[CC] Talk to me like an OP fan

ReXii

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I know that prana is linked to something like an alternate dimension called the throne and it allows you to drag things to the throne. Other than that I don't honestly know a great deal about the clan history.
 

Drackos

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I'll give you a shortened version of clan history. The two main figures in the clan are the fraternal twins Galahad and Amara. Years before the Knights Radiant was founded by Galahad, there existed Camelot. Camelot, ruled by King Arthur and the Knights of the Round Table, was destroyed in a civil war by Mordred after the betrayals of Lancelot, Galahad and Amara's father. In the ashes of Camelot Galahad, who had sought after the Holy Grail, used his new powers to found the Knights Radiant. The Knights Radiant was founded to serve no king or queen, but to serve an ideal. Galahad became its Grandmaster and created the Paradigm of Radiance, the oath that Radiant Knights take when they join the order. The oath essentially prevents these knights from taking political office out of the concern that power corrupts. The order would go on to participate in a number of wars and skirmishes to bring an end to violence in the region.

But after years of conflict and strife it seemed that the order couldn't really put a dent in the violence that was so prevalent in Tobusekai 600 years prior to the NW storyline's start. Some members of the order became disillusioned with Galahad's ideal, specifically his twin sister Amara. In a tragic betrayal, Amara and a number of elder Knights rebelled against Galahad and founded the Fallen Order of Knights. This is essentially all Fallen are - people who discard the Paradigm of Radiance. They are not necessarily evil (though they can be for sure), but more so that they are willing to do whatever it takes, including taking office or leadership, to attain their ideal.

Now Prana is an energy that comes from the Throne, another dimension that is connected to the Holy Grail. This is an ambient spacetime energy that doesn't inherently damage anything. In fact, against living targets it freezes them. Against inanimate targets Prana will transport them to the Throne based on interactions between their chakra, not damage. What this means is that Prana will teleport anything of equal chakra or lower to the Throne (40 vs 40, the other technique goes). There is no damage associated with Prana in its raw state (there can be in other forms, but that isn't raw Prana).

Now this is where you come in. What is the Surge of Evocation, the first Surge?
 

ReXii

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Surge of evocation or what I read of it is essentially pure prana that can transport things to the throne on a chakra vs chakra basis. It can also transport clan members but not other living beings it instead gives them frost burns or freezes them depending on rank.
 

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Surge of evocation or what I read of it is essentially pure prana that can transport things to the throne on a chakra vs chakra basis. It can also transport clan members but not other living beings it instead gives them frost burns or freezes them depending on rank.
Now one important aspect of Prana that you haven't noted in the Surge of Evocation is size. Size matters. Trump knows it, you know it, Johnson knows it. You can throw an S-Rank marble sized ball of Prana at an enemy's Mountain Smash, but you're only transporting a marble sized piece of it back to the Throne. Always remember that the rank of the technique is proportional to the size you can create. So the larger you need, the higher rank you should go. It isn't explicitly outlined in the technique how much you can create with each rank. But just keep it logical, but always remember size matters. The area you want to transport needs to be, at least, matching the size of the mass of Prana you use.

There are three separate techniques we're going to talk about in the next few posts regarding Surge of Evocation - Era of Gods, Kings, and Epoch of the Pendragons. We'll get to them in a second. One last concept I want to cover is splitting. In the RP normally when you split a technique, say a Fireball, you'd get one rank lower and two identical versions of it. For example, an S-Rank ball of fire split once becomes two A-Rank balls of fire. Each would have thirty chakra and do sixty damage. With this in mind, what do you think Prana splitting means?
 

ReXii

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Well I guess if Prana splits much like europe and britain it's resources are also split. This would presumably mean it could absorb less if it's split. Much like we will absorb less immigrants from france and get our jobs back.

Hail Boris
 

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Well I guess if Prana splits much like europe and britain it's resources are also split. This would presumably mean it could absorb less if it's split. Much like we will absorb less immigrants from france and get our jobs back.

