◆ Nɪᴄᴋɴᴀᴍᴇ(s)/Aʟɪᴀs(ᴇs): Verex Barlo, High Enchanter Verex, The Man Who Was Betrayed By Justice, Xanthos the Philospher,
◆ Aɢᴇ: 47
◆ Gᴇɴᴅᴇʀ: Male
◆ Rᴀᴄᴇ: Human
◆ Bɪʀᴛʜᴅᴀʏ: August 30th
◆ Oʀɪɢɪɴᴀᴛɪᴏɴ: Othad
◆ Sᴀʏɪɴɢ: “Justice is a cruel fiction created by those who wished for the masses to blindly follow what was ‘right’, I shall tear apart this facade and reveal the true face of this grand lie.”
Posted: Sat Apr 29, 2017 5:13 pm
╠ ᴅ ᴇ ᴛ ᴀ ɪ ʟ x ɪ ɴ ғ ᴏ ╣:
◆ Tᴀᴛᴛᴏᴏ / Mᴀʀᴋɪɴɢs: Has large tattoos a great deal of his body, including his back; chest and even forearms.
◆ Hᴇɪɢʜᴛ: 8’2”
◆ Wᴇɪɢʜᴛ: 278 lbs
◆ Pʜʏsɪǫᴜᴇ: Muscular
◆ Eᴛʜɴɪᴄɪᴛʏ: Caucasian
◆ Hᴀɪʀ Cᴏʟᴏʀ: Blue
◆ Eʏᴇ Cᴏʟᴏʀ: Red
◆ Sᴇxᴜᴀʟ Oʀɪᴇɴᴛᴀᴛɪᴏɴ: Heterosexual
◆ Rᴇʟᴀᴛɪᴏɴsʜɪᴘ Sᴛᴀᴛᴜs: Widowed
◆ Lɪᴋᴇs: ✓Poetry ✓Reading ✓Liberating those from the falsehood of Justice ✓Aiding those who have been betrayed by justice ✓Having comrades ✓Those with a strong conviction
◆ Dɪsʟɪᴋᴇs: ✗Corrupted rulers ✗The Magic Council ✗The lie that is Justice
Hirio of the Hoh
Vice Captain
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Hirio of the Hoh
Vice Captain
Offline
Posted: Sat Apr 29, 2017 5:13 pm
╠ ᴘ ʀ ᴏ ғ ᴇ s s ɪ ᴏ ɴ ᴀ ʟ x ɪ ɴ ғ ᴏ ╣:
◆ Aғғɪʟɪᴀᴛɪᴏɴ: Chaos Forge
◆ Oᴄᴄᴜᴘᴀᴛɪᴏɴ: Archivist/Philosopher Dark Guild Master
◆ Sᴛʀᴇɴɢᴛʜs: Grand Master hand-to-hand combatant, monstrous amount of magic, highly intelligent, dangerously charismatic, master tactician, mastered emotions, monstrous physical condition, undying will
◆ Wᴇᴀᴋɴᴇssᴇs: Height, ptsd, low natural speed, hasn't fully mastered the fighting styles he integrates into his multi fighting style,
◆ Wᴇᴀᴘᴏɴ: N/A
◆ Aʀᴍᴏʀ: N/A
◆ Eǫᴜɪᴘᴍᴇɴᴛ: Communications Lacrima
◆ Fɪɢʜᴛɪɴɢ Tʏᴘᴇ(s): Integrated Arms: To start off, it seems that a major of his fighting revolves around Kenpo Karate, using quick and powerful strikes from his hands and feet, powered by the rapid transition of stances and kata, synchronized into sequential attack patterns with seemingly no disruption to limit the opposition's ability to retaliate. The second core piece to his nearly unstoppable assault is Boxing, a style of pure fist-based combat. In technical terms, Verex is deemed a switch-hitter Boxer-puncher, capable of switching his stance with ease in a fight from orthodox to southpaw. The term Boxer-puncher refers to his primary style of boxing, possessing incredible speed, outstanding power and high defense and mobility. This has been additionally supplemented by many other aspects of martial arts, such as Judo, teaching him a variety of throws, holds, and joint locks to further immobilize and contain his foes when he needs, as well as how to use his opponent's movements, weight, and force against them. From Bajiquan, Verex has learned to channel "Fa Jin" through his arms and elbows, implementing dynamic, destructive force through his strikes for maximum damage alongside the brutal and dangerous bone-breaking techniques. Indeed, this makes Verex's fighting fast-paced and brutal, exemplifying that he will do anything to achieve victory, further including styles such as Jailhouse Rock, teaching him to fight in close quarters such as alleys, indoors and arenas, making the most of his space as well as teaching his how to position his body and limbs to deflect the damage he takes. Techniques from Kapap taught Verex even more varieties of forceful, fast hand strikes, preparing his for real life scenarios as well as the usage of dirty tactics and strikes to vital points such as groin hits, gouging, and ear claps alongside teaching him how to neutralize and disarm any weapon-wielding foe within reach, including those wielding firearms. He also uses techniques from Luche Libra style wrestling, employing the rapid use of sequences of holds and maneuvers, as well as "high-flying" maneuvers; he specifically uses the Rudo style, a type of combat used by rudo wrestlers, fighters who use the most violent, gruesome styles and forms of this combat style to hurt, maim, and injure their opponents, tending to bend or break the rules to do so.
He almost always uses his magic in unison with his unarmed combat, increasing his overall combat prowess. Reduced Earth to enhance his speed and make up for his weakness, ensuring for the most part that he is capable of getting in and out of striking range to deliver blows before evading those aimed at him. Verex's fighting style is still aggressive and ferocious, implementing barely-visible patterns of Kata as he fuses all of the techniques he has learned into a horrifically confusing yet effective form of combat with high offensive hand and elbow-based combat to completely decimate foes. Despite having an overwhelming talent within all the techniques she has learned, Silver can not be considered a master of any of the seven martial arts she uses, as she has only used aspects of them, thus if one is capable of discerning the arts from which her style stems from and successfully manages to disrupt her flow, it can be quite fazing for the woman. Despite this, she is considered a highly capable hand-to-hand combatant, with exceptional training and tenacity that allows her to go head to head with other greats. This style of combat, for a greater word, is constantly changing and evolving through the course of every day, never the same when fought twice, this is because Verex is never truly satisfied with how his fighting style is, always tinkering around with even the smallest of details, all for the sake of getting rid of any weaknesses found in his style that his enemies can take advantage of. With an ever changing fighting style in the hands of a fighter of Verex's caliber and skill, this can only end in disaster on the opposing side, it is because of this fact that there are never any consistencies in the way he fights, never demonstrating the same tactics or attacks twice in battle, making him unimaginably hard to predict or maneuver against.
