Spirit Summons


simple ghosts to spiritual creatures that possess a wide range of abilities, as wide as the personalities they possess. Because they do not belong to the world they are summoned into, most spirits cannot affect their surroundings directly and some of the weakest cannot affect their surroundings at all. As a result, the majority of spirits specialize in genjutsu, with a few that can cause any serious physical damage by themselves. Most spiritual creatures, which consist of the majority of the specific summons, use the spirit flames, will-o-wisps, of their kind in most of their attacks.

Summon Rank: E
Description of Summon: Ghosts are the basic summon and they are the first one that beginners learn. They are the spirits of the deceased and are not only limited to human ghosts. Because they can also be animal ghosts, their appearances vary. Furthermore, some may appear to be more solid than others. They do not have the ability to speak, instead choosing to communicate through thoughts. This attribute allows the summoner to be able to communicate to the ghosts without saying anything. They are not solid but can still be dispelled by attacks.
Special Properties/Abilities of Summon: The summon lasts for an indefinite amount of time. It has no special abilities other than the base abilities that all spirits have: becoming invisible, levitating, and going through walls. They are mostly used for surveillance. Although they read minds to communicate with their master, they cannot read minds without the person who they are reading noticing. Even then, they can only read what's on the surface and only when they are within close proximity of their target. Although they prefer to communicate wholly through minds, ghosts can listen to human conversation if they wish to. There are no limitations to how long and when they can stay invisible and/or go through walls. More than one can be summoned at a time, but each one takes the full amount of chakra to summon.
Summon strength: The summon merely needs to be touched to disappear. It has no physical strength and can't affect the mortal world in any way. There movements are fairly sluggish and so cannot dodge most attacks.
Familiars

Summon Rank: D (but Kitsu and Neko require you to gain their respect first and you must have seen and talked with the summons that are going to be summoned as Familiars)
Description of Summon: A Familiar is not an individual summon and instead summons one of the other individual summons as weaker, physical beings. Summoned in this form, they are usually fairly small and might have slight changes in their appearance. They are unable to use any of their abilities.
Special Properties/Abilities of Summon: While they are fairly useless as Familiars and cannot retain any of their spirit-related abilities in this form, the spirit summons are able to talk out loud and communicate telepathically with their summoner. However, they cannot communicate telepathically with others and do not retain even the most basic abilities of spirits (ex: going through walls, becoming invisible). Nevertheless, they are extremely hard to detect because of their spiritual origins, allowing them to use a stealth that is equivalent to an assassin of whatever rank their summoner is. Thanks to the abilities that they do have, Familiars are often summoned for surveillance, to give advice, or just as companions. Each summoner may only summon one familiar at a time. Familiars may remain summoned for as long as either they or their summoner chooses to keep them summoned unless their actual forms are summoned. When their actual forms are summoned, the Familiars have no choice but to disappear and go assist whoever it is that summoned their actual form.
Summon strength: Familiars do not have the strength of their original forms, but they do have the agility and speed. Furthermore, their smallness makes it even harder to hit them. Surprisingly, because these are physical forms that they themselves have created, Familiars are the most resilient of the spirit summons and can heal even whole limbs almost instantaneously. The only way to make them disappear is to destroy their whole body at once.

Summon Rank: C
Description of Summon: A fairy-like summon, Wisp usually resembles a ball of light with wings. Her light usually matches her mood. Very mischievous, she has the ability to use several genjutsus. When she decides to dissipate her light, Wisp is revealed to have pointy ears and a pointy nose complete with delicate hands and small feet. Her skin is very pale, almost white, and her hair and eyes are a bright blue. Unlike a Ghost, she can be felt. However, at the same time, she isn't a physical being like a Familiar.
Special Properties/Abilities of Summon: Wisp can be summoned for an indefinite amount of time. The light she usually shines with is surprisingly bright and can be used to light dark areas. If needed for stealth purposes, she can turn out her light. She can also control the color of light she emits and even the type (ex: infra-red, ultra-violet, normal). Using her genjutsu, she can cause others to sleep and even make her look like someone else, complete with the shadows and sound. However, she often has As with the basic ghost, she can read minds, go through walls, leviate/fly, and turn invisible. Her mind-reading abilities have the same restrictions as the ghosts'. She has the ability to speak if she so chooses. Her ability with genjutsu also allows her to dispel others from a genjutsu of rank C or lower.