Hail Boris
Boris mein fuhrer

I think you're right. But to just make sure we're on the same page, I'll give an example with specific numbers. If you create an S-Rank mass of Prana and split it once, you'll actually create two masses of 20 chakra (assuming you haven't boosted the Prana's chakra in anyway). So 40/2 = 20 each and so on.

First custom. I want you to explain each application to me like I'm Prime Minister Teresa May learning how to do diplomacy.

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

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

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

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

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.
 

ReXii

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Alright so the three usages seem to be attacking defensive and supportive in nature. The first allows you to create constructs to attack people or envelop their attacks at a range while the second allows an armor to be generated with modifications applied to aid you like wings. The third is basically summoning prana entities like animals and stuff which could be cool if I gave them real sentience. I could truly be a chosen one! The king of Israel even.
 

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We're just gonna continue with OOC training, don't wanna shoehorn RP in when we're already this far in. Just to jog your memory on the technique and Prana overall, I'm gonna ask you a couple of questions.

1. How much chakra is left in an A-Rank (30 chakra) application of Era of Gods when it interacts with a B-Rank (20 chakra) technique?
2. What happens when a sealing technique capable of sealing S-Rank energy interacts with S-Rank Prana?
 

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We're just gonna continue with OOC training, don't wanna shoehorn RP in when we're already this far in. Just to jog your memory on the technique and Prana overall, I'm gonna ask you a couple of questions.

1. How much chakra is left in an A-Rank (30 chakra) application of Era of Gods when it interacts with a B-Rank (20 chakra) technique?
2. What happens when a sealing technique capable of sealing S-Rank energy interacts with S-Rank Prana?
1. 30 chakra remains, it's not weakened by lower rank techniques.
2. Presumably the seal, being an inanimate object of equal chakra, will be transported to the throne?
 

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First is correct, the Prana would be sealed away by the Fuuin.

We'll move on to Dynasty of Kings. Its the inverse of Era of Gods, in that it returns things absorbed by Era of Gods back to the field. There's two applications, break them down and explain how they're each used. If you have any questions, do ask.

(Kanki: Ouchou no Kindachi) – Surge of Evocation: Dynasty of Kings
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses the advanced applications of the Surge of Evocation. Unlike the Era of Gods, which manipulates raw Prana, this technique is used to bring techniques previously transported back onto the field. The two applications of this technique, Conquest and Domination, deal with returning entities within the Throne to the field; thus these two applications require previous absorptions to have already occurred.

Conquest of Alexander – Bastion of Achaemenid
Through this ability, the user will be able to return absorbed objects, techniques, and parts of the terrain to the field. They will be manifested on the field in the form of Prana before becoming corporeal and usable as tangible entities. Upon becoming corporeal, the transported entities will still possess all of the effects and properties they possessed prior to absorption; this is because the Throne places objects within it in a stasis-like state. Objects returned will continue to move with the same speed and momentum that they had. This creates the effect that appears almost as if time had stopped and then later resumed for them, a trait of the Throne. It can be summoned facing a different side and/or in a new location altogether, although it must be outside of five meters of the opponent unless the user is within short-range. Techniques returned through Conquest possess the same damage they did prior to absorption. The technique’s rank applied is directly proportional to the technique rank, size of matter, and complexity; this means returning an A-Rank boulder would require an A-Rank application of Conquest. The S-Rank version of this ability can be used once every four turns and no Prana in the user’s next turn. The Bastion of Achaemenid can only be used four times per battle.