◆ Sᴘᴇᴄɪᴀʟ Aʙɪʟɪᴛʏ:
Intimidation: A incredibly powerful physical ability that only a rare few have the capacity to use, a technique in which powerful individuals can instill fear into their opponents by completely and utterly overwhelming their senses and bodies by exuding their true power in massive volumes, slowly crushing their will to battle and crushing their confidence to dust. Normally activated by either performing a physically imposing feat (such as displaying their strength or making frightening features) or creating realistic frightening illusions by unleashing their murderous intent and magic energy to the absolute max, which can instill fear into any weaker being and cause them to lose consciousness.
Often called the Spirit Shout this skill is non-magic in nature and can only be produced by those in possession of a presence and willpower that is vastly more powerful than ordinary people. This technique is most commonly seen used by Earth Land's most powerful warriors and wizards, as they are the only ones possessing the "potential" for utilizing such an advanced technique, often seen as a badge of honor that symbolizes just how unique they are, putting them in a league of their own.
Hirio of the Hoh
Vice Captain
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Hirio of the Hoh
Vice Captain
Offline
Posted: Sat Apr 29, 2017 5:27 pm
╠ ᴍ ᴀ ɢ ɪ ᴄ x ɪ ɴ ғ ᴏ ╣:
◆ Mᴀɢɪᴄ Tʏᴘᴇ: Caster
◆ # ᴏғ Mᴀɢɪᴄ Tʏᴘᴇs: 8
◎◎ Main Magic: Enchantment ◎◎
◎
BASIC SPELLS » Pulse Dusky Pulse is an exceedingly barebones Enchantment spell that's the very first "spell" that many users of the art learn; it allows the caster to unleash a decently powered and small-to-medium sized sphere of molecular energies towards their target - it can be said to be a modified version of the uncategorized spell known as Magic Ball, only attuned to the power of Enchantment. In any case, when performing Dusky Pulse, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Dusky Pulse, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, changing into an ashen texture in accordance to the caster's own magical energy, condensing these energies upon one of their palms. From here, the user of Enchantment adds more magical energy into the equation, rapidly exciting the energies - both supernatural and molecular- so that they experience an increase in density and multiply continuously, using their magical energy to spin the compressed energies in numerous directions at once while increasing the output of their magical energy, before completing the final step, which is the merging of the previous two steps to contain the magical energy and eternano and shape it into a miniature sphere of grey energy. Now that the activation sequence is complete, the caster is capable of launching the Dusky Pulse at the enemy by pointing at them with their index finger, releasing the grey sphere of energy focused upon their finger at high speeds; though, like most spells, the desired target must be within the user's field of vision so they can aim at them. Upon the firing of the Dusky Pulse from the user's finger, it's spherical form transmogrifies into a ring-shaped pulse of grey energy as it travels through the air at high speeds- because it is rather small, only those with keen eyes or those who possess the ability to utilize Sensory Magic will likely keep their sights on the projectile. The Dusky Pulse is capable of being fired at a rapid pace with a similar rate-of-fire to that of a machinegun and in groups of three, and it packs roughly the destructive power of an actual pistol bullet. The moment that the Dusky Pulse begins its flight towards the target, it also completes its motion, resulting in an attack that possesses priority over all other sorts of projectiles, whether they hold their basis in Elemental Magic or not. The attack seems to strike the target multiple times simultaneously, creating a number of surreal, delayed shockwaves upon contact with the foe –each shockwave hits a split second after the previous one lands-, and it is capable of blasting into the user's opponent with enough force to send them a few meters back, even pulverizing solid rock and whatever else gets in the way of Dusky Pulse and the user's target. Despite its seeming impressive nature due to its moderate power and immense speed, Dusky Pulse is known for one glaring weakness- due to the velocity at which the shockwave of molecular energy travels at once launched, a caster is incapable of altering its trajectory in any way that they wish, effectively resulting in this spell only serving the purpose of something that would display its full potential as a quick hit-type attack or a spell which is utilized in order to give the caster some breathing room, broadening the distance between the magician who unleashed the spell and their target if they close in all-too-quickly, making it rather useful and versatile in the long run.
» Elemental Five A basic Enchantment spell that grants the user of the magic the ability to transfix their magical energies upon anything and from there, through the correct chemical reactions, create the classical elements, which are the rudimentary, simplest or essential parts/principles of which nature consists and were proposed to explain the nature and complexity of all matter in terms of simpler substances. When inducing the Elemental Five, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particle, allowing the caster to alter them. In the case of the Elemental Five, the caster takes into consideration various chemical elements, which are a species of atoms having the same number of protons in their atomic nuclei that compose the majority of the plane of existence that are strewn about the vicinity. Through the inducement of numerous chemical reactions by using the projected arcane energy to influence the chemical elements scattered throughout the vicinity in accordance to the caster's mental commands, a user of Enchantment is able to transmute the particles and nearby chemical elements into the natural elemental forces, each representing one of the four fundamental states of matter, with fire representing plasma, water representing liquid, earth representing solid, and air representing gas- even further, these four elements have Magic representation in Fire Magic, Water Magic, Earth Magic, and Wind Magic/Air Magic respectively. This allows a user of Enchantment to harness the power of the corresponding magics without taking up a slot in their Magic Origin's capacity.
» Flamebolt Flamebolt involves the Enchanter infusing the supplementary ability known as the Elemental Five into the activation sequence of the spell, specifically that of the element of fire, thus resulting in the Enchanter unleashing an enormous, roaring quark-gluon plasma in the shape of a sphere of high-intensity flame towards their opponent. In any case, when invoking the power of Extension: Flamebolt, the Enchanter focuses the voluminous quantities of magical energy that are dwelling within their Magic Origin, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Extension: Flamebolt, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, as the caster invokes the activation sequence of various pyrokinetic-type magics such as Fire Magic and Fire Dragon Slayer Magic through exciting the movements of the eternano, thus increasing their thermal energy, which is the internal energy present in a system due to its temperature, and kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move, to the point that the particles strewn about throughout the vicinity spontaneously ignite, thereby manifesting a noticeable quantity of flames that burn exuberantly, flickering wildly and continuously. At this point, the Enchanter adds more magical energy into the equation, rapidly exciting the flames and energies - both supernatural and particle-wise - so that they experience an increase in density and multiply continuously, using their magical energy to spin the compressed flames and energies in numerous directions at once while increasing the output of their magical energy, before completing the final step, which is the merging of the previous two steps to contain the magical energy and eternano and shape it into an ever-expanding sphere that's classified as a quark-gluon plasma, a state of matter in quantum chromodynamics which is hypothesized to exist at extremely high temperature and/or density, thought to consist of asymptotically free quarks and gluons, which are several of the basic building blocks of matter; this orb of fire exists in front of them for the briefest of moments. Now that the activation sequence is complete, the Enchanter launches Extension: Flamebolt forward through mental commands alone, sending it towards their opponent with incredible speed and force. While in motion, the Extension: Flamebolt continues to compress enormous quantities of thermal energy the sphere not dissimilar to the basic Fire Magic spell known as Fire Bullet which explode upon impact with anything she deems to be suitable. These scorching orbs of flame seek out the Enchanter's target with dogged determination, snuffing out any chances of the incoming projectile being negated through sheer power through the vast temperature emitted by the ball while in motion, guaranteeing that the power of Extension: Flamebolt will destroy at least one obstruction on the caster's path to a clean strike.