Summon strength: While a simple touch won't cause her to disappear, she isn't exactly strong and so will dissipate when being hit with a D-rank attack or higher. However, she is quite speedy and nimble and so has the ability to dodge attacks.
Kami-Kitsune (aka: Kitsu)

Summon Rank: A
Description of Summon: A Kitsune (fox spirit) with the ability to change his size, Kitsu can go from being small enough to ride on a kid's shoulder to being as big as a fairly large horse. His natural coloration is the pure white fur of Inari's messengers and bright, will-o-wisp blue eyes. In his bigger forms, it looks as if his body is slightly flowing away like smoke. The effect is especially emphasized at his feet where the white fur looks as if it is flowing back even more solidly. Not wanting to stick out, he usually covers himself with an illusion that give him the coloration of normal Hokkaido foxes, which lets him seem to be a normal fox when small. The only time that he'll dispel the illusion is when he is in the middle of a battle. He normally has five tails but, as with his fur coloration, he chooses to hide it as one unless in a battle. His personality is cunning but also slightly secretive in that he often dislikes revealing his true form unless necessary. He will listen to the orders of anyone who has gained Neko's respect, trusting her judgment in the worthiness of their summoner. His proficiency with illusions allows him to dispel all but S-rank techniques and A-rank techniques or higher used by sannin/kage (ex: a chunin can confuse Kitsu with an S-rank genjutsu but not with an A-rank genjutsu, while a sannin can use either an A-rank or S-rank genjutsu to affect Kitsu). He is solid.
Special Properties/Abilities of Summon: Kitsu can stay out for as long as the summoner wishes to. He can use his teeth and claws to fight if needed but, as with most other spirits, does not harbor much physical strength despite being able to move quickly. However, he makes up for this handicap thanks to his ability to quickly shift sizes, change appearances, cast various illusions, and other abilities. The same rules for regular genjutsus applies to Kitsu's genjutsus. Besides kitsune-specific jutsus, Kitsu can also use the basic skills of most spirits: become invisible, go through walls, read minds, and levitate. Being a demon spirit, Kitsu can also sense when bijuu are near.
Kitsune no yomeiri- Kitsune no yomeiri (fox wedding) temporarily opens up a portal into the spirit world. It is impossible to go through the portal but the portal does effect a circular area with a ten meter radius around Kitsu, causing sunlight and rain to stream into the area. Because it is partly a different world, the people inside the circle cannot go outside and the people outside cannot come in, creating a barrier of sorts. The move can only be used twice a day and can only last for a maximum of five posts. To mark the boundaries and provide additional defense, the area is often surrounded by a ring of fox fire.
Kitsune-bi- Able to take any shape and form, Kitsune-bi (fox fire/will-o-wisp) is a kitsune's main weapon. Although it could be used to cause minor burns and such, its true use is for creating and initiating illusions. The fire doesn't emit a scent or a sound but it does emit warmth, can be seen, and has an unique energy that attracts anyone who is close enough to it. As soon as the opponent notices the Kitsune-bi in any way with any sense, the illusion activates. The illusion can be anything, affecting any sense(s). Although Kitsune-bi is used to create most illusions, shape-shifting, size-shifting, becoming invisible, and going through walls do not require fox fire. The fox fire is bright blue in color. Like Wisp's light, the will-o-wisps can be used to light up dark places with the added effect of only letting certain people see the light, leaving enemies in the dark. If need be, the fox fire can move at very high speeds and change its form/shape. Because Kitsu is immune to his own fire, he can surround himself with it to give his offense/defense a boost.
Hoshi no tama- After some concentration (1 post), Kitsu creates a will-o-wisp that melts away to reveal a small white pearl-like object at its center. The object, known as a Hoshi no tama (star ball) can be used even after Kitsu disappears. Only one Hoshi no tama can be created at a time. When broken, it can give the user 10 extra chakra points. It can also be used as a long-distance communication device with Kitsu. When worst comes to worst, Kitsu can revive from his Hoshi no tama after being killed.
