[Rift] Shrine of the Dragons: Hoshkar vs Shady, Corazon and Ignia

Lord of Kaos

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Hoshkar, the Stargazer
Jounin | 1,000 Health Points | 4,500 Chakra
Accessible Canon Fields: Fire Release (+20), Wind Release (+20), No Hand Seals Required
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As the trio defeated Erenkyl, they progressed deeper into the landscape before coming to the Observatory. Upon entering, they will find a massive dragon staring towards the skies, his gaze intently focused on something the trio could not see as the ceiling remaining closed. As they approached, the massive sky beast stretched his wings as it stared towards them now. Unlike Erenkyl, this magnificent Dragon snarled and spoke to the trio.

"You fail to see what lies before you!"

While speaking, the dragon gathered Fire Chakra and sent it into the earth he stood on before flying in the air towards the trio, sending a lone blast of energy at the middle of the group. As he departs the earth soaring towards them, the earth itself seemingly erupts into flames, scorching the group who stand mid range from the draconic monster. With the flames burning them, Hoshkar charges and releases a long blast of energy towards the group, aiming at Ignia.

(Uchū Kansatsu) – Cosmic Observer
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Witness a journey through the cosmos. The battle against Hoshkar occurs in four phases in which he progressively takes increased damage from his opponents.

Cosmic Observatory (Phase 1): 1,000 – 751 HP​
During this phase Hoshkar takes 0% increased damage. This phase of the battle takes place in the Observatory, while the dome still covers the structure. Hoshkar has access to his standard techniques.​

( Katon: Zanmai no Shinka ) - Fire Release: True Flames of Samadhi
Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 50
Damage: 100 [+20 =120]
Description: This Fire Release technique is initiated remotely upon placing the target in contact with a physical object such as a kunai or even a small toad the user has marked. Once contact has been made, the user can cause the object and target to spontaneously burst into flames capable of burning objects to a complete char after the use of a lone handseal. Regarded as the "Flames of Purgatory" they are said to be inextinguishable by wind or rain, and burn so quickly that no regenerative techniques cannot keep up with them, leaving the victim's body completely charred in mere moments. The flames can, however, be absorbed and sealed away. These flames have no elemental weaknesses and can only be used by Koji Kashin.

(Kanjō no Haishutsu) – Coronal Ejection
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 120
Damage: 100
Description: Hoshkar forms an unstable ball of energy in his mouth, attuning its affinity depending on the phase of the battle he is currently in. In Phase 1 the orb takes a neutral affinity, simply inflicting 100 damage to a single target
 
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( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode ( Doom )
Type: Mode
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye ( passive & applies to Magnus/Karna )
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye ( passive & applies to Magnus/Karna )
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.

Reference

( Dākuhōrudo ) - Darkhold ( Reference )
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.




Team LSD had successfully slain one dragon, but they knew they had their work cut out for them from this point on. Once they arrived to the next area, they'd all take note of the majestic dragon that stood before them. Surprisingly, instead if wildly attacking and roaring uncontrollably, this dragon spoke out to them as his gaze never left the roof. After speaking to the group, the dragon sent chakra into the ground and started heating it, though all three humans on the team were equipped to either sense (Doom) or see (Magnus/Karna) the build up of chakra below them. This would prompt the trio to immediately respond. With the flames beginning to come up from the how heated ground, Doom simply uses his conjuration spell to conjure a large, translucent dragon made of raw energy. The dragon mirrored the looks of the one in front of them, though it had a black/red translucent coloring to it and was about 20m in size with the trio resting in it's belly. The dragon was created with a great amount of power, and even had a sense of sentients to it due to being created from chaos magic; Continuously yelling out raging profanities at the actual dragon.

The conjuration held enough power to not only tank the fire, but even after losing some power from the clash, was able to even tank the follow up attack from the rifts dragon. Once created, it would lunge it's open jaws at the airborne dragon and aim to grab it by the neck and slam it down while using crushing force to bite down on his neck in the process. All the while, upon defending for the trio, Doom's teammates would also be mid assault.


( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 (40 +10) 50
Damage: 20 - 80 (80 + 30 + 30) 140
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 restriction 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 their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.

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.


Karna would take note of Doom using magic and would immediately trust that the wizard could protect them, so he'd go on the offensive. With two brisk hand seals weaved together, Karna would create a unique flame in the form of an eastern dragon above/behind the airborne dragon. the Breakdown dragon would come into existence about 6m away from the rifts dragon, and would immediately lunge towards the back of him in attempts to bite him in the back while crashing into his wings to try damaging them and messing his flight up. Seemed Karna had the easiest of jobs at this point, but he still braced himself in preparation to go all out at any given moment.


( Uchiwaketon: Saisho no Uta - Zeusu no Yuigon ) | Breakdown Release: First Verse - Testament to Zeus
Type: Supplementary/Offensive/Defensive
Rank: B - S (A)
Range: Short - Long
Chakra: 40 - 60 (50)
Damage: 80 - 120 (100 + 30 + 15) 145
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as incricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects outlined as followed:

Degenerative:
B Rank: Prevent F ranks, move at 75% speed
A Rank: Prevent S ranks & above, move at half speed
S Rank: Prevent A ranks and above, move at one third speed.
Regenerative:
B Rank: Heal up to 40, x1.5 speed, -10 damage, +10 tai
A-Rank: Heal up to 60, x2 speed, -20 damage, +15 tai
S-Rank: Heal up to 100, x2.5 speed, -30 damage, +20 tai
Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three handseals. A rank can be used 4 times per battle, S rank can be used two times per battle with three turns between uses and no Breakdown jutsu S rank and above in the following turn with all effects lasting 3 turns.


Lastly, Magnus would also act as he took note of Doom going on the defensive for the group. Magnus immediately took advantage of the rising fire by locking eyes with and placing the enemy dragon in an illusion using his Sharingan. Within the illusion, the dragon would witness his technique actually consume the trio, before the flames continuously rise out of it's control. The uncomfortable flames would rise and consume him also, wrapping around it's body in order to hold it in place as it burns him In the same fashion he expected it to burn his foes. In reality, Magnus was hoping this not only hid the trio and their techniques from view due to the flames consuming the terrain, but also paralyzed and damaged the dragon mentally if it didn't deal with it properly. Either way, he was taking this time he was protected in order to test just how effective the power EMS was against these wild beasts.

( Doujutsu: Genjutsu Sharingan ) - Eye Technique: Copy Wheel Eye Illusion
Type: Supplementary/Offensive
Rank: C - S
Range: Short - Mid
Chakra cost: 15 - 40 ( Equal Cost for Each Additional Turn Sustained ) +10=50
Damage points: 30 - 80+50=130
Description: This broadly refers to a range of genjutsu performed with the Sharingan. It has also been shown to be performed through the Sharingan's higher evolutions: the Mangekyō Sharingan and the Rinnegan. By establishing eye contact with a target, the Sharingan user traps them within a sustained Genjutsu of the user's creation. Sharingan Genjutsu are stronger than other Genjutsu, being difficult to break in comparison due to the sinister chakra powering them. When utilized through the Mangekyo Sharingan, these Genjutsu are enhanced and deal an additional 40 damage. However, the time dilation effects and similar effects/ability of Tsukiyomi and custom variants cannot be replicated through these illusions. When used through the EMS, these illusions deal an addition 50 damage. In the case of Supplementary and none damaging use, these Genjutsu can be exploited for one of various purposes, such as: causing temporary paralysis in the target, forceful extraction of information, relaying memories, removing Genjutsu placed on the target by others, and controlling a target's actions. Controlling a target's abilities in limited to Summoning and other none Creation/Ninja entities. The 3 Tomoe Sharingan can forcibly controls Basic and Ancient Summoning's actions as long as they sustain this technique. MS can affect up to Mythical Contracts while EMS can effect even Legendary Summonings. This control is limited to the ability to control their physical movements with limited access to their ninjutsu, using only skills related to the Summoning itself.