» Doppleganger Doppleganger is an Enchantment spell which allows the caster to make a duplicate of themselves through replication. In any case, when activating Doppler Chaser, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles – in regards to Doppleganger, the portions of the immediate vicinity that the caster has transfixed their energies upon which integrate within the molecular structure of such begin to glow illustriously, before the caster induces an advanced form of meiosis, which is a specialized type of cell division that reduces the chromosome number by half by forcing all of their cells and particles to duplicate themselves at the exact same time at the areas where Enchantment affects, creating various clones. The various replicas of the user that are brought into the current plane of existence are capable of performing any of the caster's spells, including Doppleganger once more in order to double the amount of copies that the caster has summoned in the heat of battle- however, by doing so, the clones drain magical energy from the original user of the spell's own Magic Origin. To add to the deception pulled over the eyes of their enemies, these duplicates can bleed after being struck- though they will scatter into particles if attacked by a sufficiently strong force; but before they do that, the caster can disperse them by will alone in order to gain back any of their magical power that they had used in their brief moments of 'life'; generally, they're so lifelike that it's near impossible to distinguish the Doppleganger clones from the real deal. Continuing onwards, Doppleganger allows a user of Enchantment to use these replicas to distract their opponents, which can be useful when it buys enough time for the user to find a weak spot on the enemy, even confusing users of psychic-type magics by causing their powers to detect the decoy instead of the user. Even so, Doppleganger requires a considerable amount of mental focus in order to continue stabilizing the illusions, even moreso per fake manifested, making it extremely difficult to sustain for longer than a few seconds per spell cast, though it does not cost much magical energy.
» Enchant Armor An Enchantment spell which creates a second hardened membrane-like skin that overlays their figure, dramatically increasing their defense and bestowing various properties upon themselves. In any case, when invoking Enchant: Armor, the caster focuses intently, concentrating upon the ambient supernatural energies which are saturated through the environment, flowing throughout the world in a never-ending manner. As an aspect of the universe that's always been tied to this dimension, Earth Land, these arcane powers would be a constant within the current plane of existence and as such, the wielder of this power would be able to invoke the wide-spread skill referred to by history as "magic" whenever they deem it to be suitable – but more importantly, the extension of one of the most basic skills of the arcane would always be available for them to induce. The user pulses their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power, quickly using their enhanced particle draw to force their own magical energy to superimpose itself over the caster's body, acting as an invisible pressure composed entirely of arcane power of sorts which is compressed upon their frame. This invisible armour allows the caster to instantly "enchant" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, transforming into an armour of sorts while causing this near-invisible layer of energy to act as an electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw by having invisible layer of arcane power on the user's body acting as a positive charge to draw particles and all sorts of particles towards their body. The invisible pressure superimposed upon their very existence causes Enchant: Boost to instill an effect that's similar to super armour, allowing the caster to negate the kinetic and supernatural energy of a number of strikes thrown their way before any of their attacks get interrupted and they take damage from the opponent's actions by the invisible pressure reducing the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness to zero, nullifying the motion and thus the force of the blow while breaking apart the combination between magical energy and eternano into their constituting elements, rendering them harmless. This allows Enchant: Armor to be used for many purposes, such as preventing physical contact, keeping debris and unwanted materials off of themselves, erecting their force field to escape piles of debris easier, and a few other purposes as well. The skin-tight force field formed when casting Enchant: Armor provides protection against supernatural powers, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic; the protection granted by Enchant: Armor is sufficient to be impenetrable to most conventional weaponry, and it largely absorbs and negates impact shock, thus protecting the user from catastrophic events such as high-speed collision; however, it's most important purpose is the fact that if they are cast in concrete or other materials; for example a plane dropping a large amount of solidifying material that can put their body in a hard cast, or falling into wet concrete that would harden around the user in a full body cast which would keep their motion prohibited, they can erect this force field to break out of a cast; without Enchant: Armor, the user would not be almost unstoppable. Enchant: Boost is also particularly resistant to such materials in the first place, as they would slide off much faster and more smoothly then it would from their body alone, due to the fact it is pure energy. It should be noted that Enchant: Armor has no structure like most other forms of armour-type magic or body transformation-type spells, meaning that it is downright invulnerable as long as it remains formless. However, for all of its strengths, Enchant: Boost possesses some distinct weaknesses - for one, special cases like the fa jin method of wushu can breach the "absolute defense" of Veil Skin and forces its damage to go through, as per it's concept as an "attack which strikes the internal" instead of the external; additionally, it cannot dispel charm-type attacks such as talismans and ironically enough, runes that are inscribed upon the caster directly. When written the kanji of the spell is written as '白毫', byakugō, it means Ūrṇā, which is a white swirl of fine hair on the forehead of the Buddha, represented in art by a spiral or a dot, or even a gem or pearl. It represents the third eye which allows one to see past the mundane world and into the divine world.
