Mahou is an advanced form of Ninjutsu utilized by the Kisei clan, derived from incorporating Ninshu teachings into Ninjutsu to increase the latter's capabilities. Unlike Ninjutsu, which is focused through handseals, Mahou is channeled through wands created from the Shinju, certain hand/arm movements, and specific incantations. Mahou grants upon the users the ability to bend the world around them to their will, such as conjuring completely new objects, granting objects and others special properties, or changing existing objects into something else entirely, to name a few.Ok now. First off Sama Sensei, what do you know about mahou? What is it? How was it created? What is your favorite mahou category (charms, Transfiguration etc)?
Kinda like my training (but not as bad as Vex) it's mandatory to ask at least one question for every spell we do.The Levitation Charm ( Wingardium Leviosa ) allows the user to target an object and lift it using*mahou*and chakra to do so. This allows even First years to lift items heavier than they normally would be able to. This allows the user to levitate and lift items in front of him should the need arise, providing him with either cover or a way to defend. Despite its strengths, however, the Levitation Charm has one notable flaw: it does not work on human beings. This can target items up to mid range away. It can't destroy or harm objects though it can be used to transform objects into projectiles. The object will leviate while focus is maintained preventing the use of simultaneous techniques.
Same as the previous jutsuThe Disarming Charm ( Expelliarmus ) is a charm which forces the target to release whatever they were holding at the time. This happens by the wave hitting the target and triggers a "knee jerk" reaction on contact that causes a muscle spasm that releases the weapon. The Disarming Charm causes whatever an opponent is holding at the time to fly high out of their reach, landing 5 meters away. The Disarming Charm always appears as a jet of red light; indeed, this is one of the things that makes it recognisable before the effects of the charm are seen. This can be used up to mid range away from the user.
"To use it, you simply raise your hand in the air and have the object clearly in your mind before using it. Saying "Accio [insert desired object]", you call it to you, honing in on your location. If in mid range, it will reach you that turn. If in long range, it will arrive next turn. If not on the field, it will take two turns.*The Summoning Charm (Accio) was a charm that caused an object at a distance from the caster to fly into their arms. This spell needs thought behind it, the object must be clear in the caster's mind, before trying to summon. The charm works by the user targeting an object as he speaks and using hismahou*to mark it and act as a beacon, the item honing in on the user's location. This spell needs thought behind it, the object must be clear in the caster’s mind, before trying to summon. Should an item be within long range, it will take 1 turn to arrive. Should it not be on the battlefield, it will take 2. Cannot be used on items fueled with foreign chakra. Cannot be used as a substitute to the various summoning techniques
Easy to grasp. This one needs you to point your wand in a direction, and say Depulso. A blast of*mahou*is released repelling anything that hits it. What is good about this is the potential it has to block a lot of things despite B rank power. EIG is an unranked jutsu, so when it is in use and an opponent rushes you, you're able to release this to push them backwards with equal momentum, so the faster they are, the harder and faster they get knocked backwards. Works on a lot of abilities and items approaching.*The Banishing Charm (Depulso) is the counter-charm to the Summoning Charm. As Accio summons objects to the caster, Depulso sends objects away, backwards to mid range away. Unlike the Summoning Charm, which can summon specific objects from anywhere, the Banishing Charm banishes whatever the wand is aimed at. This works by creating a semi circle around the user, filling his short range radius as he wills it forward in the direction his wand is aimed, pushing outwards as it repels anything unranked or up to B rank, pushing it back with equal momentum as it possesses.
It's basically just a straight forward blast/stream of mahou that causes direct physical damage to whatever it hits while knocking them back 5m. This causes A rank damage by itself, so can completely knock someone out but it isn't fatal at all. It can also be used by numerous wizards at once, boosting in power for each person. So 2 people doing this together can make a fatal blast.Stunning Charm: - Offensive
The Stunning Spell (Stupefy), also known as a Stunner or Stupefying Charm is a charm that is able to cause direct injury on contact and produces a kinetic/physical impact on a target. Formed as a crimson jet of energy, the Stunning Spell is capable of causing A ranked damage to a foe it hits, causing them to get pushed backwards five meters with great force and cause nonfatal injuries. If this spell is used by multiple wizards aiming at the same target, the damage it causes is increased to to the point of becoming fatal if it hits. This can only be used once per turn with at least 1 turn in between usages. When used against other solids, it causes the objects targeted to burst, seemingly "exploding".
Read it over and tell me what you know about it.Human Presence Revealing Spell: - Supplementary
The Human-presence-revealing Spell ( Homenum Revelio ) is a charm which reveals human presences in the surrounding environment. The spell creates a quick, near instant burst of energy that doesn’t cause injury or any negative effects, being released as a “wave” of mahou that spreads the field near instantly, allowing the user to be given a mental map of every enemy (clones included but not summons or otherwise non ninjas/samurais) on the field in that instant. That awareness pertains to the "geographical position" of the enemies towards the user and it lasts 3 turns, allowing the user to keep track of enemies even if they move up to 3x their normal speed. If, after the charm is used, more enemies appear in the field, they will not be detected by the technique.
A simple technique tbh. Using your wand you let out a thin blue jet that cuts through anything S rank or lower. Can't be used consecutively though. Not much to say on this.The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or above charms for two turns and no other S rank charm on that same turn..
This one is straight forward also. You release a dark jet of mahou that on contact explodes things and close range around them; completely destroying anything S rank or lower. It has a couple of restrictions but nothing crazy. Perform them.Bombardment charm ( Bombarda ) is a charm used to provoke explosions; one use for this explosion is to blast open sealed doors or to blow bars off of windows. When the dark jet of energy make contact with an item, it causes a short range explosion, ripping the item to shreds if of S rank or lower. This allows the user to quickly release a burst of energy to destroy large attacks or to cause great damage to an opponent by creating an explosion on contact. This can only be used in mid or Long range and 3 times max. After usage, the user cannot use any S rank Charms the next turn and must wait two turns before reusing this.
So this spell is much more complicated and versatile than any other spell. Tell me what you know of the first part of transformation..Transformation - Supplementary ( D - S )
Thought of as the most basic of the four types of*Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 3 turns and cannot target sentient (living) beings besides the user.
The limit is that certain states of matter can't become others, namely gases can't become liquids and vice versa.
Excuse me? I think you should re read the technique as a whole.The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated