[CC] Suits and Wands

The_Empire

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Answer:
The object that vanishes comes back in exactly the form it comes. So if its thrown at you and you vanish it, if you dont move, it will come back with the same speed and angle to go hit you again.

Alright, before we proceed, did LoK tell you if you were a Light Wizard or Dark Wizard? this affects what Dark Arts and Defence against Dark Arts spells you can use
I'm Slytherin House and my character is Muzan so I would think Dark Wizard.
 

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I'm Slytherin House and my character is Muzan so I would think Dark Wizard.
Alrighty well we will start with the Dark Arts spells techniques first. Theres a lot to this one, so we will go over specifically what Dark and Light wizards can and cant use. While this might not come into play for you yet, when in a battle you might want to remember what you can use as a Dark Wizard.

We will break it down as well into 3 parts. So lets look at the Jinx's first. Read over them and once again tell me the strengths and weakness of both of them. Bonus points if you can tell me which books/movies each of the spells were in.

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

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

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


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


A rank

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


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


S rank

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


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


Forbidden rank

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

Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
 

The_Empire

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Alrighty well we will start with the Dark Arts spells techniques first. Theres a lot to this one, so we will go over specifically what Dark and Light wizards can and cant use. While this might not come into play for you yet, when in a battle you might want to remember what you can use as a Dark Wizard.

We will break it down as well into 3 parts. So lets look at the Jinx's first. Read over them and once again tell me the strengths and weakness of both of them. Bonus points if you can tell me which books/movies each of the spells were in.

Ebublio:
-Strengths: Can be used nonverbally and without a wand in short range.
-Weakness: Weak to energy based attacks.

Questions: So does the energy based attacks are one like normal weaknesses where in this case C rank energy attacks can beat this technique?
 

Zatanna

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Ebublio:
-Strengths: Can be used nonverbally and without a wand in short range.
-Weakness: Weak to energy based attacks.

Questions: So does the energy based attacks are one like normal weaknesses where in this case C rank energy attacks can beat this technique?
Sorry. Weirdly i didnt get a notification you replied.

Correct. While not explicitly stated, it would effectively be ruled like a technique interaction that energy attacks would overpower it easier.

Now for Leg-Locker Jinx which is another Jinx. This one is a lot stronger than Ebublio, for a few reasons. Same method, tell me strengths and weaknesses
 

The_Empire

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Sorry. Weirdly i didnt get a notification you replied.

Correct. While not explicitly stated, it would effectively be ruled like a technique interaction that energy attacks would overpower it easier.

Now for Leg-Locker Jinx which is another Jinx. This one is a lot stronger than Ebublio, for a few reasons. Same method, tell me strengths and weaknesses
Dang thought I posted that one also.

Locomotor Mortis
-Strength: Prevents movements and good against someone that's trying to speed blitz. Makes the target fall.
-Weakness: The target can still mold chakra. Last only one turn which is fine but wish it was more. Raw strength can override it.

Question: What raw strength can override this jutsu?
 

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Dang thought I posted that one also.

Locomotor Mortis
-Strength: Prevents movements and good against someone that's trying to speed blitz. Makes the target fall.
-Weakness: The target can still mold chakra. Last only one turn which is fine but wish it was more. Raw strength can override it.

Question: What raw strength can override this jutsu?
This is something that needs a bit more clarification tbh and probably a case by case basis. My opinion would be either any A rank or higher taijutsu (being one rank higher than the technique) or any B rank technique that has been boosted (eg using a B rank leg technique that gets boosted by leg weights becoming A rank damage). Again needs some specific clarification but can fix that after.

Ok Moving on to Hexes, There are more dangerous being A rank and higher. Becoming a lot more offensive as they go on, a lot more offensive.

A rank

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


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

The_Empire

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This is something that needs a bit more clarification tbh and probably a case by case basis. My opinion would be either any A rank or higher taijutsu (being one rank higher than the technique) or any B rank technique that has been boosted (eg using a B rank leg technique that gets boosted by leg weights becoming A rank damage). Again needs some specific clarification but can fix that after.

Ok Moving on to Hexes, There are more dangerous being A rank and higher. Becoming a lot more offensive as they go on, a lot more offensive.
Flagrante
-Strength: Adds heat to nearly any touchable surface. Can be applied by touch or jet of orange energy.
-Weakness: Can be applied to other spells and jutsus only three times(nooooooo). Only useable five times overall and with a turn in between usage.