» Enchant: Chain nchant: Chain is a highly applicable Enchantment spell that allows the caster to generate and manipulate chains formed from molecular energy of absurd powers in any way that they see fit. In any case, when performing Enchant: Chain, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Chain, the caster flares their Magical Aura upwards as to target the masses of molecular structures they have under their control through Enchantment, instantly inducing a breakdown upon said structures and from there, shaping said particles into the form of chains with numerous edges and spikes decorating the links; the caster can modify the chains to form grappling hooks on the ends, the shaping process assisted by their magic; the tensile strength of the chains manifested are known to be three hundred and sixty pounds per square millimeter of cross section. These particles are attracted to themselves electrostatically, and thus can form complex shapes; these chains are known to be in all shapes and sizes, while their composition varies on what the user wishes to do with them, meaning that the mere existence of Enchant: Chain in the heat of battle can keep the opponent guessing as to what properties the chains of molecular energy will display. The molecular chains generated through Enchant: Chain are capable of wrapping around and attaching to supposedly any form of surface, so long as it is not a liquid; for example, a user could perhaps wrap the chains around the clouds in order to hoist themselves upwards before swinging to another cloud and repeat the process for quick transportation; they can also bundle and compress the chains in order to shape them into a variety of shapes and forms, such as ropes which double as whips, webs, bullets, and an arm drill, plus many more, such as a shield, a parachute, a safety net, a barrier, skis, a raft, a club, a ball, or sticky glue, and by shaping the chains around their feet, a user can walk across water or fire. As mentioned above, the chains of Enchant: Chain have outstanding parameters, allowing a user to perform feats such as wrapping then pulling things or bringing them closer, binding their opponents, scaring/lashing opponents, binding then snatching others weapons, swinging from high altitudes and slicing the flesh of their enemies when striking at great speed- all of this without hurting themselves. It is said that they have no actual limit to how long the chains of Enchant: Chain can expand, seemingly chasing the user's enemy to the very ends of the earth, making impossible maneuvers such as travelling underground in order to catch up to their foe. The most generic usage of Enchant: Chain is a straight-forward attack where the chains rapidly slice and wrap themselves around the enemy; constricting their movements and putting them in a bind. Unlike most other binding spells, Enchant: Chain does not lock a target into the one spot at which it was captured, which enables the caster to utilize the properties of the chain to pull the target towards themselves or otherwise drag it into a position of their own choice. Once constricted, the caster has shown the ability to swing enemies around, and even into solid objects such as buildings and the earth itself. The chains of this spell are well-known their durability as well as defensive nature; and it is shown to be extremely rare for them to be broken, arguably making them tougher than regular Chain Magic. They are also renowned for their great length, as they can be extended far enough to reach several meters away. Enchant: Chain can clash with attacks and projectiles, and once they latche onto something, the caster can use the chains to pull themselves in. Keeping in mind that a user of Enchantment applies direction, vectors, and other factors, and it can be said that the caster has a wide variety of methods in which to use Enchant: Chain.
» Enchant: Flight Enchant: Flight is an Enchantment spell which enables the user to achieve flight at any speed that they wish. In any case, when performing Enchant: Flight, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Flight, the caster focuses the molecular manipulation around their own body, or rather, an aspect of their own body - removing their own weight by altering their molecular structure ever-so-slightly, the magician aiming to fly can utilize minute amounts of Enchantment as a small "push", allowing them to take off at high speeds while enabling the casting to occur with perfect timing, so a person could remain flying in the same place without any thought; all the user is required to do is utilize magical manipulation to serve as a kick-off point; granting them "true flight", moving throughout the air as free as a bird, or rather, in a "deeper" term, like a plastic bag in the wind. With this spell, a user of Enchantment can even shoot up vertical surfaces; moving dozens upon dozens of times faster than somebody using a normal teleportation-based magic while maintaining flight for extremely long periods of time. Enchant: Flight also enables the caster to travel long distances at an incredible pace, travelling at a speed almost too swift for the naked eye to be able to see properly. When in flight, a user of Enchantment can move themselves at extreme speeds, estimated to be around Mach 5- the caster's movements with Enchant: Flight form thick trails in the sky wherever they go, bestowing upon them a general advantage in any fitting situation. When used in the heat of battle, Enchant: Flight causes the caster to appear as if they are simply flowing around their opponents without expending any energy at all, letting the opponent tire themselves out and thus creating exploitable openings. This conservation of energy, combined with a high stamina, gives a user of this spell an advantage in prolonged combat.
» Enchanted Arms A spell that allows the user to imbue various properties into anything that could be classified as a weapon or protective gear, bestowing any effect that a generated effect would induce upon them alongside their already incredible powers, stacking powers frequently to give the user more options in regards to fighting in the heat of combat. When inducing Enchanted Arms, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particle, allowing the caster to alter them; but in the case of Enchanted Arms, the user alters the molecular structures of anything that could be considered to serve some use in battle such as weaponry of all kinds and armour, both offensively, defensively, and in a supplementary manner. Thus, Enchanted Arms can be said to be similar to a type of buffing spell often seen in some role playing video games which temporarily imbues the user's weapon with magic, letting them deal out elemental damage or cause all kinds of status effects with their attacks. Through thought alone, the caster can engrave a multitude of effects upon their equipped armament in the blink of an eye, instantly imbuing them with effects that the caster decides to be fitting in accordance to the current situation. By infusing the various elemental reactions into their weaponry, they can produce a variety of effects; typically, a user harnesses Enchantment to increase the sharpness and power of their equipped weapon to the point that they can cleave most types of opposing spells in twain and block strikes from most powerful of fighters, but they can also mix up their attacking methods a bit more than that to confound their adversaries. For example, when merging fire into a sword, the blade will catch alight, granting it the ability to burn through most things that it comes into contact with the intensity of the flames able to distract anyone that happens to gaze upon them; another instance of this is the user encasing their weapon in ice, freezing the target upon touch while granting it extra defensive capabilities; also imbuing water into the armament transforms the main attacking point of the equipped weapon into water, allowing it to expand and contract near-instantly – this can also extend to display various other effects, such as generating barriers with every swing of the caster's equipped tool or reducing/increasing the gravity of anything that the weaponry comes into contact with. Since a user of Enchantment possesses the ability to invoke almost any type of supernatural effect with the skill's power, Enchanted Arms possesses almost limitless potency in battle, allowing a user of Enchantment to be prepared for almost any situation. A perfect example is Slayer Magic; it's possible to give a weapon the properties of said magic if the caster is a Slayer themselves, magnifying its effectiveness many times over. In terms of the opposite case, if the caster happens to be allied with a Slayer, then they can transfer their magic into the object, thus giving it the properties.
When the object/weapon is transfixed with the given magic, it takes on said magic's appearance to signify its presence; an example would be realistic feather-like constructs or wisps of wind emitting from a blade, signifying air-based magic. Typically, during the duration of the magic's presence in said object or weapon, it's overall power and durability is increased to greater heights. This is due to high concentrations of eternano and magical energy focused to a single point, acting as a form of reinforcement; in a sense, thus would give the object a density unsurpassed by any other, allowing it to clash with other constructs that are much stronger in nature. In a sense, it's possible to counteract various forms of magic through this enchantment alone, but under the given aforementioned conditions. The only glaring weakness is that it enchantment can only employ one magic to an object at a time, making it impossible to employ magical compositions at a time. Any attempt at performing such an act will result in the destruction of the medium and the enchantment's cancellation. Apparently, Magical Barrier Particles are also affected by this enchantment, allowing the users to give an object "anti-magic" properties, albeit for a brief period. Considering that this enchantment can be used with any type of magic, it's highly sought after by mages.