In the event of Bijuu, Mangekyo Sharingan users are able to use their MS to cast powerful enough Genjutsu that even Tailed Beasts cannot break their hosts from it, being ensnarled as well. These Genjutsu can also seize control of a Tailed Beast by temporarily severing its connection to the host without the need for eye contact. If the Jinchuriki has not entered any Chakra Shroud state or higher, the user can cast a powerful Genjutsu that severs their connection and prevents access to the Bijuu as well as any of it's skills for 3 turns. Should a Chakra Shroud or Incomplete Jinchuriki transformation occur, the user is capable of preventing full access to it's Bijuu Skills for 3 turns by suppressing it. This presents itself in an inability to utilize the Tailed Beast Bomb variants, a Bijuu Skill such as Sand or Coral as well as access higher transformations. Should the user have EMS, this control is extended to blocking access for double the time and should a Complete Transformation occur, the user is capable of suppressing it's form and ending the Transformation in it's entirety and forces the health drawbacks to trigger as well as a reduced max health and chakra by 25% from fatigue. However, Bijuu Suppression can only be done by sustaining the technique at the cost of 2 moves per turn and prevents Sharingan Genjutsu for 5 turns.
Note: While powerful, the effects of Sharingan Genjutsu only last while the user actively sustains the technique, preventing usage of other Ninjutsu at the same time. This indiscriminately prevents the use of chakra in other techniques outside of basic Taijutsu only.
Note: When used in the NW, this can be used to tame a wild Tailed Beast and allow the user to summon it in an enraged state for 4 turns, only being capable of using Sharingan and non chakra enhanced Bukijutsu during this time, Ninjutsu being barred while controlling the target. This beast is summoned at max powers and has access to it's Skills and one Bijuu Pathway, determined through Official Roll in the NRP Discord. This ability can currently only be done by Madara Uchiha in the Ninja World.
Note: Can only be used once per turn. MS and EMS use can only be done once every 4 turns.
Note: Requires Eye Contact and activation of 3 Tomoe and higher Sharingan.




Doom

Sage Chakra : 460 - 10 (per turn last turn) - 10 (this turn) - 50 = 390
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2600 - 240 = 2,360
Speed: 10
Tracking: 10 x2 (Advanced tracking) x5 (EMS) = 70


Magnus


2000 - 190 = 1,810
Speed: 10
Tracking 10 x4 (YY Sensory) x5 (EMS) = 90
 
Last edited:

Lord of Kaos

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( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode ( Doom )
Type: Mode
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye ( passive & applies to Magnus/Karna )
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye ( passive & applies to Magnus/Karna )
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.

Reference

( Dākuhōrudo ) - Darkhold
( Reference )
Type: Offensive | Supplementary | Defensive
Rank: S-rank
Range: N/A
Chakra Cost: N/A (+10 to Mahou)
Damage points: N/A (+30 to Mahou)
Description: The Darkhold is a unique Magical Item created in ancient times and passed down to Dark Wizards once in a lifetime. It is a book with the cover being made from the same wood as Wands are made from; Also possessing Elderwood for the specialization in Dark arts needed to link with the item and Thestral-Tail Hair, being compatible with any element a wizard may be in tune with. Over the hardback cover, the book is bound by human skin of the creator whom crafted it ages ago, along with a human eyeball on the front cover. Upon creation the Darkhold was imbued with the last remnants of Yang chakra the dying creator had left in him; Bringing the book of spells to life and giving it sentience. Though due to being made of the same juubi wood as the wands, the foul temperament of the juubi has influenced the magical item and created a new form of dark magic along with the life of the book. This is called Chaos Magic. Each time the book is gained by a new user, it will become mentally linked to the wizard and take the place of having a wand; Though over time the mental link would effect the wizard in the form of chaos magic having the wizard gain a foul temper also. Written on the unlimited pages of the book are all known spells of past and current wielders, allowing the user to use verbal incantations or hand movements to cast said spells.

Chaos Magic: The main ability of the Darkhold is a passive skill given to the wielder when casting magic through the book. Each spell used will be instantly influenced by Chaos Magic and would become a dark art upon use. This would be applied in the form of a +10 chakra output and +30 damage output when used, but now being that of a dark art. This causes each spell to take on that of a glossy red with a black hue to them, thus showing their complete change from normal spells to chaos magic. Something unique to chaos Magic, when influencing the transfiguration spell, items conjured or created will have limited sentience due to the yang chakra present in chaos magic. For instance, using the conjuration spell to conjure a broom, the broom could have a face and mouth, babbling about chaotic and random things while still being usable. Though the user can communicate with the book from any distance, the user would only benefit from the book (boosts etc) when directly holding it.

Sentience: The Darkhold is a sentient magical item and has a mind of its own due to the powerful Yang chakra imbued into it. Whenever it is in use, it is able to flow the chaos magic through it and levitate similar to a passive variant of the levitation spell; Causing a magical aura to envelope it as it Levitates wherever the user may need it, which is typically directly in front of them. Due to being sentient it may maintain spells for the user once casted or even cast any spell within the book itself, though it is very limited in what it may do; Being unable to perform any forbidden spells, or spells that require fields outside of pure Mahou usage. Though the book is able to communicate by bringing up blank pages within the infinite book and writing things for people to read or drawing basic pictures.




Team LSD had successfully slain one dragon, but they knew they had their work cut out for them from this point on. Once they arrived to the next area, they'd all take note of the majestic dragon that stood before them. Surprisingly, instead if wildly attacking and roaring uncontrollably, this dragon spoke out to them as his gaze never left the roof. After speaking to the group, the dragon sent chakra into the ground and started heating it, though all three humans on the team were equipped to either sense (Doom) or see (Magnus/Karna) the build up of chakra below them. This would prompt the trio to immediately respond. With the flames beginning to come up from the how heated ground, Doom simply uses his conjuration spell to conjure a large, translucent dragon made of raw energy. The dragon mirrored the looks of the one in front of them, though it had a black/red translucent coloring to it and was about 20m in size with the trio resting in it's belly. The dragon was created with a great amount of power, and even had a sense of sentients to it due to being created from chaos magic; Continuously yelling out raging profanities at the actual dragon.

The conjuration held enough power to not only tank the fire, but even after losing some power from the clash, was able to even tank the follow up attack from the rifts dragon. Once created, it would lunge it's open jaws at the airborne dragon and aim to grab it by the neck and slam it down while using crushing force to bite down on his neck in the process. All the while, upon defending for the trio, Doom's teammates would also be mid assault.