Kitsunetsuki- A possession genjutsu, Kitsunetsuki (fox possesion) is activated when a blue ball of fox fire touches the target. When possessing someone, Kitsu becomes unconscious. Unlike the Yamanaka technique, any harm done to the target will not be reflected on the user. However, the possession will break when the target is injured. The target must be in sight when using the jutsu and must remain within five miles of the user's body to maintain possession. It can only be used up to three times in a battle, counting failures. The being that is possessed must be alive. He can possess animals and humans
Summon strength: As an A-rank summon, Kitsu is definitely one of the stronger spirit summons. However, he still has the usual weakness of spirits to physical attacks. His speed, which rivals an assassin of his rank, lets him dodge most attacks but it doesn't make him invincible. When hit with a B-rank or higher attack without protection (ex: Kitsuen no yomeiri) Kitsu will disappear unless he has created a Hoshi no tama beforehand. If so, then he can revive from the Hoshi no tama.

Summon Rank: A
Description of Summon: A Nekomata (two-tailed cat spirit) with the ability to shift sizes and change shape, Neko can range from being small enough to ride on a ki's shoulder to being as big as a fairly large horse. Her natural coloration is pure black fur and bright, will-o-wisp blue eyes. In her bigger forms, it looks as if her body is slightly blowing away like smoke. The effect is especially emphasized at her feet, where the black bur looks as if it is flowing back even more solidly. When small, she resembles an everyday housecat; when big, she resembles a large panther. Although Neko could care less, she often hides the startling blue of her eyes in an illusion of golden topaz to appease the wishes of her summoners. She also uses her proficiency with illusions to make her two tails seem like one. As with Kitsu, she only dispels the illusions when in a battle. Unlike Kitsu, she could very well care less for being secretive, but she is loyal and will listen to her summoners… after they have gained her respect that is. If not, then she will do as she pleases when summoned. To gain the respect of Neko, the summoner must either have acquired a Warsfeil or be able to break out of an A-rank genjutsu. After gaining her respect, she will obediently listen to the summoner while also offering blunt advice. Even when tamed, she is not afraid to speak her mind. Just like Kitsu, Neko's proficiency with illusions allows her to dispel all but S-rank techniques and A-rank techniques or higher used by sannin/kage (ex: a chunin can confuse Neko with an S-rank genjutsu but not with an A-rank genjutsu, while a sannin can use either an A-rank or S-rank genjutsu to affect Neko). She is solid.
Special Properties/Abilities of Summon: Neko has access to the same abilities of most spirits: mind-reading, walking through walls, levitation, and invisibility. She has the ability to cast illusions, but they are nowhere near as diverse or strong as Kitsu's. Instead, her prowess lies in possession and animation or, in some cases, reanimation. In addition, her senses are much more sensitive and her spiritual intuition allows her to tell whether or not danger is near or something dangerous is about to happen. She is also physically stronger than Kitsu and more flexible. The same rules for genjutsu's applies to Neko's genjutsu's. Being a demon spirit, Neko can sense when bijuu are near.
Neko-bi- Neko-bi (cat fire) can light up dark places, only allowing certain people see the light. It can also cause nightmares to those who are asleep if the user so chooses. Despite looking exactly like each other, Neko-bi is much stronger than Kitsune-bi and can cause major burns and explosions. On the other hand, it isn't as flexible in its genjutsu uses as Kitsune-bi. Neko-bi is just as fast as Kitsune-bi and can be molded into just as many forms and shapes. Because Neko is immune to her own fire, but not others, she can surround her body with it to give a boost to her offense or defense.
Nekotsuki- Like its counterpart, Nekotsuki (cat possession) is a possession technique. However, it has much wider uses than Kitsunetsuki. Neko can possess up to three living or dead beings at once through the same methods that Kitsu uses for Kitsunetsuki. Nekotsuki requires the target to be within Neko's sight and must remain within five miles of the user's body when possessed. The body can sustain minor injuries while possessed by Neko, but any life-threatening or major injuries will take her out of the body. When possessing two bodies or more, Neko becomes unconscious. She can remain conscious when possessing one being. However, if she chooses to become unconscious while possessing only one body, Neko can read the latest thoughts of the being (up to two hours ago). She can possess animals and humans. Nekotsuki can only be used seven times a battle, counting failures.