» Enchant: Telekinesis A spell that allows the user to move physical objects and substances with their mind and molecular manipulation. In any case, when inducing Enchanted Telekinesis, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, allowing the caster to alter them; in this case, the caster visualizes the movement of the matter that they wish to manipulate, using their molecular manipulation in order to seize an object in question, exerting their will on it so that it performs as they wish; and they can cause a material body to draw close to themselves; the greater their aptitude with this, the heavier the object that can be pulled or the more wide arc or radius of the method. It can be used to pull weapons from enemies, or, at higher levels of skill, the enemies themselves to be brought closer within their range; levitating them within the air before her, subjecting them to their will. This power is also very useful when a chasm or hole lay between the caster and the enemies. It could also be used to pull foes to the ground. It is an ability to move matter with the mind without exerting any physical force upon the items. With telekinesis, the caster can exert enough pressure to bend half a meter thick metal bars, crush lesser demons with a single grab, and immobilize others' movements completely. Basic level use of Enchantment skill is categorized as Macro-telekinesis and more advanced levels of this skill can be categorized as Micro-telekinesis. The most skilled users of this magic have been thought to possess other magics, due to the nature of Telekinesis. Macro-telekinesis, of course, refers to the movement of larger objects like people, furniture, weapons and plants and earth. Skilled use of Macro-telekinesis has been mistaken for other magics, such as Earth Magic or Plant Magic, however only as far as a beginner in said magic. The skilled use of Macro-telekinesis could also be mistaken for a single Wind Magic spell as the user could cause themselves to levitate and fly. Micro-telekinesis refers to the movement of smaller substances and, therefore, is a lot harder to do as it requires a great deal of precision and control. Micro-telekinesis can, due to what it works with, appear similar to other magics. The easiest use of Micro-telekinesis is the movement of water and other liquids, which can to a degree appear similar to Water Magic. There is also the ability to cause movement in the air or with the wind and can be easily mistaken for Air or Wind Magic. The most difficult use of Micro-telekinesis is often called Pyrokinesis or Cryokinesis. This requires the most control and is the most likely to be confused for another magic, Fire and Ice Magic respectively. The user would raise or lower the temperature by visualizing the movement of the Eternano to either increase or decrease and therefore either set something on fire or freeze it. Masters of Enchantment Telekinesis can combine the Macro and Micro levels of this magic to use what has been referred to as Tactile Telekinesis. By using the precision of Micro-telekinesis, the mage cloaks themselves in a layer of their own telekinetic energy just above the skin. Through this, they are capable of approximating feats of super-human strength, flight and a degree of invulnerability, which allows them to deflect solid objects the moment they make contact with the telekinetic energy. Also, by using the precision of Micro-telekinesis, the mage can extend the telekinetic field around objects they make contact with and then lift them using the skills of Macro-telekinesis to appear to have super-human strength. Truly powerful practitioners can after long enough years of refining. They can control the flow from their Magic Origin to inside their brain, allowing them to cast more powerful Telekinesis spells, without the need of using outside Eternano.
» Soaring Weapon An Enchantment spell of the Enchanted Telekinesis sub-ability; effectively, it enables the caster to control the movements of their weaponry independent of their physical input, thus allowing the user's equipment to rush about in the air and affect anything the caster wishes through their thoughts alone. In any case, when inducing Enchant: Soaring Weapon, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Soaring Weapon, the caster transfixes their arcane energies upon their weapon, whether it be a sword, shield, spear, hammer, bow, or pistol – as long as it can be harnessed as a weapon, Enchant: Soaring Weapon is capable of affecting its molecular structure, altering its composition as to bring out the most aerodynamic and flight-friendly result available. Through application of Enchant: Soaring Weapon, the wielder is capable of incorporating the idea of launching the weapon as a projectile into their masterful sōjutsu style in order to increase her already impressive range with their fearsome weapon tenfold. Normally, a spear would be too much of a heavy weapon to launch like a javelin, which is a spear designed to be thrown and be written off as a completely laughable notion – at least, it would be if it weren't this user, whom possesses almost superhuman strength, doing the deed. Given the technical details of their weapon, this results in an effect which is quite similar to that of feathers attached to an arrow, providing the wielder with the maximum potency for lobbing their weapon towards their opponents from a overhand position after building up speed over a considerable distance through running forward before releasing their weapon through a process that involves the transference of physical power and force from the ground through the body to the spear. Shooting through the atmosphere at a speed of one hundred and fifty kilometers per hour in a style not dissimilar to that of a speeding bullet fired from a handgun, the user's weapon turns into the relative wind, which originates from the ground at the weapon descends, thus the spear turns to face the ground. Passively, when Enchant: Soaring Weapon is active, the caster's lance is usually seen floating behind them and it will thrust forward as the user punches and kicks before returning to its neutral position. The user can also throw it so it lands, erect and upright, far away from them, and they can later make it fly back to them, twirling rapidly like a wheel so that it slashes at anyone in its way; the wielder is able to enhance this property even further to the point that they can control their personalized spear through thoughts alone, sending it hurtling towards distant enemies in order to take them out if closing the distance proves to be too bothersome, smashing through any forms of defenses which were futilely put in place for the sole purpose of protecting the enemy from the incoming projectile referred to as their weapon rends them in twain, breaking past any attempts to stop the incoming slaughter and piercing straight through the enemy like an arrow.
» Enchant Potential A spell that allows the user to manipulate the Potential in anything, allowing them to increase or decrease said potential. In any case, when inducing Enchant: Potential Weapon, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles; but in the case of Enchant: Potential, the user will enchant specific things of their target, such things such as durability, attack power, strength, sharpness, etc. Once the user has chosen one of these attributes they may manipulate its potential, maxing it out or taking it down to the lowest point possible. In a sense, the user can draw out and manipulate the full potential force of any/all items/objects, allowing them to utilize the maximum possible ability attainable for anything they use, such as picking up a broken wooden sword and making it so that can now do damage equal to a weapon of mass destruction. However such an example may not be possible as the broken sword likely would not be able to be moved even an inch before it becomes naught but dust after such a Enchantment. In truth, this spell is a double edged sword that will damage its target after its duration is up. The scale of which one can increase an attribute’s potential is measured by a scale of 0%-100% and one can tell how much potential is given based on the color of an aura the target is given. 0%-25% (White) : Target's potential increases to anywhere from 0%-25%. Anything within the percentage range is given power compareble to that of Human Peak Condition. Lasts for 8 posts. Target does not receive any drawbacks or damage. 26%-50% (Yellow) : Target's potential increases to anywhere from 26%-50%. Anything within this percentage range gains power akin to minor enhanced condition. Lasts for 6 posts. Target receives minimal drawbacks and damage after time is up. 51%-75% (Orange) : Target's potential increases to anywhere from 51%-75%. Anything within this percentage range gains power akin to enhanced condition. Lasts for 4 posts. Target receives moderate drawbacks and damage after time is up. 76%-100% ( Red ): Target's potential increases to anywhere from 76%-100%. Anything within this percentage range gains power akin to Supernatural condition. Lasts for 2 posts. Target receives high drawbacks and damage after time is up. 101%-150% (Blood Red) : Target's potential increases to anywhere from 101%-150%. Anything within this percentage range gains power akin to an Alpha condition. Lasts for 1 post. Target receives Critical drawbacks and damage after time is up. 151%-200% (Black) : Target is destroyed upon entering this percent range.
» Rank Up a powerful intermediate Enchantment which grants the Enchanter the ability to raise or deflate the priority of any other form of supernatural power or energy-imbued item in accordance to their whims. In any case, when performing a Rank-Up Enchant, the Enchanter focuses the voluminous quantities of Magic Power that's dwelling within their frame and Magic Origin, before pulsing their energies forth, which are dramatically bolstered by the Enchanter overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Rank-Up Enchant, the Enchanter focuses the influenced particles upon a pre-existing enchantment or spell that they'd previously unleashed by allowing the magical energy and particles that have been affected by this power to deliberately target the active spell, resulting in various Magic Seals manifesting below the affected spell; as the glyphs begin to constantly spin, the Enchanter uses the myriad particles made manifest around the pre-existing ability in order to manipulate a variety of properties about the ability; the most prominent being the attack's priority; which is a term that refers to an attack's tendency to strike the opponent when that opponent is also attacking- it applies not only to Magic and Curses, but also the likes of martial arts. Thus, with Rank-Up Enchant, the Enchanter is able to modify the priority of things since something of a higher priority cannot be influence of something of a lower priority, the affected attack gaining precedence over all others, near-universally allowing the affected ability to push straight through all other attacks, interrupting and disrupting their own existences. Normally, Magic Systems and the like have no feasible method to govern the resolution of offensive and defensive skills via priority, but with Rank-Up Magic, such a thing is made possible, the Enchanter commanding the totem pole, even if it's only briefly. Thus, this allows the Enchanter to instantaneously gather and condense the requisite quantity of energy that would enable their spell to "evolve" into a stronger form suitable to mowing down whatever's in its way, said technique becoming one rank higher over the opponent attack; if the spell or technique has received any prior status buffs, those augmentations are automatically attached to the upgraded form. Rank-Up Enchant is known to function in the vein of comparison – upon their technique's contact with a suitable opponent, the enchantment bolstered the priority of the technique while diminishing that of any defensive measures produced by the opponent, allowing it to burst through and land a clean strike; but all the same, the technique's priority in regards to other attacks would remain stagnant. This can be displayed through a simple example – normally, an enchantment such as the basic Flamebolt, while stronger than Fire Bullet, it would falter against the likes of Fire Dragon's Roar associated with Fire Dragon Slayer Magic. However, with Rank-Up Enchant, the Enchanter is able to dramatically bolster its capabilities, boosting its priority over the opposing spell by surging enormous quantities of arcane particles into its structural makeup instantaneously, thus resulting in Flamebolt "evolving" into a sphere of high-intensity flame which expands infinitely until it blankets the vicinity in hellish flames. The weak point of this particular Enchantment is that the Enchanter is required to mentally denote which technique Rank-Up Enchant is meant to affect by altering its priority, the Enchanter is only capable of altering the attribute of one technique at a time.
» Berserker Once targets have been placed under this enchantment, their bodies take on a monstrous form, especially their face: flames pour forth from atop their heads, their teeth become fang-like, and their upper faces become shadowed out, with only their eyes being visible as gleaming rounds. Their physical abilities are amplified to an incredible extent, multiplying the targets' power by a factor of several times, but at the cost of their sentience; their sense of pain is also removed.
» Dues Corona By chanting "Elemental resistances rise," the user is able to temporarily increase their defensive capabilities quite significantly. However, against powerful enough attacks, the resistances added onto the user can be broken through.
» Deus Eques By chanting "Physical ability rise!", the user is able to temporarily increase their general physical capabilities.
» Deus Nuntius A spell of Enchantment that over the course of time has transitioned into its own form of Caster Magic, stemming from principles of Enchantment now known as High Speed. This spell is performed by channeling one's aura throughout their entire body, affixing properties to their entire body itself, thus, speed, agility, reflexes by classification of numerical rates known as Gears. Each gear represents a different level of speed the user is capable of achieving starting with Zeroth Gear as their natural speed without enhancement and ending with Tenth Gear, the max speed granted with this spell. The user is capable of increasing or decreasing their speed through a technique aptly known as Gear Change. The max of each speed can be found using a simple formula: 340mph • x mph, filling in x with the number of the "gear" they wish to change to. This allows the user complete adjustability over their top speed by range of their gear, as they are able to move at speeds lower than the gear they are operating on but not higher. To change gears, the user expends some of their magic power, however, once the have shifted gears, they expend no power until they shift again, past the act of initiating this spell. As expected, the higher the gear, the more magic it expends to switch. Deus Nuntius can be used for a variety of things, enhancing all speed-based aspects of the user's body to the point where they are able to dodge nearly every attack, pluck bullets out of the air with their sonic-speed reflexes and attack at such dizzying speeds that the opposition has no chance without enhanced physiology of their own. Their speed is so great that they can temporarily defy gravity, running along vertical surfaces and water if they are on higher gears. In addition, it seems the strength of the user's legs is greatly enhanced as well, allowing them to jump up to sixty feet into the air and leap distances of around two hundred yards. At higher gears, this spell can have the user move at such rates that they seem to leave afterimages behind as they move, disappearing and reappearing in a flash of their magic energy much like teleportation. Overall, this spell is incredibly useful and fairly simple to learn, once one has the concept down.
» Titan's Strike A spell which allows the caster to manifest a large foot or fist composed entirely of deep blue energies that crushes anything in its path and can be projected in any direction that the caster wishes. In any case, when performing Titan's Strike, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Titan's Strike, the caster then concentrates upon numerous areas that they have installed the power of Enchantment upon, manipulating the molecular structure of these strategic points and drawing the particles back towards the user themselves, before converging these fragments of matter at a singular point – within the skies, while the caster projects their Magic Seal at the spot of compression, resulting in a circular glyph of magical energy being projected that begins to whirl about at steadily increasing speeds. In accordance with the caster's thoughts and feelings, the sigil suspended within the air instantly gathers and condenses energies of all kinds using Enchantment's natural properties as the caster focuses more magical energy into the formation of their magic seal while envisioning the extremity which they wish to generate, at which point, the user can manifest either an entire leg or arm composed solely of energy with a gnarly-looking azure composition and numerous red thorn entangled around their length, the extremities being released from the glyph before anyone can take appropriate actions, allowing the projected appendage to crush the foe. Unlike most Enchantment spells, Titan's Strike can be unleashed from any direction that the caster deems to be suitable, with the orientation of the spell's release depending on what properties it will take upon. When projecting Titan's Strike forwards, the caster summons a gigantic fist for an enormous sweeping punch that has incredible horizontal range, pulverizing anything in its path. When projecting Titan's Strike upwards, the caster manifests the same gigantic knuckle for an enormous uppercut that's visualized as the user transfixing their Magic Seal upon a solid surface before the fist shoots upwards like a rising geyser. This version of Titan's Strike hits directly in front of the user while also striking anything that's airborne at the time, and it is capable of defeating a fairly powerful opponent rather easily. When projecting Titan's Strike downwards, the caster stomps the floor with their foot while summoning a gigantic leg, which stomps downward as well – the user's own stomping motion can lead into the main force of the spell, and it can launch opponents downwards like a meteor descending to earth if they're airborne – while this variant of Titan's Strike only hits in front of the caster, it has a large vertical range.
» Hellion Entrapment spell where the caster manifests a wall of white-hot azure flame around anything that they deem to be suitable, trapping it while exposing to the heat generated by the fires swirling around the target. When performing Hellion Entrapment, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Hellion Entrapment, the caster induces the excitation of the movements of molecular structures and eternano within the area, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming azure flames that burn exuberantly, flickering wildly and continuously - while the activation process is occurring, the flames form themselves into a glyph of blue texture that appears similar to that of a large circular grid of hexagons; the mere presence of this sigil causes multiple streams of winds to converge at a singular point, resulting in an ear-piercing screeching noise that echoes through the air as these gales circle the glyph on the ground leaving a sky-blue aura trail; typically, this sigil is manifested underneath the enemy's body. As energies gather and condense, the flames configure themselves into a circular wall of azure fire which begin to whirl around at ever-increasing velocities, transforming into a fiery tornado that traps the caster's target with incredible heat being constantly released by Enchantment's excitation of the particles reinforce the fact that the opponent is captured by this blazing whirlwind. Anything that just so happens to be in the epicenter of this maelstrom of absolute annihilation is laid bare before the vicious onslaught of the blazing tornado, which slices at them while burning them - all the while, the enemy is guaranteed to be incapable of escaping the clutches of Hellion Entrapment, which traps them for thirty seconds, and even if the flames released by the attack fail to properly connect with the enemy, the intense heat released from the spell is only multiplied sevenfold when casting such a powerful spell, meaning that the sheer heat is capable of burning the opponent if they're close enough to the area-of-effect of Hellion Entrapment.
ADVANCED SPELLS » D'or Roar A spell which allows the caster to launch a concentrated stream of golden arcane energy towards the opponent, the properties of which are affected by whatever the spell passes while in motion. In any case, when performing D'or Roar, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of D'or Roar, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, changing into a bright gold texture in accordance to the caster's own magical energy. From here, the caster keeps one of both of their hands open, their fingers in a clawed position as they throw their hand to their side, the fingertips pointing upwards. From here, the caster focuses the cloud of golden energy as to force it to converge at a single point in the user's hand, causing the cloud to take the form of a distinct pattern, which is particularly elongated and extravagant in appearance, almost resembling a Magic Seal; and the energy affected by the prior Enchantment is quickly condensed within the atmosphere, working in conjunction with eternano that is ambient throughout the vicinity to compress upon the glyph within the caster's hand, with the glyph transmogrifying into a serial of Magic Seals in the shape of circles and squares not unlike that of Satellite Square, Etherion. With a single command, the caster projects the energies affected by Enchantment outwards using the collection of sigils as a medium, causing a beam of concentrated golden energy to pass through the numerous Magic Seals – upon reaching the final seal, the beam comes into its own in the form of a blinding light which is then launched towards the caster's target at incredible speed and force, with the blast carrying enough energy to melt most things it comes in contact with. Anything that the blast of gold comes into contact with has its composition altered into something else, such as forcing numerous spikes of earth to erupt from the ground as the attack flies by and stirring up heavy winds.