Reducto
-Strength: Heats up and explodes objects and turns them into ash.
-Weakness: Only useable for four times in a match which sucks. Can't be applied to clothing's on a person(makes sense but still sucks lol).
 

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Flagrante
-Strength: Adds heat to nearly any touchable surface. Can be applied by touch or jet of orange energy.
-Weakness: Can be applied to other spells and jutsus only three times(nooooooo). Only useable five times overall and with a turn in between usage.

Reducto
-Strength: Heats up and explodes objects and turns them into ash.
-Weakness: Only useable for four times in a match which sucks. Can't be applied to clothing's on a person(makes sense but still sucks lol).
Any Questions?
There is some cool potential custom techniques that you could make but it would take up a PCCJ slot, which is why Id reccomend making a CW as a PCCJ, which would have additional affects, (something like applying transfiguration within the same time as your techniques or something, because otherwise your techniques would be in seperate timeframes etc)

Alrighty last 3, Curses which are the most powerful spells of the Dark Arts. Ill add in the notes in the ed, just so you can read through how they apply to all the spells.

S rank

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


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


Forbidden rank

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

Note: Nearly all Dark Arts take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Dark Wizards can use Hexes and Curses while Light Wizards can only use Jinxes.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
 

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Any Questions?
There is some cool potential custom techniques that you could make but it would take up a PCCJ slot, which is why Id reccomend making a CW as a PCCJ, which would have additional affects, (something like applying transfiguration within the same time as your techniques or something, because otherwise your techniques would be in seperate timeframes etc)

Alrighty last 3, Curses which are the most powerful spells of the Dark Arts. Ill add in the notes in the ed, just so you can read through how they apply to all the spells.
I'm still trying to figure out my wand on making it a CW on what abilities. I seen Chris wand which takes a few of my ideas.

Naw no questions they didn't have anything questionable.

Sectumsempra
-Strength: Cuts deep and leaves marking and has a limit of time of medical Ninjutsu to use to stop the bleeding and healing which is good. No growing back body parts.
-Weakness: No S rank or higher DA next turn. Follows the user movement which makes sense but predictable. Only usable for four turns and two turns in between usage.


Crucio
-Strength: Makes it where the person feels so much pain they can't do anything.
-Weakness: Usable for three turns and two turns in between usage. Can't do anything else during this jutsu and no S rank or higher next turn.

Question: It say can't do anything but Taijutsu that doesn't require chakra should still be able to be used right?

Avada Kedavra
-Strength: Instant kill and destroys the heart on a cellular level which is something nearly impossible to heal. No noticeable injuries to say how the person died, great usage for the NW. Used on anything possible.
-Weakness: Useable twice per opponent and can only be used every three turns. Easily avoidable
 

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I'm still trying to figure out my wand on making it a CW on what abilities. I seen Chris wand which takes a few of my ideas.

Naw no questions they didn't have anything questionable.

Sectumsempra
-Strength: Cuts deep and leaves marking and has a limit of time of medical Ninjutsu to use to stop the bleeding and healing which is good. No growing back body parts.
-Weakness: No S rank or higher DA next turn. Follows the user movement which makes sense but predictable. Only usable for four turns and two turns in between usage.


Crucio
-Strength: Makes it where the person feels so much pain they can't do anything.
-Weakness: Usable for three turns and two turns in between usage. Can't do anything else during this jutsu and no S rank or higher next turn.

Question: It say can't do anything but Taijutsu that doesn't require chakra should still be able to be used right?

Avada Kedavra
-Strength: Instant kill and destroys the heart on a cellular level which is something nearly impossible to heal. No noticeable injuries to say how the person died, great usage for the NW. Used on anything possible.
-Weakness: Useable twice per opponent and can only be used every three turns. Easily avoidable
Alrighty npnp.

Mmmmm youre sorta right with this, Medical Ninjutsu is designed to heal wounds, and replace blood but not so much grow back arms or appendages. However, despite the wording on these techniques, limbs and everything CAN be regrown with Yang healing. Yang healing is the pinnacle of gorwing flesh and healing there is nothing that surpasses it. Youd need something really specific like Koji's fire tech or Delta's eye doujutsu tech that specifically states it cant be healed.