Reanimation- Neko can control inanimate objects and dead bodies by using Reanimation. Although it is similar to Nekotsuki, Reanimation has its differences. In Nekotsuki, the user can talk and sense through the person they are possessing and they can control living beings; however, Reanimation only works on inanimate and/or dead objects and does not allow Neko to speak or sense through the objects/bodies that she is controlling. Even then, the inanimate objects must resemble some living object (ex: a statue of a dog or a horse-shaped tree) and can only use the movements of the living object that it is based off of (ex: a bird-like stone statue can fly but a dog-like bush cannot) while maintaining the properties of the material it is made from (ex: a wax model will burn and a stone dog will sink). When the properties of the material and the living being that the object resembles crashes, the properties of the being are taken into account (ex: a stone dolphin can swim). The effects of the jutsu disappear once the object or dead body is disfigured so much that it is no longer recognizable.
Reincarnate- After being killed/dispelled, Neko can Reincarnate as a solid panther-like animal for up to ten posts. Her eyes change from a will-o-wisp blue to the topaz that she usually covers her eyes in. In this form, Neko maintains her original agility and speed along with an added boost in strength thanks to her solidification. She can no longer use any of her techniques except for a down-graded version of the Neko-bi: it can still cause major burns, explode, move at the same speed, shift forms, and light up dark places but it no longer causes nightmares and everyone can see its light. Neko also does not have the spiritual intuition that warns her of danger. She still maintains the ability to change size, but can no longer shape-shift. However, she can cause damage equivalent to an B-rank taijutsu technique, complete with claws and teeth. Furthermore, her ability to resist genjutsu remains the same and her physical senses (smell, taste, hearing, etc.) are enhanced. The enhanced senses allows her to see through the stealth of a Jounin-level assassin. The move can only be used once a day.
Summon strength: As an A-rank summon, Neko is definitely one of the stronger summons. Although she isn't as quick as Kitsu, she is much more nimbler and uses that nimbleness to dodge most attacks directed at her. Of course, her agility doesn't make her invincible. While a spirit, being hit directly by a B-rank attack or higher will cause her to disappear. When solid, Neko will return to the spirit world after either being hit by an A-rank attack or higher or after ten posts, whichever comes first.
Kami-Ryu (aka: Ryu)

Summon Rank: S
Description of Summon: A dragon spirit summon, Ryu is actually the size of a fairly large snake. However, his ability to amplify energy, both around and in him, allows him to cover himself in pure energy and exponentially increase his size, even becoming almost as large as Orochimaru's Manda. Ryu's eyes are a bright, will-o-wisp blue and his ghostly white scales and talons seem to blend in with the environment. As with Kitsu and Neko, his body seems to dissipate into smoke. While he looks like a pure-white European dragon in his normal form, Ryu takes on a more Asian appearance when he transforms. The energy surrounding his body in the amplified form maintains its will-o-wisp blue, the same blue as the eyes, and creates a humongous, spirit-blue dragon with a long and elongated body. Ryu's normal smallness is attributed to his fairly young age for a dragon. Among other dragons, he is still considered a child. However, it is because he is still a child that it is possible to summon him.
Special Properties/Abilities of Summon: Ryu has two sets of abilities: one for his chakra enhanced self and another for his normal self.
Normal
Amplified
Amplified
When his normal self, Ryu has all of the abilities of normal ghosts (levitation, mind-reading, going through walls, invisibility) and then some.
Tatsu-bi- Like Neko and Kitsu, Ryu has the ability to use will-o-wisps, but they cannot be used for illusions and can only come from his mouth. He is immune to his own fire and can control it. The strength of Ryu's fire matches that of Neko's Neko-bi. While he cannot use them for genjutsu other then

Tatsu-sui- Because Ryu is a spirit, he has the ability to control will-o-wisps. However, his dragon side also allows him to attack with water. Tatsu-sui (dragon water) allows him to divert up to B-rank water attacks away from himself and others. However, because he is still young, Ryu cannot control the water. He can cause water to move away from him or towards him, but he has no idea how the water is going to move. By infusing his own chakra into water and amplifying the natural energy of the water, Ryu can create a healing water that can stop the bleeding of fairly deep cuts and wounds and totally heal minor injuries like sprains. If the person being healed has water as an element, then the water will be able to heal even more major injuries. However, it is not strong enough to bring someone back from the brink of death, reattach limbs, heal broken bones, etc.
Calling Roar- As a child amongst dragons, Ryu still has the protection of his parents. While they cannot appear in person, they can still attack and cast genjutsu. The move starts with a plaintive whine from Ryu. Just hearing or seeing the call will activate the genjutsu: two fierce, serpentine dragons even larger than Manda appear on either side of Ryu and let loose a roar while the sky instantaneously becomes ominously dark with thunder clouds complete with thunder, rain, and lightning . The sight is enough to freeze all Chunins and the Jounins that do not have some sort of intelligence-related strength in fear. As the dragons let loose a roar, a huge tsunami seems to appear from behind them and lightning strikes the ground in random places. Still an illusion, the tsunami feels devastatingly real as the target feels all the sensations they would feel when in the middle of a humongous wave. Even if the target manages to escape the genjutsu, they still have to face the ninjutsu. The sensations felt in the wave are not hallucinations and are, instead, created by an actual water twister that traps the target within. The twister is huge and forms from the moisture in the air. Descending from the air at a breakneck pace, the twister has a radius of 100m and places the target right in its center. If that wasn't enough damage, the lightning strikes weren't complete illusions either. Giant, burning, will-o-wisp blue Tatsu-bi rain down from the sky like meteors. Luckily, there is a protective radius around the summoner and Ryu of about 5m. Calling Roar can only be used once a day.
Dragon Dust- Ryu can amplify and spread his energy through a circular area with a radius of 2km to cast a wide-range genjutsu that reduces the senses (smell, hearing, etc.) of those in the area by spreading powder from his scales. The powder, Dragon Dust, spreads the energy that he amplifies. Dragon Dus also affects chakra-sensing abilities. The dust is also used to collect energy for Ryu's amplified stage.
Nature's Blessing- As both a dragon and a spirit, Ryu can use the energy of nature and his surrounding to support his own energy. Although he can’t access all that much of the energy, his ability to amplify energy allows him to use what little he can get to its fullest. Nature's Blessing can only be used for defensive maneuvers centered around Ryu. The most common uses are a shield that can last for five posts max and the healing of Ryu's wounds. Nature's Blessing can only be used three times in one area. If Ryu were to change areas in one battle, then he could use the move three more times.
After amplifying his chakra as well as absorbing the spiritual and natural energy around him, Ryu can create a thick layer of chakra around his entire body that resembles that of a fully grown dragon. Because he amplifies his energy, which is spirit-based, he loses his dragon-related ability to control water. He can only maintain this stage for a maximum of fifteen posts, depending on how many times Nature's Blessing was used before. Each time Nature's Blessing is used, minus five posts from the maximum number of posts that Ryu will be able to hold his amplified form. Because the form uses all of his energy, Ryu will disappear after having exhausted the form. Because it is simply multiple layers of chakra, any wounds inflicted on the form will heal instantaneously; unless an attack manages to go past the thick layers of chakra surrounding the dragon, Ryu will remain unharmed. Within the chakra, he is located directly in the center, but still sensing what a larger form will sense.
Amplify- The initiating technique for his amplified form. Amplify, as its name implies, amplifies Ryu's energy along with any other energy he can absorb, creating layer upon layer of chakra. It collects chakra from an wider range than Nature's Blessing and amplifies to a greater extent. It is required that, in a post before amiplify, Ryu uses Dragon Dust. Amplification takes time and requires one post of preparation for every five posts he is allowed to hold it. The preparation must be done all at once and cannot be spread out throughout the battle. While in preparation, Ryu is unable to move or attack. In the first post of preparation, any attack will be able to cancel his attempt. The second post requires a C-rank technique or higher. The third post can only be disrupted by an A-rank technique or higher. When stopped in his first post, Ryu can attempt amplification again without any consequences. When stopped in his second or third post, Ryu is forced to continue fighting in the amplified form, even if it wasn't completed. Amplify can only be used once a day.