Domination of Vlad – Tower of Yggdmillenia
Unlike Conquest, Domination involves concentrating on returning the chakra contained within objects or techniques to the user’s body. The user systematically isolates all of the chakra contained within a number of techniques they’ve sent to the Throne, even if only chakra is present (in the case of raw chakra techniques and similar abilities). It will then be teturned to the user’s body as Prana energy in order to seamlessly integrate into their chakra network, making it available for later use. The user can utilize this ability four times per battle and the maximum amount of chakra that can be returned with each use is capped at a maximum of 100 chakra points. This does not mean this ability will always return that amount, the value is always dictated by how many techniques the user has absorbed and how much chakra they contained. For example, absorbing 10 A-Rank techniques and integrating them with the user’s system will increase the user’s pool by a full 100 chakra per turn. Objects that Domination is applied to will no longer carry their damage value once used on; this is because the objects, while stored in the Throne, will become chakra-void and instead become classified as simple terrain usages when used with Conquest of Alexander. Naturally, this is only possible with matter-based techniques and not those composed of energy. Domination of Vlad is considered an S-Rank technique.
 
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ReXii

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The first application is somewhat like dark release in that it's returning an absorbed thing, instead of breaking it down in to blue fire however this just returns it exactly how it was, like ZA WARUDO TOKIYOTOMARE! Which includes the momentum it had previously, though the direction can be shifted. The second application seems to give sealed objects the succ, to replenish your chakra supply.
 

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Yeah, the first application is quite simple. Though keep in mind that freeform objects will retain their damage, so don't use higher ranks to return them lul. The second application can only absorb up to 100 chakra per application and only works with matter based techniques, so Earth and Water, remember that. Techniques which you absorb chakra from lose their damage, so there's not much point to bringing them back.

Now for the last technique we have, Epoch of the Pendragons. This one is also pretty straightforward, so I don't expect you to have any questions, but ask if you do anyway.

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

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Welcome back gamer. You're gonna be relearning Epoch since its been updated, but do read over it properly and ask questions if you have any.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.
 

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The next technique we will learn is the standard Armament technique, Century of Champions. Go through each Noble Phantasm and point out the key features of each weapon as well as the features of the overall technique.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.

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Knightmares of Hijikata - Shinsengumi's Vengeance
Knightmares of Hijikata is a very similar variant to the Seven Princes but instead of a cloak, it creates an oversized suit of armour which surrounds the user entirely. The summoner or wielder of the NP is nestled at its core, and the Knightmare can be thought of as a suit of armour suited to a three or four-meter tall giant. The user's chakra is capable of diffusing through the suit, to perform techniques which require contact with the ground or a water source. It possesses all of the aforementioned abilities except in this variant of the technique, is that the Rashomon, is infused with one of the user's basic, advanced or custom elements. The prana then, does not absorb but rather burns, crushes, cuts or electrocutes upon contact and follows the S/W of the chosen element exactly. If the chosen element is solid, the Knightmare itself can also be made of that material but this is optional. It possess the same regenerative abilities as the first variant, allowing it to regenerate fully from A-Ranks it is weak to, S-Ranks it is neutral to and Forbidden Ranks it is strong to. A Knightmare's Rashomon can be destroyed quite easily if struck with any jutsu that exceeds those stated ranks in damage (an A-Rank of 70 damage of an element it's weak to will destroy the Rashomon and return the Noble Phantasm to the throne). Since the prana is infused with chakra, it no longer absorbs and therefore the Rashomon can freely interact with the terrain. It can grab a hold of trees and other features of the terrain to travel by rappelling the Knightmare towards that location, it can throw or catch objects and can interact with anything solid as well as energy-based. As with the cloak in Demons of Mephistopheles, any jutsu the user released or created from the user's body or skin, will manifest outside of the Knightmare. Any jutsu which teleport the jutsu or anything similar, will also teleport the Noble Phantasm as it is considered a physical extension of their body. Once a turn, the user can shoot beams, blasts or create geometrical shields that detach from the Rashomon or other projectiles, which are A-Rank in power and count as a move slot but leave the user free to perform other techniques. The Rashomon immediately regenerates its defensive power upon performing this ability, but as with earlier, it will absorb chakra from the wearer to do so. This Noble Phantasm can be worn by summons, as it can take on any humanoid or animal shape, for example a Griffin summon could have dragon-shaped armour.
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