(Shinpiton: Meigo) Corium Release: Dark Hound
Type: Offensive/Defensive/Supplementary
Rank: C-
S
Range: Short-Long
Chakra: 15-40
Damage: 30-80
Description: This technique allows the user to generate Corium, either through creating the element through their body or by transforming the ground. The shape and amount of Corium created depends solely on the user's imagination, and can be blasts, streams, waves, pillars, etc. The user can create the element through their limbs to enhance their physical blows through its tremendous heat, or use it as a ranged weapon. A supplementary usage of this technique, the user can also generate large bursts of Corium from beneath their bodies, creating a wave that resembles an eruption, that can carry the user at the same speed that they can move, allowing them to get close to deliver attacks or quickly transverse the field.
Note: A-rank version requires a single handseal
Note: S-rank variant requires 2 handseals and can only be used three times per battle
Note: S-rank version requires a cooldown of one turn before any Corium techniques can be used again
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.
( 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
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.
(Gantoretto no Mugen) Infinity Gauntlet(Reference)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: A powerful artifact, the Infinity Gauntlet was forged through Mahou shortly after the formation of the wizarding school of Hogwarts. As the name implies, the artifact takes the form of a gauntlet; the gauntlet was forged by interweaving an Elder wand of Thestral Tail Hair into the mold of the weapon, magically bound to golden chakra metal to cover the wooden frame and complete the Gauntlet's form. As such, the Gauntlet is capable of functioning as the wearer's wand, carrying out all basic functions that a normal one would possess. Due to being forged through Mahou, the Gauntlet possesses several enchantments in both abilities and functionality. In the case of the latter, the Gauntlet allows the wearer to retain all the dexterity they would normally posses, doing nothing to hinder the functions of the hand while offering basic protection(freeform attacks and basic weapons). The true power of the Gauntlet comes in the form of an enchantment that allows the Gauntlet to store and harness the power of several magical items known as the Infinity Stones, two of which are naturally bound to the Gauntlet by default while the others can be collected and added(will be submitted as customs).
-Power Stone: The Power Stone is a purple gem embedded in the thumb of the Infinity Gauntlet. Representing the House of Slytherin, the Stone represents raw power and energy. The stone offers a passive boost to the user's power, granting them physical prowess on par with that of the Second of the Eight Inner Gates. This enhancement also applies to the user's magical abilities; the Stone and strengthens the user's Mahou, allowing them access to fields of magic they previously weren't able to. For example, a Light Wizard will be capable of using Dark Arts. This does not allow the user to bypass any other restrictions(i.e., a spell that restricts the user to A-ranks and below will still do so, etc.), simply granting them usage of all fields of magic they've learned. This ability, while passive, causes such spells to consume an additional ten chakra(due to the surge of Mahou directed into the user's body), but can only be once utilized per turn(i.e., a Dark Wizard couldn't activate two DADA jutsu in the same turn, only one). Once every other turn, the user is able to access the active ability of the Power Stone, allowing them to increase the effectiveness of a technique, enhancing its abilities by either +20 to damage or +10 chakra depending on the mechanics of the jutsu's functionality, or increase the range of a technique by one degree(active usages occur within the same timeframe as the affected technique, but consumes a move slot). This ability can only be activated four times per battle with a 2 turn break in between usages.
-Reality Stone: The Reality Stone is a red gem embedded in the index finger of the Infinity Gauntlet. The Reality Stone passively enhances the capabilities of the user's Transfiguration spells, allowing them to Transform matter into energy and vice versa, as well as Conjure forth hybrids of matter and energy. Additionally, the Reality Stone allows Transfiguration spells that will normally affect one object to affect multiple at once(in the case of a Transfiguration requiring a beam, multiple beams will be released from the Stone to each object). The power will, of course, be split between targets. Once per turn, the user can access the Stone's active ability to enhance their Transfiguration spells further, allowing them to perform Transfiguration without a beam up to mid-range as well as contend with technique's up to one-rank higher than its normal capacity, not including Forbidden ranked Transfigurations(occurs within the same timeframe as the affected technique, but consumes a move slot). The Stone's active ability can only be activated three times per battle with a 2 turn cooldown period in between use.
Note: The user can only wield the active power of a maximum of two Stones per turn
Note: When two Stones are actively used in a single turn, no Stones can be used in the next turn
(Shinpiton: Kaku Kazan) Corium Release: Nuclear Volcano (Reference)
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Corium Release is a molten element that carries through it potent traces of radiation. This radiation, in addition to its intensely high heat and density, causes the element to be extremely deadly even without direct contact, able to create hindering effects on targets simply through proximity (being within short-range of it). The effects of the radiation, outlined below, occurs in every Corium technique, with the effects increases by the amount of Corium created through each rank.
D-C Rank: Proximity to Corium of these ranks causes intense nausea, dizziness and pain, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.
B-A Rank: In addition to previous effects, those exposed would become unable to form more than three handseals in a row; will pass out after three turns of sustained exposure due to the compounded stress of the radiation on the body. Due to the strain on the body, the affected target's ability to concentrate and mold chakra deteriorate, resulting in techniques consuming +10 more chakra.
S Rank and above: In addition to previous effects, those exposed would pass out after two turns of sustained exposure, with their tracking speed halved due to the intensity of the effects. The radiation will also make complex movements (Taijutsu A-rank and above) impossible.
Note: Effects from radiation only go into effect after one full turn of being within short-ranged of Corium
Note: Should a target affected by Corium remove exposure(either through leaving short-range of the Corium or removing its presence), effects will wear off after one turn