For your Crucio question: the spell specifically states jutsu and attacks, so youd have to rely on freeform dodging if you want to keep channelling the technique. Its quite a heavy restriction for the technique.

For Avada Kedavra, While it does say insta kill, I believe that this might be a small exaggeration. Traditionally it would be an 'insta kill' technique on any jounin, however since the introduction of yang and damage shaving especially with the health and damage system, it would be more specific to say that the technique deals 90 damage (however since the tech targets the heart it would land as a critical hit dealing 180 damage). if a jounin has yang specialty reducing 30 damage they will survive, or if they have more than 180 health total (specialties like lifeline, bios with extra health etc).
However I will double check with LoK about this ruling. The tech may need to be updated.
Additionally yes, all these spells now also have jutsu travel speed meaning that if you can move faster than say id say that faster than 20 speed would be fast enough to avoid direct hits with all these spells. Something else that might need to change.

Alright next we will move on to Defence against the Dark Arts
 

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Alrighty npnp.

Mmmmm youre sorta right with this, Medical Ninjutsu is designed to heal wounds, and replace blood but not so much grow back arms or appendages. However, despite the wording on these techniques, limbs and everything CAN be regrown with Yang healing. Yang healing is the pinnacle of gorwing flesh and healing there is nothing that surpasses it. Youd need something really specific like Koji's fire tech or Delta's eye doujutsu tech that specifically states it cant be healed.

For your Crucio question: the spell specifically states jutsu and attacks, so youd have to rely on freeform dodging if you want to keep channelling the technique. Its quite a heavy restriction for the technique.

For Avada Kedavra, While it does say insta kill, I believe that this might be a small exaggeration. Traditionally it would be an 'insta kill' technique on any jounin, however since the introduction of yang and damage shaving especially with the health and damage system, it would be more specific to say that the technique deals 90 damage (however since the tech targets the heart it would land as a critical hit dealing 180 damage). if a jounin has yang specialty reducing 30 damage they will survive, or if they have more than 180 health total (specialties like lifeline, bios with extra health etc).
However I will double check with LoK about this ruling. The tech may need to be updated.
Additionally yes, all these spells now also have jutsu travel speed meaning that if you can move faster than say id say that faster than 20 speed would be fast enough to avoid direct hits with all these spells. Something else that might need to change.

Alright next we will move on to Defence against the Dark Arts
Glad you clarified the growing part.

Alright so freeform still works. Guess I'll be using a kunai or a sword lol.

See you right about that its not really a instant kill in this time.

I forgot all about that jutsu traveling speed, so 20 is the default speed for all spells.

DADA Time!!!!!
 

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Glad you clarified the growing part.

Alright so freeform still works. Guess I'll be using a kunai or a sword lol.

See you right about that its not really a instant kill in this time.

I forgot all about that jutsu traveling speed, so 20 is the default speed for all spells.

DADA Time!!!!!
Not so much that 20 is the default speed, mmmm Lok may update them or add in a specific clause. All spells are effectively beams of energy, or flashes of light so they could hypothetically be equal to lightning ninjutsu speed, or they may fall under the "AN/Universals/Etc " fields as its ccj. Only 1 speed difference but who knows.
I just say 20 speed would allow you to avoid everything beceause even if they have a specialty to slow you by 3 base speed, youd still be moving about 17-14 speed (depending on your rank or other speed boosts).

Ok DADA reminder that youre a dark wizard and can only use a couple spells. Have a look through, tell me which ones you can and cant use and give me strengths and weaknesses.
( Bōei Mukatte Kuro Mahou ) - Defense Against the Dark Arts
Type:
Supplementary / Defensive
Rank: B-S
Range: Short - Long
Chakra: 20-40
Damage: N/A
Description: Defense Against the Dark Arts, or DADA as it's known for short, is a broad field of magic used to combat primarily the Dark Arts and other "evil" and dark natured attacks. These can be seen as advanced, specialized branches of Charms and Transfigurations as they generally use the basis behind these attacks to create the needed defenses or attacks.

B Rank
Impediment Jinx: - Supplementary

The Impediment Jinx ( Impedimenta ) is a jinx that renders a victim physically unable to move and halts moving objects. Appearing as a jet of scarlet light, the spell collides into an opponent and slams into them with great force and, without causing damage, is capable leaving the opponent unable to move. The effects are short lasting, however, never lasting more than a single turn, and can be countered by either preventing the charm from hitting the target or, once the effect triggers, overpowering it with raw physical power. The target can still mold chakra, however; its just that his muscles become unable to move.

