. sand just hanging out on the ground), techniques formed from that source after using this technique will gain twenty points of damage.
-Can be used twice per battle.
-Two turn cool down between uses
-Sand retains the heat for up to three turns.

With the sand already in close proximity to his opponent, he controlled it to wrap around her and cover her from her neck down to her feet in a cocoon of burning sand that bound her tightly. He then closed his hand, impacting the sand in on itself and crushing Circe within her armor under the pressure.

( Sabaku Sousou ) - Sand Burial
Type: Offensive
Rank: B
Range: Short
Chakra cost: 20
Damage Points: 40 + 20 + 20 = 80
Description: The user will create a wave of sand that they use to cover their opponent/opponents from head to toe. Once they have done this they will close their hand causing the sand to compact inwards crushing their target.
 

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It was not long before Circe found herself clashing into a something sturdy and durable. From the looks of it, the man's sand had protected him once again and she quickly found her flames dwindling to a stop. Due to the close range she was in, Circe knew that she would have to act fast especially considering her opponent was sending sand around her. Right before the flames could fully entangle her and crush her Circe would focus her bleach chakra throughout her body and cause for bleach to begin to form around her as a might beast of bleach. The bleach would quickly eat away at the sand and drench it in bleach. The sand forming around he would quickly be blown away and if the opponent themselves did not move out of the way in time they would face the corrosive powers of the bleach. Right after the bleach had formed Circe would use four of its tentacles to lash out at the man wherever her might be.

(Behemoto no kyūseishu) Bleach Release/Sealing Arts: ◈ Savagery of the Behemoth
Rank: S
Type: Offensive/Supplementary
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: By first flooding their body with bleach chakra the user causes a full body surge of bleach to occur on their body. Upon being released a large quantity of bleach can be seen forming around the user's body. Similar to the earth armor Jutsu, the bleach will constructed into that of a five meter tall humanoid sea demon. Once fully emerged the user immediately coats a Sealing tag in a layer of chakra and places it somewhere within the beast. Appearance wise, the creation has four large pincer like hands and possesses four distinct tentacles sprouting from its back. The seal that was previously placed on the beast is based on an attribute Fūinjutsu that involves sealing and resealing things. By activating the tag with thirty chakra points and spending a move it is possible for the user to heat the Bleach construct to extreme temperatures with fire and cause it to evaporate into that of thick and heavy fumes that radiate up to ten meters of where the construct was for up to three turns, and will harm people following the laws of Bleach. But if this is done the users usage of this technique will end.

Whilst, this technique it in place, the behemoth, due to its body being entirely composed of bleach causes for the land in a five meter radius to be corroded by bleaching causing any solid earth-based Jutsu with a weakness to bleach that emerges from the ground to be reduced in damage by one rank. More importantly, by spending a move the user can manipulate the abundance of tentacles its body is composed of and submerge them underground. In a matter of moments they can cause for the land passed the five meter mark to be filled with tentacles of bleach. All of the constructs are scattered across the field from (Mid-Long) range, but all will be placed at least five meters from the target. Immediately once emerged the user manipulates the tentacles to expand in size until they all burst into a fury of shuriken sized constructs of bleach and is equivalent to an S-rank Jutsu. Additionally, instead of utilizing the tentacles in this manner the user can choose to manipulate up to four that are placed around the construct allowing them to attack enemies up to Mid-range away.

Note: Can only be used 2 times, lasting 4 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Bleach during that period.
Note: Can't use any elements besides Bleach and the ones that combine to make it while this is active
 

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It seemed this woman's liquid had an advantage over his sand, a troublesome realization. But he had his methods for dealing with such weaknesses. As the woman's beast developed, he gathered sand into a beast of his own, standing near half the height of the bleach creature with a falcon-like head. Its appearance would be noticeably darker than the sand he had been using, as it was infused with the positive black energy of his tailed beast, rendering it neutral to all other elements.

(Rā, Tenpi no Kami)- Rā, The Sun God
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost: 40
Damage Points: 80 + 20 = 100
Description: The user will form five hand seals, using an existing source of Sand to form the familiar Rā within short range. Rā is a sentient humanoid creation standing over 7 feet tall with the head of a falcon, he is entirely composed of Sand and is able to manipulate his body’s shape and size at will for movement, attack or defense. For example he could manipulate his arms into whips with which to lash his enemy but this is a small application of his abilities and is able to be done passively with little effort.

Rā shines in his production of Sand jutsu as well as his interactions with them, for he is able to create and manipulate any Sand jutsu that the user knows without hand seals, including those of its composite natures while following the jutsu’s restrictions which naturally he maintains. In this way Rā holds similar traits to the canon Sand Clone technique and can assist the user in their battles, however Rā’s true abilities lie in his interactions with such jutsu.