( Transfiguration ) - Transfiguration
Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 (40 +10) 50
Damage: 20 - 80 (80 + 30 + 30) 140
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 restriction 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 their own summons. Through Switching, nothing harmful can be switched onto the opponent's body/person. Transfiguration of the terrain spreads out gradually from where the beam strikes, with only A-Rank and above uses being capable of converting the battlefield up to long-range. Transfigurations up to B-Rank can be done without the beam, using only wand movements and incantations. They can can convert a mid-range area at most but cannot be used on anything within short-range of the opponent (e.g. the mid-range area cannot extend to anything within 5 meters of the target). The beam travels slightly faster than a standard wind technique while the beamless usage manifests itself on the target, similar to Switching.

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.


Karna would take note of Doom using magic and would immediately trust that the wizard could protect them, so he'd go on the offensive. With two brisk hand seals weaved together, Karna would create a unique flame in the form of an eastern dragon above/behind the airborne dragon. the Breakdown dragon would come into existence about 6m away from the rifts dragon, and would immediately lunge towards the back of him in attempts to bite him in the back while crashing into his wings to try damaging them and messing his flight up. Seemed Karna had the easiest of jobs at this point, but he still braced himself in preparation to go all out at any given moment.


( Uchiwaketon: Saisho no Uta - Zeusu no Yuigon ) | Breakdown Release: First Verse - Testament to Zeus
Type: Supplementary/Offensive/Defensive
Rank: B - S (A)
Range: Short - Long
Chakra: 40 - 60 (50)
Damage: 80 - 120 (100 + 30 + 15) 145
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as incricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects outlined as followed:

Degenerative:
B Rank: Prevent F ranks, move at 75% speed
A Rank: Prevent S ranks & above, move at half speed
S Rank: Prevent A ranks and above, move at one third speed.
Regenerative:
B Rank: Heal up to 40, x1.5 speed, -10 damage, +10 tai
A-Rank: Heal up to 60, x2 speed, -20 damage, +15 tai
S-Rank: Heal up to 100, x2.5 speed, -30 damage, +20 tai
Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three handseals. A rank can be used 4 times per battle, S rank can be used two times per battle with three turns between uses and no Breakdown jutsu S rank and above in the following turn with all effects lasting 3 turns.


Lastly, Magnus would also act as he took note of Doom going on the defensive for the group. Magnus immediately took advantage of the rising fire by locking eyes with and placing the enemy dragon in an illusion using his Sharingan. Within the illusion, the dragon would witness his technique actually consume the trio, before the flames continuously rise out of it's control. The uncomfortable flames would rise and consume him also, wrapping around it's body in order to hold it in place as it burns him In the same fashion he expected it to burn his foes. In reality, Magnus was hoping this not only hid the trio and their techniques from view due to the flames consuming the terrain, but also paralyzed and damaged the dragon mentally if it didn't deal with it properly. Either way, he was taking this time he was protected in order to test just how effective the power EMS was against these wild beasts.

( Doujutsu: Genjutsu Sharingan ) - Eye Technique: Copy Wheel Eye Illusion
Type: Supplementary/Offensive
Rank: C - S
Range: Short - Mid
Chakra cost: 15 - 40 ( Equal Cost for Each Additional Turn Sustained ) +10=50
Damage points: 30 - 80+50=130
Description: This broadly refers to a range of genjutsu performed with the Sharingan. It has also been shown to be performed through the Sharingan's higher evolutions: the Mangekyō Sharingan and the Rinnegan. By establishing eye contact with a target, the Sharingan user traps them within a sustained Genjutsu of the user's creation. Sharingan Genjutsu are stronger than other Genjutsu, being difficult to break in comparison due to the sinister chakra powering them. When utilized through the Mangekyo Sharingan, these Genjutsu are enhanced and deal an additional 40 damage. However, the time dilation effects and similar effects/ability of Tsukiyomi and custom variants cannot be replicated through these illusions. When used through the EMS, these illusions deal an addition 50 damage. In the case of Supplementary and none damaging use, these Genjutsu can be exploited for one of various purposes, such as: causing temporary paralysis in the target, forceful extraction of information, relaying memories, removing Genjutsu placed on the target by others, and controlling a target's actions. Controlling a target's abilities in limited to Summoning and other none Creation/Ninja entities. The 3 Tomoe Sharingan can forcibly controls Basic and Ancient Summoning's actions as long as they sustain this technique. MS can affect up to Mythical Contracts while EMS can effect even Legendary Summonings. This control is limited to the ability to control their physical movements with limited access to their ninjutsu, using only skills related to the Summoning itself.

In the event of Bijuu, Mangekyo Sharingan users are able to use their MS to cast powerful enough Genjutsu that even Tailed Beasts cannot break their hosts from it, being ensnarled as well. These Genjutsu can also seize control of a Tailed Beast by temporarily severing its connection to the host without the need for eye contact. If the Jinchuriki has not entered any Chakra Shroud state or higher, the user can cast a powerful Genjutsu that severs their connection and prevents access to the Bijuu as well as any of it's skills for 3 turns. Should a Chakra Shroud or Incomplete Jinchuriki transformation occur, the user is capable of preventing full access to it's Bijuu Skills for 3 turns by suppressing it. This presents itself in an inability to utilize the Tailed Beast Bomb variants, a Bijuu Skill such as Sand or Coral as well as access higher transformations. Should the user have EMS, this control is extended to blocking access for double the time and should a Complete Transformation occur, the user is capable of suppressing it's form and ending the Transformation in it's entirety and forces the health drawbacks to trigger as well as a reduced max health and chakra by 25% from fatigue. However, Bijuu Suppression can only be done by sustaining the technique at the cost of 2 moves per turn and prevents Sharingan Genjutsu for 5 turns.
Note: While powerful, the effects of Sharingan Genjutsu only last while the user actively sustains the technique, preventing usage of other Ninjutsu at the same time. This indiscriminately prevents the use of chakra in other techniques outside of basic Taijutsu only.
Note: When used in the NW, this can be used to tame a wild Tailed Beast and allow the user to summon it in an enraged state for 4 turns, only being capable of using Sharingan and non chakra enhanced Bukijutsu during this time, Ninjutsu being barred while controlling the target. This beast is summoned at max powers and has access to it's Skills and one Bijuu Pathway, determined through Official Roll in the NRP Discord. This ability can currently only be done by Madara Uchiha in the Ninja World.
Note: Can only be used once per turn. MS and EMS use can only be done once every 4 turns.
Note: Requires Eye Contact and activation of 3 Tomoe and higher Sharingan.




Doom

Sage Chakra : 460 - 10 (per turn last turn) - 10 (this turn) - 50 = 390
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2600 - 240 = 2,360
Speed: 10
Tracking: 10 x2 (Advanced tracking) x5 (EMS) = 70


Magnus


2000 - 190 = 1,810
Speed: 10
Tracking 10 x4 (YY Sensory) x5 (EMS) = 90
As discussed, the Breakdown technique does not occur and Doujutsu technique would occur after the Kisei technique. Due to clashing with the previous technique, the conjuration would have 20 less damage.

As the giant magical dragon spawned around the trio to protect them from the ever burning flames, Hoshkar recognized the danger it presented with the speed it spawned around them with. He also recognized two things; the first of the two was that the flames he created previously were still burning as they merely created a defense around them as it continued to burn. The second was that due to the size of this dragon and Hoshkar’s own movement, he would not be able to create a speedy or evasive counter. However, he knew that a wide attack would still be efficient and as it’s neck extended after tanking the initial fire blast, Hoshkar breathed in deeply, gathering chakra as the dragon neared it at speeds it couldn’t keep up with. Even without clearly tracking the dragon, Hoshkar knew it would reach it soon and as such, he released several massive tornados directly in front of him as the dragon reach near meters away. Given it’s faster speed, the Dragon would find it near if not completely impossible to avoid the tornados without taking damage. Due to the power of the tornados, they would cancel out one another but to catastrophic effect: due to the dragon’s body never leaving the earth, it’s body being destroyed would cause the trio to find themselves right in the center of the fire and taking direct damage.