Langslock: - Supplementary
Langlock is the incantation to a spell that causes one's tongue to affix to the roof of their mouth by using mahou itself to bind the tongue of the foe to the roof of their mouth. Invented for the sake of preventing someone from speaking aloud or even to prevent a spell from being cast, Langslock is a very useful spell that prevents the opponent from spewing jutsu from their mouth as well as using jutsu that require the mouth to make audible, clear sounds. This allows a wizard to counter another wizard by preventing them from speaking for a certain amount of time ( 4 turns ). Useable every 3 turns, this spell can be bested by a full body surge one rank higher than this one, requiring at least A rank chakra to break it.


A
Shield Charm - Defensive

The lowest level Shield Charm spell ( Protego ) creates an invisible shield appears where the caster's wand is pointed providing a protective barrier between themselves and their attacker. The shield itself does not give off light, but rather, the attack bouncing off of it and dispersing does. By moving their arm as if parrying an attack, the user is able to create a shield in between them and the target, creating an unbreakable shield, blocking jutsu of equal chakra and lower. The higher ranked a member is, he is able to perform this with increased speed, Full Wizards creating it in such speed that it's able to deflect even throw kunais from short range. Lasting until overpowered or ended by the user, the Shield Charm requires an additional 10 chakra per turn to keep up while preventing the user from using any other spells in that same time. After ending, the user cannot use it for 2 turns.


Knockback - Supplementary/Defensive
The Knockback Jinx ( Flippendo ) feels like a blow to the chest, knocking its victim back, along with a loud bang. This alone isn't enough to cause serious or fatal damage however; the attack lands with great force, sending an opponent backwards 10 meters quickly. This can be used to target attacks of lower chakra than this one, causing them to rebound back at the foe, making it a very using spell for any wizard. Can only be used once every two turns and up to 4 times in all.


S
Patronus Charm - Supplementary/Defensive

The Patronus Charm ( Expecto Patronum ) represents that which is hidden, unknown but necessary within the personality. When confronted with inherent evil and dark chakra, such as the Dark Arts, the user is able to cast a corporeal Patronus. Every Patronus is as unique as its creator and even identical twins have been known to produce very different Patronuses, each taking the shape of a different animal of the user. To successfully cast the spell, one must muster the happiest memory they can think of and then say the incantation, Expecto Patronum; the Patronus will come from the tip of the wand and can be directed towards a target by pointing one's wand at said target. When created, the Patronus has the ability to repel dark and naturally "evil" chakra, such as Dark Arts, Keigoku, etc from nearing the Patronus's short range radius. This allows the user to stay safe as long as the Patronus itself is near them, preventing dark energy from reaching it, being the ultimate defense against dark forces. Against other jutsu, the Patronus grants an S rank defense towards them, being able to survive one S ranked attack of any power as long as the user sacrifices 40 chakra for it, allowing it to reform. Can only be used 3 times in all, each use lasting 3 turns. After ending, the user cannot use any DADA spells for 3 turns.


Maximum Shield Defensive
An advance Shield Charms ( Protego Maxima ) is a more powerful version of the previous form. This version allows the user the same level of functionality but with an added ability; now able to imbibe objects with a Shield charm, the user is able to apply this charm to other objects or his person itself, granting limited defensive abilities compared to the primary usage ( the ability to shield said object from A ranks and lower ) This allows the user to "gift" this ability to others by charming their clothes to contain the charm or even other objects, such as armors or shield. If used for it's primary usage, the user is able to create an S ranked shield in front of him. The primary usage can only be used 3 times with a 3 turn cooldown and unable to use any S rank and higher DADA spell for 2 turns once it ends. The primary usage can only last for four turns and no other spells can be used while it's active. The secondary usage will last until deactivated, can be used 3 times and can only be applied to S ranked physical entities with a 2 turn cooldown period in between usages.