Due to his sandy composition Rā is able to reform from any damage that does not destroy him completely, as all of the Sand he is composed of and manipulates is linked together through chakra, allowing the addition of traits and letting him regenerate to previous condition from even small clumps. His greatest defense lies in his ability to absorb both friendly and enemy sand, techniques based on his rank and the strength and weaknesses of Sand, including Sand itself. In this way he is able to nullify these jutsu, and feed upon the chakra that fuels them to sustain himself. This allows Rā to absorb traits from these jutsu with which to alter his Sand, which is especially noticeable with friendly Sand techniques as he may fuse with any Sand source that is available. By absorbing these techniques this refreshes Rā on the battlefield and allows him to further assist his creator.
Note:
~Lasts for 3 turns
~Can only be used 2 times
~Cannot use Sand jutsu for two turns after deactivation
~Can only be taught by Houdinii

(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.

Ra stood behind Tankun, appearing protective over its creator. The sand of Ra's arms became whip-like and tore through the approaching tentacles of bleach, destroying them before they could near the duo. Tankun took the opportunity to release some of his bijuu chakra to form a red shroud around himself.

( Chakra no Koromo ) - Chakra Shroud
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30 ( -10 per turn, adds 100 chakra points )
Damage: N/A ( +10 to Taijutsu, +5 to Ninjutsu )
Description: The jinchūriki accesses his Bijuu's chakra and releases a portion of it into his body, triggering this initial transformation. By doing this, red chakra oozes from his skin, engulfing him in a chakra shroud that resembles a miniature, translucid version of his Bijuu ( although with little detail ), with a variable number of tails ( depends on which Bijuu it is ) and certain unique traits like the Kyuubis ears or Hachibi's horns. The jinchūriki gains a drastic increase in speed, being capable of fighting on par with almost any ninja and gets his Taijutsu damage boosted not only by the increased strength behind his chakra shroud but also by the chakra shroud itself, which damages enemies to the touch. In certain situations, the jinchūriki can also gain more animalistic abilities, such as running tremendously fast on all fours or viciously clawing on his enemies. The chakra shroud protects the jinchūriki from damage and grants him a high resistance to all C-Rank and below techniques and B-rank and below Taijutsu.
Note: Can only be used 3 times and lasts for a maximum of 5 turns.
 

Sasori

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Once Circe's tentacles were dealt with she took the chance to counter attack the beast that had been summoned forth. By point her wand at a portion of the sand beast she would speak the word "Permuto" and have a jet of mahou fly from her wand. This particular jet of mahou was infused with forty additional chakra points and was the transfiguration spell. The transfiguration spell would cause the sand monster to shift into a creature of water that would be under Circe's control and with equivalent power. Due to the beast's close proximity to its creator, Circe would use this to her advantage to manipulate it to rush forward and bombard the man from behind with strength equal to which it had before.

( Transfiguration ) - Transfiguration

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:Transformation - Supplementary ( D - S ) 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.

(Ōsawagi) Manacles of Mayhem
Type: Weapon
Rank: S
Range: NA
Chakra: NA (+10-40 to affected jutsu)
Damage: NA
Description: There once were a pair cleverly crafted manacles found in a desolated and rundown village; that held much power to behold. The Manacles themselves were believed to be built by a gifted weapon craftsman; who upon crafting imbued them with strange and abnormal powers. The exact origins of these manacles are unknown, but it assumed to be an ancient heirloom passed down through generations. The villagers simply avoided the manacles at all costs until one day a thief appeared inside of the village and stole the manacles. Whomever possessed the Manacles of Mayhem wore them on their respective left and right hands, and due to the lengthy chain in between the manacles it allowed the user to move freely without much restraint on their movement. On to the more distinguishing characteristic of these manacles were how they glowed a Crimson red whenever they were worn showing the connection between the user and the power the craftsman imbued them with.

Abilties:
These manacles whenever worn automatically made a mental and physical connection with its wearer. In exchange for energy from the user— the user of them are greeted with a surge of invigorating power. Each turn, passively, when the user casts a technique there will be an excess amount of chakra required in order to pull it off. The agreement was to take chakra from each casted technique of the user making it cost, for example, twenty additional Chakra points. Simply put, it means that a B-Rank jutsu that is normally 20 chakra points is instead now going to require 40 chakra points. This influx of chakra has no effect on damage Points and only serves to increase the chakra needed for techniques. Of course the user does not have to activate this ability every time they utilize a technique and is entirely up to them. However, along with the increase of chakra another passive ability is added to the user's jutsu; upon the influx of chakra the selected technique will be coated in a layer of impermeable chakra making certain techniques ineffective against them. What is meant by this are enemy techniques that work by absorbing chakra. Depending on the amount of chakra inputted it will cause said technique to become more difficult to absorb. Simply meaning that if a technique absorbs -20 chakra from a technique each turn and a user added thirty extra chakra points to their techniques the opposing technique would be incapable of weakening the user's techniques.

Note: Can only be taught by Sasori
Note: No Usage limit for 10 chakra points.
Note: Using 20 chakra points on a technique can only be used four times.
Note: Using 30 chakra points on a technique can only be used threetimes.
Note: Using 40 chakra points can only be used twice.
 