Tatsu-bi- Ryu's amplified Tatsu-bi is only slightly stronger than the original but has a much wider range and covers his entire body when he is in his amplified form, giving an extra boost to his already boosted attack power. This larger Tatsu-bi has a wider explosion-radius and can cause the same amount of damage as an A-rank fire jutsu. Furthermore, it can be formed from thin air and doesn't need to come from Ryu's mouth. However, it is harder to control and can't be used to restore the energy of others.
Summon strength: Ryu, when in his regular form, can be taken down with a direct B-rank attack or higher. However, he is as quick as Kitsu and as agile as Neko so hitting him will be a challenge. While in his amplified form, he will either need to be hit directly with at least two S-rank jutsus or run out of time.

Sage Mode
By concentrating on the spiritual energy that permeates the physical world and learning how to utilize it, the summoner can enter the spirit sage mode. In the spirit sage mode, the summoner takes on the form and powers of one of the 07 Ghosts: Zehel (the cutting spirit), Feist (the tying spirit), Profe (the speaking spirit), Randkalt (the extinguishing spirit), Rilect (the bequeathing spirit), Ea (the awakening spirit), and Vertrag (the pledging spirit). Each spirit possesses different powers and abilities. Once the user is capable of achieving sage mode even if they haven't managed to use it yet, a mark will appear on his/her hand symbolizing the bond between the soul summoner and the soul of the spirit that has chosen him/her. Each of the 07 Ghosts has their own mark and each mark may only be on one summoner.
Description:When in sage mode, the summoner is surrounded by a ragged, black cloak that covers his/her whole body. Although the cloak seems ragged, it can easily block every single part of the user's body from view and also doubles as a fairly sturdy armor that can withstand up to B-rank attacks. By using spiritual energy, which takes the form of zaiphon, the sage can form a scythe. The scythe, which is weightless to the sage, is used to further refine and control the zaiphon, opening up a host of new techniques. The user also gains a pair of bone wings on their back and their eyes turn a bright, will-o-wisp blue.
Initiation:Only one person at any one time may know the sage mode. At least twenty posts are required to learn how to activate the mode. In fifteen of these posts, the summoner has to learn how to sense spiritual energy, how to absorb it, and how to use it. In the last five, the user's conscious enters the spirit world and faces off against the ghost that has chosen him/her. The ghost will be rped by either an existing spirit sage or someone chosen by the spirit sage. Each of the 07 Ghosts have a stronger, purer version of the zaiphon that the summoner can access for that particular spirit in sage mode (ex: Zehel's cutting zaiphon can cut through humans) along with unlimited chakra. To keep things fair, though, they will only use their zaiphons and not their other abilities. The summoner doesn't need to defeat the ghost, which is impossible, but simply stay alive for five posts. If the user is struck with a killing blow, he/she won't die and will instead be stripped of the opportunity for becoming a sage.
Activation:Activating the mode requires one post of preparation for every three posts of activation. The posts are cumulative (ex: three posts of preparation yields nine posts of activation). During the preparation, the user must remain completely still to focus on collecting spiritual energy. As with any other sage mode, it is possible to collect the needed energy through a clone. A Familiar must be summoned for the duration of the Sage mode to help balance the energy of the spiritual world and the physical world.
Bonuses: All of the 07 Ghosts have the same bonuses while the summoner is in sage mode.
-Can sense the energies/auras around oneself and can use this to reveal assassins using stealth, find people, predict attacks, etc. Is also able to differentiate between auras.
-Can see and talk to spirits. Useful when questioning a recently (it must be recently) dead shinobi.
- Reaction time is greatly boosted even without being able to sense energy.
-Chakra grows 3x the regular level. After the sage mode, chakra levels return to pre-sage mode levels.
-Can use the stealth ability of an assassin equal to their rank.
-Speed is on par to an assassin of equal rank, whether in the air or on the ground.
-Can use telepathy.
-Can fly for as long as the sage mode lasts. This ability is actually levitation because the aspect of the 07 Ghosts that is used is not their wings but their spiritual power. Each post levitating drains one chakra point.