Note: Nearly all DADA spells take the form of projectiles of mahou, and can be defended against like any other jutsu. For those that do not need to physically travel, their methods of defense varies based on the spell used.
Note: S rank applications are usable only by Year 5 Kisei and higher, A rank by Year 4, etc.
Note: Light Wizards can use all DADA jutsu while Dark Wizards can only use B ranks.
Note: Specific restrictions for each spell are listed in each’s description.
Note: Only usable by members of the Kisei Clan.
 

The_Empire

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Not so much that 20 is the default speed, mmmm Lok may update them or add in a specific clause. All spells are effectively beams of energy, or flashes of light so they could hypothetically be equal to lightning ninjutsu speed, or they may fall under the "AN/Universals/Etc " fields as its ccj. Only 1 speed difference but who knows.
I just say 20 speed would allow you to avoid everything beceause even if they have a specialty to slow you by 3 base speed, youd still be moving about 17-14 speed (depending on your rank or other speed boosts).

Ok DADA reminder that youre a dark wizard and can only use a couple spells. Have a look through, tell me which ones you can and cant use and give me strengths and weaknesses.
I didn't know if you wanted the rank or the names so I'll just give you the ranks. I can use all the B rank and below but can't use A rank and above.

Impedimenta
-Strength: Halts/Stops objects and people in their tracks.
-Weakness: Only last for one turn and target can still mold chakra. No damage when the person falls.

Langlock
-Strength: Prevents the person from speaking any spells and even using any jutsu that requires the mouth. Last for four turns. Requires A rank or higher chakra to break.
-Weakness: Only usable every other three turns.
 

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I didn't know if you wanted the rank or the names so I'll just give you the ranks. I can use all the B rank and below but can't use A rank and above.

Impedimenta
-Strength: Halts/Stops objects and people in their tracks.
-Weakness: Only last for one turn and target can still mold chakra. No damage when the person falls.

Langlock
-Strength: Prevents the person from speaking any spells and even using any jutsu that requires the mouth. Last for four turns. Requires A rank or higher chakra to break.
-Weakness: Only usable every other three turns.

All good, and correct. As a Dark Wizard youre more offensive than Defensive. Alright moving on to potions, these are supplementary items that are unique to kisei, which kind of act like med pills in a sense.
A few restrictions with them.
Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
The user is unable to use more than one type of potion per turn.
Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
After using a potion, the user must wait until effects wear off before using any other one.

As of right now youd only be able to use 3 potions, and have to ask permission to be a head of house to use 4. As youre a Slytherin you cannot use Gryffindor potions.
We will cover two potions at a time.

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

A rank

Hufflepuff's Elixir


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


Ravenclaw's Elixir


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

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All good, and correct. As a Dark Wizard youre more offensive than Defensive. Alright moving on to potions, these are supplementary items that are unique to kisei, which kind of act like med pills in a sense.
A few restrictions with them.
Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
The user is unable to use more than one type of potion per turn.
Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
After using a potion, the user must wait until effects wear off before using any other one.

As of right now youd only be able to use 3 potions, and have to ask permission to be a head of house to use 4. As youre a Slytherin you cannot use Gryffindor potions.
We will cover two potions at a time.
Hufflepuff's Elixir: This elixir is golden yellow color potion used by the Hufflepuff's House. This increases the damage/defense also by +20. This also gives their spells a burning type of ability. They can use Mahou up to midnrant without their wand. This only last for three turns. Can't use S rank or higher spells after this is potion effects wears off and can only be used again in three turns and only be used twice(that sucks because we can use three/four potions.

Ravenclaw's Elixir: This elixir potion is blue in color and used by the Ravenclaw's House. This conceals the user's chakra even in their own jutsu. They can't be sensed via any sensing ability besides their basic five senses. This is active for four turns and wait there turns and only be used for two times in a match.

Wait after explaining the potions I just realized what the three and four potions mean. So I'm Slytherin that means I can use something like Ravenclaw's potion since I'm not part of their rival's house. That's dope. We can mix and match the potions right? Like I can have 2 Slytherin and 1 Ravenclaw, 1 Slytherin, 1 Ravenclaw, 1 Hufflepuff or even 2 Ravenclaw and 1 Slytherin.
 

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Hufflepuff's Elixir: This elixir is golden yellow color potion used by the Hufflepuff's House. This increases the damage/defense also by +20. This also gives their spells a burning type of ability. They can use Mahou up to midnrant without their wand. This only last for three turns. Can't use S rank or higher spells after this is potion effects wears off and can only be used again in three turns and only be used twice(that sucks because we can use three/four potions.