As the trio burns, Hoshkar gathers Fire chakra before firing 3 large blasts at them, one aimed at each of them and aiming to cause a massive explosion as Hoshkar flies upwards, staying just outside of mid range and near the ceiling of the observatory.

( Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100+20 = 120
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.

Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.

( Katon: Shinku Kaen ) - Fire Release: Crimson Flame
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80 +20 =120
Description: The user forms three handseals and accumulates fire and/or lava chakra in his hand and triggers a series of large fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish an entire area, causing a massive mid ranged explosion. The more blasts the user makes, the smaller the ensuing explosions become.
 
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As the dragon prepared to unleash it's next attack, Doom recognized the limitations of his conjured dragon's ability to provide lasting protection. Sensing the build-up of chakra from the Dragon, Doom swiftly informed Karna and Magnus that his barrier would disperse upon collision with the impending release of Wind, leaving them vulnerable to the ensuing flames. Additionally, the heightened perception granted by their Sharingan allowed both Karna and Magnus to discern the surge of chakra being unleashed. Aware of the Wind's formation, Karna passively activated his Rinnegan and subsequently his Preta Path, preparing for the conjuration's imminent collapse, all while assuring his allies that he would seal the flames. As the Dragon ( Doom's ) reached the Wind technique, Karna promptly activated his absorption technique, drawing in and neutralizing the surrounding techniques—drawing in the conjured Dragon, the flames surrounding them, and the wind itself—ensuring the complete safety of himself and his teammates.

( Doujutsu: Rinnegan ) - Eye Technique: Samsara Eye ( passive)
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. After receiving half of Hagoromo Ōtsutsuki's chakra, Sasuke awakened a Rinnegan in his left eye, with three tomoe on each of its two innermost circles. If overused and weakened enough, it will temporarily lose the tomoe and it's full strength until fully recharged. During this time, Sasuke will also lose the ability to even form his Mangekyo Sharingan within his right Sharingan and access its powers until his Rinnegan has recharged. As a result, using the Rinnegan repeatedly requires Sasuke to close his eye to recharge initially.
Note: Requires the user to activate EMS at least one turn earlier.
Note: Requires activation and lasts for 6 turns before reverting to the normal Rinnegan pattern, requiring a cooldown period of at least 2 turns in which his EMS is also deactivated. While in its inactive/recharging form, the user cannot make use of any of it's abilities.
Note: While in use, the user's right eye retains its EMS state, having access to Kagutsuchi, Susano'o and their related abilities as well as the basic abilities of the Sharingan. His Rinnegan, likewise, retains access to it's EMS abilities. Sasuke can have up to 2 Paths active at any given time.
Note: Can only be used by Sasuke Uchiha bios.

( Gakidō ) - Preta Path ( Passive )
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

Within the same timeframe, foreseeing the failure of the Dragon and Karna's handling of the encroaching flames, Magnus realized the necessity of launching an offensive attack. With a swift motion of his right hand ( Apex Handseal ), Magnus generated a condensed orb of Breakdown energy in the air above the Dragon. Descending diagonally, the fist-sized sphere aimed to strike the back of the dragon's head, concealed from its field of vision. Unleashing the degenerative effects inherent in Breakdown, the orb would collide with the dragon, inflicting significant damage if left undefended.

( Uchiwaketon: Zeusu no Yuigon ) | Breakdown Release: Testament to Zeus
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as intricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects. The Degenerative effects only apply to enemies of the user, while the Regenerative effects only apply to the allies of the user. These effects are outlined as followed:

Degenerative:
  • B Rank: Prevent the use of F rank jutsu, reducing the target's current speed by 20%
  • A Rank: Prevent the use of S rank jutsu & above, reducing the target's current speed by 30%
  • S Rank: Prevent the use of A rank jutsu and above, reducing the target's current speed by 40%
Regenerative:
  • B Rank: Heal up to 30, x1.5 speed, -10 damage, +10 tai
  • A-Rank: Heal up to 50, x2 speed, -15 damage, +15 tai
  • S-Rank: Heal up to 80, x2.5 speed, -30 damage, +20 tai
This technique, being semi sentient, will only harm those who the user perceives as enemies, where the flames will simply pass over their allies. The flames of breakdown will always damage the enemies of the user regardless of which effects are applied.

Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three hand seals. A rank can be used once per turn up to 4 times per battle, S rank can be used three times per battle with two turns between uses and no Breakdown jutsu above A rank in the following turn with all effects lasting 3 turns.

In the same timeframe, trusting Karna to deal with the flames surrounding them, Doom would attack along with Magnus. While Karna absorbs the conjuration, flames, and wind, Doom would carry out the required actions, channeling the power of the Darkhold and cause massive spikes of Liquid Krypton to materialize beside the dragon. Positioned strategically beyond the range of Karna's absorption technique, these spikes would impale the dragon, piercing its neck and side with precision.

(Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)
Damage: 20-80+30=110
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.

Doom

Sage Chakra : 390 - 10 ( SM ) -40 = 340
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2,360 - 50 ( Rinnegan ) - 30 ( Preta Path ) - 40 ( Absorb ) = 2240
Speed: 10
Tracking: 10 x 2 ( Advanced Tracking ) x 6 ( Rinnegan ) = 80

Magnus

2000 - 190 = 1,810 -20 ( EMS ) - 60 ( Breakdown ) = 1730
Speed: 10
Tracking 10 x 4 ( YY Sensory ) x 5 ( EMS ) = 90
 
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Lord of Kaos

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As the dragon prepared to unleash it's next attack, Doom recognized the limitations of his conjured dragon's ability to provide lasting protection. Sensing the build-up of chakra from the Dragon, Doom swiftly informed Karna and Magnus that his barrier would disperse upon collision with the impending release of Wind, leaving them vulnerable to the ensuing flames. Additionally, the heightened perception granted by their Sharingan allowed both Karna and Magnus to discern the surge of chakra being unleashed. Aware of the Wind's formation, Karna passively activated his Rinnegan and subsequently his Preta Path, preparing for the conjuration's imminent collapse, all while assuring his allies that he would seal the flames. As the Dragon ( Doom's ) reached the Wind technique, Karna promptly activated his absorption technique, drawing in and neutralizing the surrounding techniques—drawing in the conjured Dragon, the flames surrounding them, and the wind itself—ensuring the complete safety of himself and his teammates.

