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Punk Hazard

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The second kind of Transformation involves switching the properties of two specific objects. For example, if I'm holding a feather and my opponent is holding a sword, I can use this to "switch" the two, transforming my feather to take the properties of that kunai and their kunai to take the properties of my feather. My only question is, does it happen with beams, or is it just an area of effect type?
 

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The final part? I suppose you mean using the transformation on oneself to alter the state of their bodies. This can be used to grant the user animal physiology, for example, like turning their arms into tentacles, turning their lungs into fish gills, or their noses into dog noses.
 

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Bet. Good job so far.

Next one is conjuration:

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

The most difficult branch ofTransfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of*Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. Conjuration can only be used once every 3 turns, a max of 4 times. S ranked Conjurations can only last 3 turns.
So this is probably tied for most useful/Versatile. Basically you can create anything you imagine, with it being pure mahou or the actual thing as long as you follow the rules. I.e. no unbreakable swords etc.
 

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Vanishment: - Defensive ( A )

A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
So this one is basically streaming mahou in a thin jet form to hit something and make it "vanish".. The selected target folds into themselves and seemingly absorbs into nothingness leaving behind a small mist. Can't be used on living things basically.

Untransfiguration - Supplementary ( B )

The final branch of*Transfigurationmagic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previousTransfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a*Transfiguration*incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
This basically undoes any kind of Transfiguration, transformation etc.
 

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The Dark Arts are a category of magic created for the express purpose of doing harm to others. While other forms of magic COULD be used to harm, usually through indirect means, the Dark Arts are created so that they WILL harm others. These includes jinxes, hexes, and the unforgivable curses. In addition, the Dark Arts also includes magic that's deplorable and considered immoral, such as magic that violates laws of nature for instance.
 

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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
These are the only two you can use since you are a light wizard. Though they are low level jinx', they're very useful if used right. Tell me about these and perform them.
 

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Very simple, the first one acts like a trap. Against people that main Taijutsu, it'd be extremely useful since their strengths would backfire on them as the bubble absorbs the impact of physical blows. The second is also very good against Tai mains, the binding on their legs would prevent them from moving and running about, restricting their ability to execute maneuvers. Is Locomotor a beam? I assume not since it doesn't say so.
_______________________

John's neck craned to the side as the bully thrust himself to his feet. "Never seen you move so nimbly," John quipped, gripping his wand tightly in preparation. The bully began to run towards John. "Locomotor​ ​Mortis​," John shouted. He pointed his wand towards the bully's ankles, unleashing the Jinx using his chakra. The bully quickly found himself falling forward as the muscles in his legs locked up, robbing him of all ability to move them. Landing facefirst onto the ground, the bully could all but listen helplessly as John shouted "Ebublio​", releasing a stream of purple clad with smoke and flame at the ground directly in front of the man, enveloping him in a powerful bubble. "That oughta hold ya."
 

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Apparition is a form of transportation accomplished by using Mahou to essentially teleport. The user will decide where they want to go, focusing on the location and position. The user then transforms into Mahou, allowing them to disappear and reappear at various speeds depending on far away the destination is. Dark Wizards are capable of using a variation that grants flight, taking the appearance of a cloud of smoke, and can do it by partially transformation.
 

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Ok now perform an Apparition yourself. Make sure your mind is clear and focused on where you're going or you could mess up on it extremely easily.

Try it at close range first. Then try further and further.

*i say this as a begin to passively levitate with my lower legs turning into a dark smoke *
 

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With a nod, John removed his wand and began to gather up his chakra. He turned his head towards his right, looking over at the grass and the tree that stood firm about 4 meters away from himself. John looked at the tree and the spot for a moment, being sure to properly grasp what it looked like. John would recreate the image in his mind, focusing on the details of the area as he gathered his Mahou, channeling it through his wand. Within an instant, John's body would appear to twist and swirl into itself, as though he were folding in between space itself. A loud rushing sound accompanied the sight, similar to the sound of a flowing river, culminating in a loud CRACK as John's body vanished completely. Within the same instant, John's body reappeared underneath the tree, untwisting and unfolding with the same sounds as the transportation completed. In reality, John had turned into pure Mahou, dispersing and reforming at his destination with nary a second in between. John would then repeat the process, focusing then on a tree 10 meters away, and then on one 20 meters away.
 

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( 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.

Ok. Now what is a "potion" ? What do you know about potions in the world of Wizardry?
 

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Potions are magical elixirs forged from Mahou, generally created in cauldrons. Because they're magical in nature, they can cause a myriad of effects in the people that drink them. These effects can be beneficial, like increasing speed and power or damage in used jutsu, or harmful, like being poisonous or decreasing strength. Each house has a signature potion. You can use potions from other houses, except for your rival house, meaning I wouldn't be able to use the Hufflepuff potion as I'm a Ravenclaw.
 

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Ok give me a breakdown on all of the potions, including Hufflepuff. No telling where you'll end up. I started off as Gryffindor. Seems my rightful place was Ravenclaw.

(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.


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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