Ravenclaw's Elixir: This elixir potion is blue in color and used by the Ravenclaw's House. This conceals the user's chakra even in their own jutsu. They can't be sensed via any sensing ability besides their basic five senses. This is active for four turns and wait there turns and only be used for two times in a match.

Wait after explaining the potions I just realized what the three and four potions mean. So I'm Slytherin that means I can use something like Ravenclaw's potion since I'm not part of their rival's house. That's dope. We can mix and match the potions right? Like I can have 2 Slytherin and 1 Ravenclaw, 1 Slytherin, 1 Ravenclaw, 1 Hufflepuff or even 2 Ravenclaw and 1 Slytherin.
Yes correct. I will point out that despite Hufflepuff boosting chakra by +20, it will only be a +10 boost because of new rules (max chakra boost being +10).

Ravenclaw is a good counter to those that rely on sensing/doujutsu, even effectively a good counter against genjutsu if they cant see your chakra system to manipulate it. (assuming youre hidden from physical view etc)

and yes. you can mix and match potions as you want, 2 of one house and 1 of another or 1, 1, 1. Hypothetically you CAN carry three but due to the fact that all potions can only be used a max twice its redundant.

The other two potions. Ive kept the notes in for the whole technique so you can see the full restrictions.
S rank

Gryffindor's Elixir


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

Slytherin's Elixir

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

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

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Yes correct. I will point out that despite Hufflepuff boosting chakra by +20, it will only be a +10 boost because of new rules (max chakra boost being +10).

Ravenclaw is a good counter to those that rely on sensing/doujutsu, even effectively a good counter against genjutsu if they cant see your chakra system to manipulate it. (assuming youre hidden from physical view etc)

and yes. you can mix and match potions as you want, 2 of one house and 1 of another or 1, 1, 1. Hypothetically you CAN carry three but due to the fact that all potions can only be used a max twice its redundant.

The other two potions. Ive kept the notes in for the whole technique so you can see the full restrictions.
Yes forgot the max chakra rule but it still works.

Gryffindor's Elixir: This red potion is if the Griffindor. This potion allows the user to tank C rank and increases by 20 and max out at 100. Also spells of the opponent lose one rank. The potion can only be used twice per match, only be used after effects wear of be used three turns no S rank or higher and effects last for four turns.

Slytherin's Elixir: The green elixir is that of Slytherin house. This increases the physical/Taijutsu by 20 and speed is that of the 2nd gate which is x2. The user body can tank B rank damage and resist jutsus that bind their movement. No energy based s rank and above and only three fields of magic up to A rank and receives 40 extra damage when hit with an attack. This only last for three turns and speed is half afterwards and strength half also for two turns. Can only be used twice per match.

Question: Could you explain this part of the Slytherin house elixir please? Deadass I'm confused on this part. "However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body."

Question: Note say one type of potion per turn so does that mean we can use two or even three different types of potions at the same time?
 

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Yes forgot the max chakra rule but it still works.

Gryffindor's Elixir: This red potion is if the Griffindor. This potion allows the user to tank C rank and increases by 20 and max out at 100. Also spells of the opponent lose one rank. The potion can only be used twice per match, only be used after effects wear of be used three turns no S rank or higher and effects last for four turns.

Slytherin's Elixir: The green elixir is that of Slytherin house. This increases the physical/Taijutsu by 20 and speed is that of the 2nd gate which is x2. The user body can tank B rank damage and resist jutsus that bind their movement. No energy based s rank and above and only three fields of magic up to A rank and receives 40 extra damage when hit with an attack. This only last for three turns and speed is half afterwards and strength half also for two turns. Can only be used twice per match.

Question: Could you explain this part of the Slytherin house elixir please? Deadass I'm confused on this part. "However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body."

Question: Note say one type of potion per turn so does that mean we can use two or even three different types of potions at the same time?
Question 1:
So effectively anything that is considered energy based (Lightniing, Fire, Wind, CE that would considered energy based etc) are limited. 3 fields of magic refer to choosing 3 fields (charms, transfig, DADA, DA) are able to use up to A rank. While Charms and Transfig make sense, usually as a dark wizard youd choose dark arts or DADA as a light wizard.