( Doujutsu: Rinnegan ) - Eye Technique: Samsara Eye ( passive)
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50 ( -15 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. After receiving half of Hagoromo Ōtsutsuki's chakra, Sasuke awakened a Rinnegan in his left eye, with three tomoe on each of its two innermost circles. If overused and weakened enough, it will temporarily lose the tomoe and it's full strength until fully recharged. During this time, Sasuke will also lose the ability to even form his Mangekyo Sharingan within his right Sharingan and access its powers until his Rinnegan has recharged. As a result, using the Rinnegan repeatedly requires Sasuke to close his eye to recharge initially.
Note: Requires the user to activate EMS at least one turn earlier.
Note: Requires activation and lasts for 6 turns before reverting to the normal Rinnegan pattern, requiring a cooldown period of at least 2 turns in which his EMS is also deactivated. While in its inactive/recharging form, the user cannot make use of any of it's abilities.
Note: While in use, the user's right eye retains its EMS state, having access to Kagutsuchi, Susano'o and their related abilities as well as the basic abilities of the Sharingan. His Rinnegan, likewise, retains access to it's EMS abilities. Sasuke can have up to 2 Paths active at any given time.
Note: Can only be used by Sasuke Uchiha bios.

( Gakidō ) - Preta Path ( Passive )
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

Within the same timeframe, foreseeing the failure of the Dragon and Karna's handling of the encroaching flames, Magnus realized the necessity of launching an offensive attack. With a swift motion of his right hand ( Apex Handseal ), Magnus generated a condensed orb of Breakdown energy in the air above the Dragon. Descending diagonally, the fist-sized sphere aimed to strike the back of the dragon's head, concealed from its field of vision. Unleashing the degenerative effects inherent in Breakdown, the orb would collide with the dragon, inflicting significant damage if left undefended.

( Uchiwaketon: Zeusu no Yuigon ) | Breakdown Release: Testament to Zeus
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60
Damage: 80 - 120
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as intricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects. The Degenerative effects only apply to enemies of the user, while the Regenerative effects only apply to the allies of the user. These effects are outlined as followed:

Degenerative:
  • B Rank: Prevent the use of F rank jutsu, reducing the target's current speed by 20%
  • A Rank: Prevent the use of S rank jutsu & above, reducing the target's current speed by 30%
  • S Rank: Prevent the use of A rank jutsu and above, reducing the target's current speed by 40%
Regenerative:
  • B Rank: Heal up to 30, x1.5 speed, -10 damage, +10 tai
  • A-Rank: Heal up to 50, x2 speed, -15 damage, +15 tai
  • S-Rank: Heal up to 80, x2.5 speed, -30 damage, +20 tai
This technique, being semi sentient, will only harm those who the user perceives as enemies, where the flames will simply pass over their allies. The flames of breakdown will always damage the enemies of the user regardless of which effects are applied.

Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three hand seals. A rank can be used once per turn up to 4 times per battle, S rank can be used three times per battle with two turns between uses and no Breakdown jutsu above A rank in the following turn with all effects lasting 3 turns.

In the same timeframe, trusting Karna to deal with the flames surrounding them, Doom would attack along with Magnus. While Karna absorbs the conjuration, flames, and wind, Doom would carry out the required actions, channeling the power of the Darkhold and cause massive spikes of Liquid Krypton to materialize beside the dragon. Positioned strategically beyond the range of Karna's absorption technique, these spikes would impale the dragon, piercing its neck and side with precision.

(Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)
Damage: 20-80+30=110
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.

Doom

Sage Chakra : 390 - 10 ( SM ) -40 = 340
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2,360 - 50 ( Rinnegan ) - 30 ( Preta Path ) - 40 ( Absorb ) = 2240
Speed: 10
Tracking: 10 x 2 ( Advanced Tracking ) x 6 ( Rinnegan ) = 80

Magnus

2000 - 190 = 1,810 -20 ( EMS ) - 60 ( Breakdown ) = 1730
Speed: 10
Tracking 10 x 4 ( YY Sensory ) x 5 ( EMS ) = 90
Hoshkar had just released the tornado at the dragon and began ascending when the trio caused the flames around them to disappear. At the same time, Hoshkar notices giant spikes beginning to appear beside it. As the dragon turns to flap it’s gigantic wings and gathers chakra, he notices a small flaming sphere in the air descending downwards in a line. Knowing that his movement and defense would be enough to avoid such a small attack, Hoshkar waves his wings as he moves backwards and releases the same massive tornadoes as before, angled to break through the liquid and continue onwards at the trio. This clash overpowers the spikes as the dragon repositions the trio in it’s sights, spiraling as it rose upwards and kept them in it’s views ( because of the small size of the Breakdown technique, Liquid Krypton technique being used at the same time and their close speeds, it is possible the two techniques collide prior to the Wind jutsu used after these hits them, further weakening the Wind jutsu or Breakdown jutsu that survives said clash ).

(Fūton: Tatsumaki Heki) - Wind Release: Tornado Wall
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 +20 = 120
Description: The user does the Ram hand seal and generates a large wall of 5 Tall tornadoes in front of him that are sent towards the opponent. A flying summoning with a wind affinity can create this technique by simply flapping their wings to generate the wind for the technique with normal S rank damage.
Note: Can only be used by Wind Primary Specialists.
Note: Can only be used twice.

“Close your eyes and open your vision, see beyond the Void!” the Divinity spoke as he then breathed massive fireballs down upon the trio, trying to burn them once more. They were just another group of trespassing mortals seeking riches and never seeking knowledge or the wisdom of the cosmic unknowns. The sky was almost opening, the starry beyond almost in sight. Hoshkar screeched as he watched the group, knowing their quest for riches would end soon. The cosmic truth was always that - the truth. It’s written within the stars and the Void; Bahumet had told them of the day their world would be visited by those seeking their treasures. This group wasn’t the first nor the last to enter their world and Hoshkar knew it. That’s why he was here, the Stargazer, the Cosmic Sight, the protector of the Stars. The beautiful cosmic backdrop would be their resting place, the Divinity thought to himself.

(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.
 

Corazon

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As discussed, the Wind & Fire cancel out so there's no attack coming towards us.
The trio observed as the Dragon once again thwarted their plans, creating the powerful Wind to counter the Krypton and Breakdown attacks, which it initially dodged. However, they weren't going to stand idly by and watch, and immediately initiated their next assault. Karna had already formulated a plan, which Doom was able to discern through his Legilimency, promptly relaying instructions to Magnus. Karna would passively activate the Deva Path, granting him control over Gravity. Stepping forward as he raised his hand, he manipulated the force of Gravity, exerting it to push Hoshkar away ( focused version ) and send it hurtling backward.

Simultaneously, Doom and Magnus launched their assault. The Uchiha swiftly weaved the necessary handseal, materializing a spike ( 2m in length ) forged from Lonsdaleite Carbon behind Hoshkar. The spike would shoot forward with lethal precision, aimed at the dragon's neck. Meanwhile, the Wizard employed the power of the Darkhold once more, uttering the Obtestor incantation to conjure a knight ( 2m in height ) armed with a long spear ( 2m in length ) behind the dragon. The knight would propel itself forward without hesitation, aiming to strike the dragon's neck as well before moving back.

The trio ensured perfect synchronization, their attacks executed with flawless timing and occurring simultaneously. The spike and knight manifested just outside of short range of the dragon ( the attacks don't clash upon creation , nor when/if they strike the dragon and neither does Shinra affect them ), created in tandem with Karna's attack. This strategic coordination aimed to push Hoshkar directly into the attacks, making the task of defending itself much more difficult. Moreover, the dragon remained oblivious to the impending attacks which moved forward while it was pushed back ( which would result in a double critical hit if it failed to defend itself ).

Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.

Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.

Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be physically blocked, absorbed or dodged by becoming intangible or similar means. However, the enemies can still use techniques that reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped, avoided or directly countered, enemies can still manage to survive if they are able to reduce the damage done enough.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active

Type: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40 ( 30 + 10 = 40 )
Damage: 20 - 80 ( 60 + 30 + 30 = 120 )
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:

Conjuration - Offensive/Defensive/Supplementary ( D - S ) ( A )

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.​

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.

Type:Supplementary
Rank: N/a
Range: Short-long
Chakra: N/a
Damage: N/a
Description: This is a passive jutsu used in the same time as a carbon cj. This outlines what allotropes of carbon is formed and the effect it carries due to that allotropes. Carbon has several allotropes, or different forms in which it can exist. These allotropes include graphite and diamond, which have very different properties. As outlined within the element the following can be made with the following effects:

Graphite is the only non-metal element that is a good conductor of electricity. In RP terms, this allows carbon that is formed as graphite to conduct electricity. Forming it in this way will remove it's weakness to lightning, allowing it to play on neutral terms to lightning based elements. Because it is a solid material, it is known as a dry lubricant. This is useful in applications where “wet” lubricants, such as oil, cannot be used. This allows the user to make carbon sticky and to stick to an object or person.

Lonsdaleite, also called hexagonal diamond, has been widely used as a marker of asteroidal impacts. It is thought to play a central role during the graphite-to-diamond transformation, and calculations suggest that it possesses mechanical properties superior to diamond. This being one of the hardest forms of carbon increases the damage and defensive capabilities of carbon by +1 rank or +20 damage to S ranks and above.

Carbon Nanotubes: CNTs can act as antennas for radios and other electromagnetic devices. Conductive CNTs are used in brushes for commercial electric motors. They replace traditional carbon black. The nanotubes improve electrical and thermal conductivity because they stretch through the plastic matrix of the brush. Carbon created with this form releases signals from it, interfering with any technology. These waves are released short range around the carbon (5m). This essentially prevents any technology from working within range of the carbon.​

Note: This is a passive technique applied to a carbon jutsu just altering it's structure as it forms as outlined within the element
Note: Each application can be used two times with a turn cool down and only one applied to a jutsu at any given time.

Rank: D-S ( S )
Type: Attack/Defence
Range: short - long
Chakra Cost: 10-40
Damage Points: 20-80 + 20 = 100
Description: This is the basic application of carbon release where the user will gather carbon in the air, the ground or create it from their own chakra (spitting it out ect) to form structures of carbon. This can be anything from weapons, to walls, to spikes, domes, anything inanimate which they can use as projectiles as well. For example the user could create a kunai of carbon and launch it at their opponent. The larger the object, the higher the rank. For objects larger, than the user they will need to be A rank. To use the A rank version and higher, the user will need to perform 1 handseal. This can also be used to reshape current carbon the user controls which they can use to attack with again, in a similar way to earth release but on a unique level. Due to the control required, the user is not able to form microscopic carbon, the carbon they gather will be around the same size of a small pebble and so always visible to normal ninja. B rank and below carbon structures can be made with arm movements or a single handseal. A rank can only be used once per turn. S rank can be used 3 times per battle, with two turns in between uses and no carbon above B rank in following turn.

Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens.

Doom

Sage Chakra : 340 - 15 ( Legilimency ) - 10 ( SM ) - 30 ( Conjuration ) = 285
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2240 - 35 ( Dojutsu ) - 30 ( Deva Path ) - 60 ( Shinra ) = 2115
Speed: 10
Tracking: 10 x 2 ( Advanced Tracking ) x 6 ( Rinnegan ) = 80

Magnus

1730 -20 ( EMS ) - 40 ( Carbon ) = 1670
Speed: 10
Tracking 10 x 4 ( YY Sensory ) x 5 ( EMS ) = 90​
 
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Hoshkar had began to spin upwards as he notices the spike and warrior forming around him. The dragon had began to formulate a plan when he was suddenly pushed sideways mid spiral by a strong force, launching it sideways. The dragon barely had time to react to the invisible attack that slammed into him before suddenly being skewered by the very spikes and knight that he witnessed. Slamming into it’s back and body as the invisible wave of gravity forced the ascending dragon into the attacks.

The Divinity screeched as its thick scales were pierced and thin drops of blood began to seep through; it wasn’t due to pain he screeched; Hoshkar’s eyes were attuned towards the ceiling, golden amber fire dancing in its eyes as the entire building begin to shake, a strong vibration occurring as if the building itself was moving, traversing the planes.

“The stars.. it’s coming…” Hoshkar spoke, its slightly wounded body stretching the large wings on its back again. As the dragon’s voice echoed across the observatory, the ornate dome above them slowly opens as a freezing chill comes through the opening, a snow filled tundra present in the open vastness of space. The world of ice empowers the dragon, causing him to screech once more as he flew higher towards the opening, now causing snow to begin to fall inside the building.

“I can see it.. the night’s here!”

Absolute Zero (Phase 2): 750 – 501 HP
During this phase Hoshkar takes 25% increased damage. This phase of the battle causes the celestial dome to open, revealing an icy frigid world in the vastness of space. Hoshkar, in addition to his standard techniques, gains access to Ice Release. His Ice Release techniques do an increased 40 damage. Hoshkar’s Wind Release techniques are increased by 30 damage, and his Fire Release techniques lose 20 damage.​

As Hoshkar speaks, he turns back to the group present. “Ah yes, the visitors,” he spoke, turning his cold voice towards them as he channeled energy before firing it at the group, aiming to inflict heavy damage to them. Soon after firing the massive 8 meter ball of energy, Hoshkar spirals downwards towards the trio, circling around the ball of energy to make sure he can both keep them in his sights as well as protect his own blind spots. While spiraling, he creates two massive dragons that spread out, aiming to attack the trio from both sides. However, as they travel towards them, they collide 3 meters away from the group, forming a massively powerful tornado that encapsulates their short range area as it freezes and ravages the group.

( Kanjō no Haishutsu) – Coronal Ejection
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 120
Damage: 100 + 40 = 140
Description: Hoshkar forms an unstable ball of energy in his mouth, attuning its affinity depending on the phase of the battle he is currently in. In Phase 1 the orb takes a neutral affinity, simply inflicting 100 damage to a single target; in Phase 2 the orb takes an Ice affinity

( Hyouton: Sōryū Bōfūsetsu) Ice Release: Twin Dragon Blizzard
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 40 = 120
Description: This is an advanced version of “Ice Release: Black Dragon Blizzard,” in which the user makes two of these dragons instead of one. The two dragons then swirl upwards and converge into a massive tornado.

Hoshkar has 700 Health and 4150 Chakra Remaining​

 
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With the roofing above the trio opening up and the cold air flowing in while they took in the view of the space stars, the 3 Shinobi braced themselves for whatever was to come next. There was no way that the scene was being set like this without the finale to come soon. Either the dragon would be slain soon, or the trio would be put to shame with the universe and stars as the only witness.

At this point Hoshkar would be gathering chakra in his mouth in the form of a large sphere. He thought he was a Biju or something, didn't he? This power didn't seem as strong as a tailed beast bomb, but it still held its own weight in power from the sense/look of it. The moment that Hoshkar shot the sphere and began flying downwards/around the sphere, the trio would act as a team once again.