-Can use the abilities and zaiphon of the respective spirit.
-Gains a scythe for the duration of the sage mode. Scythe cannot be broken. Scythe can be controlled without having to touch it.
-Physical strength is slightly weaker.
-Unable to use any taijutsu techniques. Styles can still be used, but not specific techniques.
-Can see and talk to spirits. Useful when questioning a recently (it must be recently) dead shinobi.
- Reaction time is greatly boosted even without being able to sense energy.
-Chakra grows 3x the regular level. After the sage mode, chakra levels return to pre-sage mode levels.
-Can use the stealth ability of an assassin equal to their rank.
-Speed is on par to an assassin of equal rank, whether in the air or on the ground.
-Can use telepathy.
-Can fly for as long as the sage mode lasts. This ability is actually levitation because the aspect of the 07 Ghosts that is used is not their wings but their spiritual power. Each post levitating drains one chakra point.
-Can use the abilities and zaiphon of the respective spirit.
-Gains a scythe for the duration of the sage mode. Scythe cannot be broken. Scythe can be controlled without having to touch it.
-Physical strength is slightly weaker.
-Unable to use any taijutsu techniques. Styles can still be used, but not specific techniques.
There are also a couple bonuses that the summoner retains even when he/she is not in sage mode.
-Can sense the energies/auras around oneself after 10 posts of training with a shinobi who can use stealth or a stealth-like ability. Is not as instinctive as in sage mode unless it is trained for another 10 posts with, once again, a shinobi who can use stealth or a stealth-like ability.
-Can see and talk to spirits. Useful when questioning a recently (it must be recently) dead shinobi.
-Can see and talk to spirits. Useful when questioning a recently (it must be recently) dead shinobi.
Abilities/Zaiphon: Each of the 07 Ghosts have their own abilities and zaiphon. These differences affect the sage mode of their respective partners.
Zehel (the cutting spirit)- Zehel grows a scythe-like tail that can release bursts of spirit energy and reinforce its blade with spirit energy. The tail is as strong as the scythe. The strength of the energy released can be decided on by the user. The stronger the spirit energy used, the more chakra is used (ex: a blast that is equivalent to a C-rank technique eats away as many chakra points as a C-rank technique). The energy mimics the color of the user's chakra with a faint outline of bright, will-o-wisp blue and can be controlled by the summoner and/or summon. Zehel can release a zaiphon that can cut through everything except for an actual living being.
Feist (the tying spirit)- Feist grows ridges of bone around the top of his eyes. The ability to "see" bonds I granted, giving this 07 Ghost the ability to look into even the most minute details of relationships (ex: before only an alliance could be seen but now it can be seen that the two are very close friends). Feist also gains the ability to create artificial bonds. Considered a genjutsu, all of the rules for a normal genjutsu apply for this technique. The artificial bond can be created between any two people, including the summoner himself/herself. Being artificial, no feelings are required or transmuted through the bond. The artificial bond can only bind two people to each other. It basically transmits the feelings, thoughts, and senses of one person to another. The bond can either be one-way, only one person recieves information, or two-way, both parties receive information. The strength of the bond and its specific properties can be varied from use to use. An artificial bond can only be used ten times a day. More than one bond can be in use on the same person at once. Feist's zaiphon releases strings of chakra from the scythe that ties the souls of animals and inanimate objects to himself, allowing him to control them. Up to five strings can be released at a time, but only one string is required to control a person. The strings are perfectly visible and move at the base speed of an A-ranked assassin. They disappear after being hit by an A-rank attack, but they can be controlled to avoid the attacks. The strings can be used to control animals, including summons and pets. However, they cannot be used to control people. Only one string is required to hit the target. If the strings hits either a summon or a pet, a dice is tossed. If one string hits, there is half a chance of control. If two strings hit, there is two-thirds a chance of control. If three strings hit, there is three-fourths a chance of control. If four strings hit, there is four-fifths a chance of control. If all five strings hit, the control is certain.