Typhon

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The beam of mahou traveled overhead and struck Ra causing its body to change from sand to water. If that wasn't surprising enough, the newly transformed water-Ra moved to attack its creator. Using his enhanced physical ability, Isoka moved in a flash, dodging the attack and slipping behind Ra.

(Chiratsuki Kaihi/Undō) Flicker Evasion/Movement
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
Using the power of their bijuu to boost their physical abilities, the Jinchuriki is able to dash and move at incredible speeds. While doing so, the user will move and run on all fours (if applicable) and display a movement much more in tune to the animal traits his bijuu possesses. The speed at which one can move is relative to the transformation used. The basic Red Chakra Cloak doubles the users speed while the Incomplete Transformation triples his speed. The movement one can produce can be both intricate or simple, depending on the users intention.
Note: this version can only be used by Bijuus with Chakra Cloak or Incomplete Transformation active. Naruto can use this technique in both his 9 Tails Chakra mode as well as his Bijuu Mode.

Not wasting time, he performed two hand seals and slammed his hands on the ground, forming a seal below Ra. The chakra within Ra was pulled out of its body, down into the seal below, causing him to become unstable before collapsing completely into a pool of water.

(Fuuinjutsu: Haisui Chakura) Sealing Arts: Chakra Draining Seal
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description:
This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

Isoka wanted to counter attack, but using Ra took its toll. Without his sand his arsenal was limited, but not empty. He released his chakra throughout the environment causing the temperate to rise and and the humidity to drop. The remnants of water-Ra evaporated in moments, and even his opponent's liquid exterior had some steam rising off it, though not enough for any real mentionable effect.

(Kansou Houmen: Kikou Sono San Kamigami) - Arid Release: Season of the Sun Gods
Rank: B
Range: Short - Mid
Type: Supplementary
Chakra: 30
Damage: N/A
Description: By utilizing the air that lingers on the battlefield the user will cause the air to very quickly be drained of water and become extremely dry and heated. In turn this causes the field to become very barren-like; the ground gets rid of grass/leaves and other living plants and is turned to cracked land. This also causes the target to get a slight form of heat stroke, causing the target to become much slower is movements, reactions as well as handseal creation. This also sets up the battlefield for additional Arid conditions in nature. (separate jutsus)
Notes:
- Last 2 turns
- Usable twice per battle
- Must wait two turns before re-using
- Slowness is cut by half. Meaning ration and handseal creation is half as slow as they would normally be able to do.
- Only usable by Arid Release user
- Only usable/trainable by Coyote
 

Sasori

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Seeing no need to maintain her bleach technique any longer Circe would her relinquish control over it and have the bleach dissipate to the ground harmlessly. This would happen while the opponent was dealing with the incoming transfiguration. Watching her opponent closely, Circe would observe how he used incredible speed to avoid the attack and right after she saw this, she would take the time to ingest a potion of sorts that would enhance her mahou. Later on, she would see the man absorb the chakra from her creation causing it to lose it strength. This particular move was something that was interesting to her. Something even more interesting was how her opponent's move affected the temperature of the area. "Hm... Has he run out of sand?" she thought to herself. Not wasting anytime, Circe would point her wand at her opponent and swipe it from left to right while releasing a powerful jet of mahou capable of easily cutting through objects and considering how close the two were to each other it could be a bit difficult to avoid.

( Pōshon ) - Potions
Type: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.

A rank
Hufflepuff's Elixir



  • An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.

Ravenclaw's Elixir


  • A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.

S rank

Gryffindor's Elixir


  • A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.

Slytherin's Elixir


  • A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.

Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.

( Miryoku ) - Charms
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10-40
Damage: 20 - 80 80 + 20 = 100
Description: Charms are a set of spells that adds certain properties to an object or creature. Charms are distinguished from Transfigurations in that a charm adds or changes properties of an object; it focuses on altering what the object does as opposed to what the object is. Successful casting of a charm is achieved through concentration, precise wand movements, and the proper pronunciation of an incantation. When in use for nearly all spells, mahou used takes the form of a beam of energy that (if it successfully hits the target) begins to "bewitch" upon contact. Divided and taught at different Years, the basic of Charms start at simply levitation while the higher ranks create a very powerful shield. Unless specifically noted, all charms can extend up to long range.

D Rank
Levitation Charm: - Defensive


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


C Rank
Disarming Charm: - Supplementary


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

B Rank
Summoning Charm: - Supplementary


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

Banishing Charm: - Supplementary


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


A Rank
Stunning Charm: - Offensive


  • The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding"



  • Human Presence Revealing Spell: - Supplementary


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


S Rank
Severing Charm: - Offensive/Defensive


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

Bombardment: - Offensive/Defensive


  • Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.


Note: Nearly all Charms take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used. If the item targeted is within short range, the user is able to control said object nonverbally and without a wand as well. This can only be done by Year 6 and up Kisei.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc. .
Note: Specifical restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei clan.
 

Typhon

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*gets split in half*

Ouchies.
 
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