After all that the trio had been through so far, Magnus trusted that the other two would defend, but just in case, he quickly shouted to them to handle it. With that done, Magnus waited for the perfect moment (when his partner begins to perform his technique) and with Hoshkar clearly in view from flying around the sphere, along with being sensed by his YY sensing, the Uchiha would cast an illusion on the dragon. This would cause water to immediately begin flooding out of the dragons mouth profusely, to the point that it began to flow into his other airways and start to drown him from the inside. The mere volume of water and speed of the water filling up the body would cause a panic in Hoshkar, as animals react to drowning similarly to humans, maybe even worse. This would hopefully distract him from Magnus' teammates, but the real aim was to have dragon completely out of commission if it didn't immediately counteract the effects of the illusion. Due to past techniques used by the trio spawning and appearing in different areas with ease, Hoshkar would have no real reason not to believe that they had simply spawned this water the same way, thus hiding the illusion even more, hopefully.

Genjutsu: Akuma no Izumi | Illusionary Arts: The Demonic Fountain
Type: Offensive
Rank: S-Rank
Range: Short to Mid
Chakra: 40
Damage: 80 + 15 (spirit: 8)
Description:
The user does 2 hand seals (Ram+Dog) and inserts his chakra into his opponents brain. By doing this he triggers an illusion were the enemy will suddenly feel as if water is gushing inside his mouth, both bursting and flowing out of his mouth but also into his air ways, drowning him from the inside. The water gushes and flows with increased volume and speed as time passes, quickly overflowing his air ways, lungs, gastric tract, stomach and also his ears, leaving the enemy in a state of desperation as he struggles to breathe and gain balance within this demonic overflow of water. As the human reflex in a drowning situation is to gasp for air, the enemy will eventually start, in reality, to hyperventilate (without noticing) which will lead progressively to him fainting. Of course, all of what the enemy experiences is but an illusion and his lost of conscience is due to his own hyperventilating panic.

Note: Enemy has to release the gen in his immediate counter or he'll lose conscience the beginning of the users following turn
Note2: User can only use Ninjutsu (elemental or not) up to S-Rank in the same turn
Note3: User can't use other Genjutsu in the same turn
Note4: Can only be used twice per battle
Note5: Can only be taught by Scorps

With Magnus telling Doom and Karna to handle the sphere, they'd both act accordingly. In the same timeframe as Magnus performing the illusion, Doom would put his hand on Karna's shoulder and tell him to attack, while he started to transfer chakra into Karna. Karna quickly made use of his unique fire once again, taking advantage of Doom transferring chakra into the techniques usage so that it can gain an even higher boost than Karna could normally push out. Creating the fire between the trio and the sphere, Karna created a flaming dragon of his own that was bigger in size than Hoshkar himself (being about twice as big) and mirrored him in looks also. The breakdown dragon would easily fly through and overpower the ice sphere, continuing at Hoshkar at full strength; Having enough sentience from the yang within the technique to recognize Hoshkar as the enemy and chase/hunt him down. The breakdown dragon would use it's superior speed to close in and burn the dragon while also placing degenerative effects on the dragon if/when it crashes into him.

( Uchiwaketon: Zeusu no Yuigon ) | Breakdown Release: Testament to Zeus
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60 + 20
Damage: 80 - 120 + 30 + 40 + 15 (205)
Description: This is the basic creation technique of Breakdown Release. The user will combine their Yang with Fire Release to create a Breakdown Release technique. This can be released from the users body, formed out of their chakra in the air or from the ground. If formed out of the air or ground it must be 5m away from an opponent, unless the user himself is within that range. From there the user will create anything he can imagine; ranging from simple waves, pulses, streams, to shapes as intricate as weapons, houses, creatures, etc,. Due to being composed of Yang chakra, it will cost 40 chakra for a B rank then increasing by 10 chakra per rank. When releasing this jutsu the user will chose to apply the Degenerative or Regenerative effects. The Degenerative effects only apply to enemies of the user, while the Regenerative effects only apply to the allies of the user. These effects are outlined as followed:

Degenerative:
  • B Rank: Prevent the use of F rank jutsu, reducing the target's current speed by 20%
  • A Rank: Prevent the use of S rank jutsu & above, reducing the target's current speed by 30%
  • S Rank: Prevent the use of A rank jutsu and above, reducing the target's current speed by 40%
Regenerative:
  • B Rank: Heal up to 30, x1.5 speed, -10 damage, +10 tai
  • A-Rank: Heal up to 50, x2 speed, -15 damage, +15 tai
  • S-Rank: Heal up to 80, x2.5 speed, -30 damage, +20 tai
This technique, being semi sentient, will only harm those who the user perceives as enemies, where the flames will simply pass over their allies. The flames of breakdown will always damage the enemies of the user regardless of which effects are applied.

Note: For B rank and below, the user will use hand gestures to form the jutsu, for A rank the user will need to perform two hand seals, S rank will require three hand seals. A rank can be used once per turn up to 4 times per battle, S rank can be used three times per battle with two turns between uses and no Breakdown jutsu above A rank in the following turn with all effects lasting 3 turns.

(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.

The trio would make sure to perform their techniques in pretty good unison; Magnus not performing his illusion until he saw Karna doing the single handseal for his breakdown technique. This would have their techniques activate at about the exact same time as one takes a simple gaze (Magnus can cast the illusion through MS with a mere look) and the other takes 1 hand seal due to Karna specializing in Breakdown techniques. Once the illusion and breakdown dragon were casted/created, the trio simply uses their sensing and doujutsu to survey the area and await the outcome so that they can react accordingly. All the while, the knight conjuration simply floats above it all awaiting a command to attack or defend or do whatever is needed. Of course due to the chaos magic flowing through it, the knight would be laughing maniacally and shouting out made up dragon slurs.




Doom

Sage Chakra : 285- 5 - 10 - 20 = 250
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2115 - 15 - 80 = 2020
Speed: 10
Tracking: 10 x 2 ( Advanced Tracking ) x 6 ( Rinnegan ) = 80

Magnus

1670 - 20 - 40 = 1610
Speed: 10
Tracking 10 x 4 ( YY Sensory ) x 5 ( EMS ) = 90
 
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It happened swiftly, before the dragon could react; Hoshkar had just moved towards the trio when he suddenly began to choke and drown on water seemingly spawned into his mouth. As the dragon choked and gasped for air, it suddenly had its vision obscured by its mirror image, stretched many times its size slamming into it. As the massive pain strikes the dragon, the sensation of drowning subsides as the water mysteriously vanishes, the Genjutsu forcibly ended through pain although Hoshkar himself was none the wiser. As the dragon is slammed by its massive counterpart, it crashes back into the ground with great force, crumbling one of the pillars nearby.

“No…no…she won’t be pleased,” the dragon yelled incoherently, seemingly random ramblings as it rose from the dust and rubble. The ceiling of the massive observatory had closed yet again, the inside shaking as the cosmic vehicle traversed the heavens yet again. As the observatory opened again, a molten world appeared, bubbling plumes of magma and lava pooled around as Hoshkar roared yet again.

Shattered World (Phase 3): 500 – 251 HP
During this phase Hoshkar takes 50% increased damage. This phase of the battle reveals a planet shattered by Abzu’s Worldrender; a broken place overflowing with magma now devoid of life. Hoshkar gains access to Lava Release and Acid Release, all variants. His Lava Release techniques do 40 increased damage. His Fire Release techniques are boosted by 30 damage.​

“…The stars, the stellar truth is close! I can see it….five.. no…” The dragon rose, stretching it’s wings as it watched the group, speaking what seemed to be random ramblings bought on from the cosmic truths the dragon witnessed. Spreading its wings, it steps forward as two massive molten replicas of itself oozes from either side of its body, stepping out to form two Lava clones standing 5 meters away from the dragon on each side due to their size. As the lava clones form, Hoshkar shrieks yet again as he views the group, starting the battle once more.