Question 2:
No, so this is meant to be only one potion per turn. You cant chug 2 different potions in the same turn, its just 1 per turn.

Alrighty couple techs left, and next you gotta choose either Occlumency or Legilimency. Ill post both techs and you can make a decision.

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

Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens
( Occlumency ) - Occlumency
Type: Supplementary
Rank: A - S
Range: Short
Chakra: 30 - 40 ( -10 chakra per turn )
Damage: N/A
Description: Occlumency is the act of using magical defense of the mind against external penetration. This allows an Occlumens to block forces and entities from affecting his mind and penetrating it in any way, effectively shutting down any mental connection with the user and opponent. Ideal for blocking high grade chakra attacks on the mind/spiritual energies, the most basic form of Occlumency involves clearing one's mind, making it blank and empty in order to prevent an attack or end one. More advanced Occlumency involves shutting one's mind completely to outside forces, preventing their minds from being injured or tampered with by anything of S rank and below, a magical ‘barrier’ existing around their spiritual energy. This can be akin to a pocket dimension where the external forces are blocked, preventing them from actually penetrating the mind and affecting/afflicting it negatively.
Note: A rank usage works on same rank jutsu and below and prevents the same rank from affecting their minds for 4 turns each use and can only be used three times.
Note: S rank usage works on same rank and below jutsu and prevents the same rank and higher from affecting the mind for 3 turns per use and can only be used twice.
Note: After any usage, the user cannot use for three turns.
Note: Must place within bio stating the user is an Occlumens.
 

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Question 1:
So effectively anything that is considered energy based (Lightniing, Fire, Wind, CE that would considered energy based etc) are limited. 3 fields of magic refer to choosing 3 fields (charms, transfig, DADA, DA) are able to use up to A rank. While Charms and Transfig make sense, usually as a dark wizard youd choose dark arts or DADA as a light wizard.

Question 2:
No, so this is meant to be only one potion per turn. You cant chug 2 different potions in the same turn, its just 1 per turn.

Alrighty couple techs left, and next you gotta choose either Occlumency or Legilimency. Ill post both techs and you can make a decision.

( Legilimency ) - Legilimency


( Occlumency ) - Occlumency
Legilimency:
-B Rank: Passive and can "listen" in on what the opponent is thinking in real time. One landmark/long range usage.
-A Rank: Active and only be used for three turns and can't be used again until two turns has past. Only be used once every four turns. Mid range usa soge and can navigate through the target's mind.

Question: How many people can the b rank be used on at once? I'm guessing A rank is used on one person.

Occlumency: Prevents or blocks someone out from using mind/spiritual jutsus on the user. A rank usage is only be used three times and also for four turns. S rank usage last for three turns and only be used twice per match.

I will be picking "Legilimency". Makes more sense for my bio and plus I have other jutsus for mind jutsus which mainly are genjutsus at the moment.
 

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Legilimency:
-B Rank: Passive and can "listen" in on what the opponent is thinking in real time. One landmark/long range usage.
-A Rank: Active and only be used for three turns and can't be used again until two turns has past. Only be used once every four turns. Mid range usa soge and can navigate through the target's mind.

Question: How many people can the b rank be used on at once? I'm guessing A rank is used on one person.

Occlumency: Prevents or blocks someone out from using mind/spiritual jutsus on the user. A rank usage is only be used three times and also for four turns. S rank usage last for three turns and only be used twice per match.

I will be picking "Legilimency". Makes more sense for my bio and plus I have other jutsus for mind jutsus which mainly are genjutsus at the moment.
Question:
It can only ever be focused on one person at a time. again, probably leniency making a PCCJ that could be a new style of Leggimens, that allows you to focus on a wide variety of people.

A rank of Legilimency is probably a lot better for NW RP style, doing missions of looking at an NPC's history. say for example right now you catch the key NPC then read their history. but this can only be actively done to search their past with an A rank tech. B rank is more like a currently present what are they thinking now.

Another reminder that once you choose it for your bio, you can only use that, unless/untill you update your bio. you cannot use both on the same bio at the same time. (unless perhaps you have an object that was a pccj that bypassed the rules somehow, like a hat that blocks in coming chakra etc)

ok last tech. pretty nicely made, and pretty versatile if not a little outdated now.
Again, give me one last break down of the strengths, weaknesses and the difference between light wizards and dark wizards.

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

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