Profe (the speaking spirit)- A simple, elaborate ridge of bone appears, stretching across both cheeks. Profe can understand the surface thoughts of people and animals around him as well as talk to animals and plants. He is also able to feel the currents of spirit energy to foresee the future. However, because the summoner is in the human world, Profe's ability to foresee the future only allows him to predict the very near future. If the user tries hard enough (minus the rank of two B-ranked jutsus), he/she can also see what is currently happening or about to happen to another person that the summoner knows. Profe uses a zaiphon that allows him to speak to the souls of others, transferring his energy into them. The energy can be used to restore up to 10 chakra points of another shinobi, hasten the growth of plants (especially useful when growing needed herbs or poisonous plants), track someone, or bring someone back from the brink of death (they still have to be alive, though).
Randkalt (the extinguishing spirit)- An armor of bone-like spirit energy grows over all of the arms and hands of the user. The user, despite the strength of the armor, can still move his/her arm as if the armor wasn't there. As an added bonus, it also has a sharpened edge and point at the ends that the hands are located, allowing the summoner to slice at opponents. Using his/her chakra, the user can also create a large shield to block attacks. The amount of points expended into the shield varies with the attacks that the shield blocks (a shield that can block two C-rank techniques requires the amount of point needed to use two C-rank techniques). The shield can be as large as needed without any consequences and chakra points are only used up when it is attacked. Randkalt's zaiphon extinguishes energy, including chakra based attacks and illusions. To extinguish illusions, he must use his zaiphon when the genjutsu is used.
Rilect (the bequeathing spirit)- Slender lines of bone grow over the summoner's hand, creating intricate patterns that cover both hands and even reach up to the wrists. Rilect can see the pasts of human's, animal's, and object's. However, he is not able to understand the past of human's and animal's as well as he could with objects and can only sense the past through the main sense of his human/animal target (ex: he will see the past of a blind person through hearing only rather than the sight of normal people). However, he is not limited to what the person knows and can also see forgotten memories. With objects, he can see and feel everything from the perspective of the object (ex: when Rilect examines a sword that has seen many battles, he can see from the swords point of view and feel the blood flowing off of it). Rilect can control what he sees and only requires a momentary touch with the person to see what he wishes to. The time he feels in the memories does not need to match with the time that really passes. Rilect's zaiphon can erase, restore, and otherwise effect memory (ex: short-term memory loss). The effects for erasing and otherwise effecting the memory follow the usual rules for zaiphon. However, restored memory is remembered until the memory of seeing the memory as well as the memory itself is erased.
Ea (the awakening spirit)- Ea's halo parts directly in the middle of the front, creating a crescent moon-like design with intricate patterns sketched over the wider areas. The summoner is able to resist all genjutsus, no matter the rank or user, with no effort. The summoner is also immune to hallucinating and sleeping from the effects of drugs, hallucinogens, etc. The zaiphon of Ea can awaken, or reawaken, the spirit of their target. It can be used to cancel a genjutsu, even if it had already taken hold of its target and to wake people up. Awakening the spirit of jinchuurikis also allows the hosts to regain control of themselves after their bijuus have taken over. However, this does not mean it can cancel the demon stages, it simply puts the host back in control. The zaiphon of Ea also allows the user to clear away any hallucinations or visions caused by poisons and whatnot.
Vertrag (the pledging spirit)- The pattern within the wings of Vertrag become extremely intricate, showing the amount of spiritual energy that is concentrated in the wings. Vertrag can both sense, see, taste, hear, feel, and smell souls. In other words, the summoner can feel the souls around them with his/her whole being. Furthermore, the clarity with which the souls can be seen with is even clearer than before. Vertrag can sense the basic emotions from the souls and is even able to differentiate and track individual souls. Vertrag is also able to determine the personalities of the people within his range and even sense abnormalities (ex: bijuu, curse mark).The maximum radius of the technique is 1 km when getting an all-around reading, but it is possible to focus on a single soul and track it for up to 5 km. Vertrag's zaiphon allows for to temporarily entrapment of the willing soul of a spirit into the scythe and thus allow for the use of the spirit's main ability (ex: Wisp's multi-colored lights, Kitsu's flames). For jinchuurikis, the effect extends to the bijuus contained within them. The abilities granted to the scythe for each bijuu differs, but are usually equivalent to the second stage of the bijuu.