The lava clone to Hoshkar’s left releases a massive burst of lava at the group, aiming to cause great burns to them. Meanwhile, the clone to Hoshkar’s right aims down at the group and fires a massive burst of fire at their feets, aiming to cause a maelstrom of flames to erupt on contact. Meanwhile, Hoshkar looks around, her paranoia starting to tempt him. He had been attacked by many attacks in his blind spots already and there was no telling if…she would arrive. The dragon kept his guard while stretching, his injuries beginning to take their toll.

(Yoton Bunshin no Jutsu) - Lava Bunshin Technique
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A (40 if hit)
Description: The user will make two handseals (Boar+Tiger) and focus his chakra into the ground, manipulating it and controlling it into forming clones that will rise near them. The clones are made of Lava though indistinguishable from the user like all other clones. If hit, the clones will disperse into hot molten Lava and injure whatever is touching them. Capable of using Earth, Fire and Lava techniques, the clones have a duration limit, unlike other clones. As time passes, the lava becomes colder and colder, slowly hardening until the clone is left as a crumbling rock.
Note: Follows normal clone rules and guidelines.
Note: Clones last 5 turns
Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.

( Yoton: Yōyū Gōkakyū no Jutsu ) - Lava Release: Molten Fireball technique
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40 + 40
Description: The user will perform the Horse hand seal and then they will release from their mouth a medium quantity of lava that is manipulated into the shape of a medium sized fireball that is then short at the target.
Note: Can only be used by Son Gokū and his jinchūriki, Rōshi.

(Katon: Gōenka) - Fire Release: Great Flame Flower
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40 + 30
Description: The user jumps in the air and shoots three giant bullets of fire that come down like giant meteors, then erupt into a geyser of flame.



Hoshkar has 444 HP and each dragon has 1390 Chakra Remaining.​

 
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Doom, Magnus, and Karna looked on as the world around them shifted once more. When everything stopped, a broken world was revealed, covered in magma. The trio stood, looking around at the destruction that surrounded them, yet they remained unharmed on solid ground, untouched by the magma. Their attacks had landed, but the dragon still stood, although it now seemed to have lost its mind, babbling incoherently. The trio moved to stand in a line, with Doom in the middle, Magnus to his right, and Karna to his left. Despite landing some of their strongest attacks on the dragon, it still stood ready to continue the battle, spreading its wings. As molten clones took form, the trio took action.

Karna — Doom — Magnus​

Karna and Magnus were able to perceive the creation of the Lava clones, while Doom was not only aware but also able to sense everything due to his Sage Mode. Karna quickly gave orders, knowing that the dragon was weakened from his previous technique landing.

First of all, Karna would create two Yin Dragons, one infused with Earth chakra, and the second infused with Wind chakra ( both dragons would have a strength of 120 damage each ). Karna sends one ( Earth ) directly forward into Hoshkar. He would clearly see the dragon remain still, while two copies form on either side of it. Logically, the real dragon would be the one in the middle, which he aimed to strike. The other dragon ( Wind ) would be sent at the Lava clone to Hoshkar's right. This dragon would smash into the Lava clone before curving around to strike the real Hoshkar, retaining its full power. After releasing his dragons, Karna would deactivate his rinnegan.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) + 30 + 10 Nindo = 140
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

In the same timeframe, Magnus would create two dragons, much like Karna. Due to his mastery over Yin-Yang, Magnus could create multi-elemental dragons. He created one dragon by combining Water and Lightning, while the other dragon was a fusion of Wind and Fire. Just like Karna's dragons, these would be empowered ( Yin Spec and his previous use of an illusion, and 8 AP in spirit with his EMS active ). In the same manner as Karna, Magnus would send one dragon ( Water/Lightning ) towards what he believed was Hoshkar, aiming to strike it head-on, ensuring his dragon would not clash with his allies' attacks. His other dragon ( Fire/Wind ) would be sent at the Lava clone to Hoshkar's left, aiming to strike it and destroy it before converging on the real Hoshkar from above.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) + 10 Yin Spec + 15 AP = 145
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

At exactly the same time, within the same timeframe, Doom would create two dragons—one of earth and one of lightning—aiming to strike the beast head-on. These dragons would be empowered by his Sage Mode. Doom sends both dragons directly ahead at who he believes to be the real Hoshkar, looking to put an end to this fight once and for all.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) = 130
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

All the dragons are created in a way to avoid clashing with each other in their movements and only hit the enemy dragons. See the image below for reference.

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Doom

Sage Chakra : 250 - 10 - 150 = 90
Speed : 12 × 4 = 48
Tracking : 14 × ( 2.5 + 4 ) = 91

Karna

2020 - 15 - 150 = 1855
Speed: 10
Tracking: 10 x 2 ( Advanced Tracking ) x 6 ( Rinnegan ) = 80

Magnus

1610 - 20 - 150 = 1440
Speed: 10
Tracking 10 x 4 ( YY Sensory ) x 5 ( EMS ) = 90
 
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It was over before the dragon knew what happened. The lava clones beside it tried to make a defense, spawning lava blasts but to little avail as the stronger Yin attacks collided and progressed with no power lost - even after ripping through the clones. Hoshkar eyes, illuminated by the heavens above as the observatory begin to spiral again, never noticed the attacks as his incoherent mumblings grow more erratic. Slowly, the Observatory opened once more, revealing only stars and planets in the dark sky, shining above the field as comets and cosmic dust danced around them.



Hoshkar screeched, the cosmic truth finally dawning upon him: This was the way, he thought, his defeat written amongst the stars for all of eternity. He failed the pantheon but he knew it wasn't the end. It couldn't be. Screeching one last time, the draconic seer stretched his arms, life slowly fading from it's eyes. It couldn't be...


Hoshkar lays defeated.
 

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Awards
Congratulations. Please have one member of your group state who will receive Void: Eye of the Stargazer. Additionally, your team won 15,531 Kumi. Split evenly, this is 5,177 Kumi per member.


(Muko: Senseijutsu no Me) – Void: Eye of the Stargazer
Type: Void Infused Artifact
Rank: A
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: Eye of the Stargazer is activated passively, consuming two Void Infusions. The Void Artifact connects the user’s Siris or Chakra to the cosmos, empowering a specific elemental nature used by Hoshkar, the Stargazer. The user empowers either their Wind, Fire, Ice, Lava Releases, or their Shinkaigan techniques, by an additional 20 or 30 damage, rolled on a 50% chance for either result. This enhancement lasts for 5 turns and can be used three times per battle.
 

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After slaying yet another dragon, the Trio saw the loot dropped and collected it. Karna would take the artifact like before, while the money they came across was split evenly as possible. During this time, Doom would deactivate his Sage mode and return to his base form, while Karna lowered the stage of his Sharing from EMS down to simply a 3T form. With the loot collected, and the group powered down a bit to rest, they'd move on within the world of dragons to see what lies ahead. Hopefully they were close to finding the end of this place and whatever it has to offer them as dragonslayers.

Moving on to Vioren.
 
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