» Life Giver A highly applicable Enchantment spell that allows the caster to change the molecular structure of an inanimate object into that of an animate object and vice-versa, turning the likes of weapons into that of Familiars of sorts and the opposite. In any case, when performing Enchant: Life Giver, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Life Giver, the caster focuses upon a specific target - an inanimate object that has particles make up a majority of its composition;
Posted: Sat Apr 29, 2017 5:53 pm
╠ ᴍ ᴀ ɢ ɪ ᴄ x ɪ ɴ ғ ᴏ ╣: » Life Giver A highly applicable Enchantment spell that allows the caster to change the molecular structure of an inanimate object into that of an animate object and vice-versa, turning the likes of weapons into that of Familiars of sorts and the opposite. In any case, when performing Enchant: Life Giver, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Life Giver, the caster focuses upon a specific target - an inanimate object that has particles make up a majority of its composition; it doesn't matter in regards to its actual configuration whether it be natural or manmade -organic or inorganic- , but as long as particles make up a plurality of its existence, Enchant: Life Giver is capable of being invoked; however, preferably, the target of choice is mainly utilized as a weapon of sorts. Once a suitable target(s) has been designated, the caster transfixes their arcane power upon that which they desire to affect with this spell, surging their Magical Aura outwards while this embodiment of their power exerted to its fullest extent as to set up a preferred channel for the transformation process without anything interfering, capped off by the caster's Magic Seals manifesting below and above the preferred targets; as the glyphs begin to constantly spin. Beginning to actually invoke the power of Enchant: Life Giver, the caster begins to alter the molecular structure of the objects they are affecting, encasing their bodies in a transparent sphere of azure magical energy to contain the process and preventing it from getting out of hand as well as stopping any accidents during the sequence as they induce an effect similar to the Black Arts known as Living Magic. In an instant, everything about the target is changed - in the case of inorganic objects, the alloys and materials that compose their existence is changed into that of water proteins, including those of hair, connective tissue, fats, apatite in bones, carbohydrates such as glycogen and glucose, DNA, dissolved inorganic ions such as sodium, potassium, chloride, bicarbonate, phosphate, gases such as oxygen, carbon dioxide, nitrogen oxide, hydrogen, carbon monoxide, methanethiol, many other small particles, such as amino acids, fatty acids, nucleobases, nucleosides, nucleotides, vitamins, cofactors, and free radicals such as superoxide, hydroxyl, and hydroperoxyl - for a human transforming into a tool, the opposite process occurs. But in any case, once the transformation sequence is completed, the bubble shrouding the targets' existence vanishes, revealing the fruits of the spell; resulting in the forging of numerous different creatures from inanimate objects and vice-versa; weapons given life are akin to Familiars in that they are creatures of any shape and size whose existence is bound to the caster's; but unlike "true" familiars, objects given life through Enchant: Life Giver have their own Magic Origin created through the molecular manipulation process and thus their own magical energy, sustaining themselves through their own power; going by Enchantment's roots as a proto-form of Alchemy, the familiars manifested through Enchant: Life Giver could actually be considered to be a form of homunculus. Multiple creatures can be created simultaneously, and the caster can give their creations distinct appearances, personalities, and abilities; some given abilities can be Magic itself. In the case of an organic being transforming into a weapon or an Enchant: Life Giver familiar changing back to their inorganic form, thirty percent of their power is packed within their weapon form, and the efficiency of said weapon will depend on the familiar's power. Each of these familiars are capable of all sorts of abilities, and some are created solely for combat to serve as the magician's bodyguard, though most are simply used to assist their masters in various tasks, be used for information gathering and relaying messages, as well as perform any other odd jobs that their masters could think of; though they're usually utilized to gather information or carry messages. Mostly they perform janitorial work and odd jobs for their master, and although they're considered a different entity, familiars are more often than not seen as an extension of the magician they are bound to as there is both a mental and physical connection between the two. A familiar transformed into a weapon results in said weapon gaining access to magic that the user has Enchanted them with as if it were implanted with a Lacrima, and any fighter with an Enchant: Life Giver-affected weapon is able to call upon the fighting skills of the weapon's human form while wielding said weapon, as displayed by Irene Belserion using Heine Lunasea's Magical Bands and Juliet Sun's Mucus Magic. Lastly, Enchant: Life Giver can also be used to separate a single weapon into two or more familiars, or a single familiar into two or more weapons, allowing a familiar to wield part of themselves or the caster to wield two weapons at once.
» Infinity Sight An Enchantment spell which allows the caster to perceive "what normally cannot be seen", allowing them to begin to perceive everything within the terms of the infrared spectrum and remotely view an area by summoning a giant eye in the sky over the location they want to see and linking this eye with their true one. In any case, when performing Enchant: Infinity Sight, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Enchant: Infinity Sight, the caster allows the magical energy which courses throughout the magic channels within their body to center within their right eye and link the particle manipulation ability with their optics, entering the cornea and allowing their to initiate the effects of this spell. Stirring up dark clouds, a gigantic demonic eye with a cross-shape pattern manifests within the skies, allowing the caster to perceive "what normally cannot be seen", allowing them to begin to perceive everything within the terms of the infrared spectrum, a type of electromagnetic radiation; which serves as an alternate Sensory Magic of sorts; they can then specify the particles of their surroundings individually, regardless of distance- they can also analyze the magical energies of their targets, allowing for their attacks to be completely accurate even at long distances due to the gigantic eye encompassing an entire area; when utilizing Enchant: Infinity Sight, the caster's senses could be said to encompass a wide distance; seeing everything in infrared, anything with a presence is in red, whereas everything non-sentient is in blue; this isn't done through the four other senses, as the caster, through their superior eyesight, with this spell, is capable of identifying each and every magical signature and target them each separately. This also grants them a three-hundred and sixty degree field of vision, being able to 'see' directions that are not possible for beings to perceive without turning, such as seeing behind them and above, all without moving their head- in other words, not only does Enchant: Infinity Sight give the caster the chance to evade an attack from any direction, and in return, nobody is capable of escaping their sight. Enchant: Infinity Sight, like the name would indicate, enables the caster to actually see the ambient eternano which is saturated within the atmosphere and read the 'past' of the leftover particles; this allows them to learn of the magics the particles had previously been part of and their effects, seeing how they would affect them and what they would do to the environment. The caster can see the 'past' of a magic for up to a day in the past, and in the case of Persephone Tray, the creator of the spell, it allows her to utilize her High-Speed Regrowth spell on the atmosphere in order to bring the magics back and direct them towards her enemies. With Enchant: Infinity Sight, Persephone is capable of analyzing magic mechanics through her infrared sight and then utilizing Ether Demolition, a Destruction Magic which is a shooting-type spell which can disrupt the activation and existence of anything magic-related. It can be said that Enchant: Infinity Sight is a pillar supporting both of Persephone's special skills due to their nature of targeting eternano.
◎◎ Sub Magic: Combatia ◎◎
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BASIC SPELLS » Enhance Considered as one of the most basic applications of Combatia and it's most invaluable move, it is a technique that multiplies Verex's magical and physical abilities to untold levels of efficiency, supercharging them in order to fight on a completely whole new level, enabling them to inflict serious damage to opponents who are considerably stronger than them. While in the state, it multiplies Verex's magic power and capacity to grow stronger, enabling them to inflict serious damage to opponents who are considerably stronger than them in most categories involving magic and physical might. When using Combatia to enhance each and ever trait of strength applicable magicaly and physically, Verex can is bestowed with the unique power to elevate his base power level, strength, speed, durability, and senses to unimaginable levels in an instant. This can be quantified in the form of doubling Verex's magic power and general prowess in any said category. Master users have been known to multiply his power level to higher tiers of strength. It's primary function is designed to allow Verex to enter a state in which they receive a substantial increase in his existing abilities and unlock new ones, making them many times stronger in order to better give them the edge during battle. In some cases, the power received allows them to match or even surpass powerful opponents that would typically outmatch them in every manner possible. Verex can develop newly enhanced version of pre-existing spells in his arsenal, altering and improving upon them in terms of application and casting, greatly increasing it's power; not only that, but Enhance also gives Verex massive boost in terms of strength, speed, and personal skills, pushing the limits to a higher echelon of power. Verex can enhance the physical capabilities of themselves in any way they choose to, from focusing primarily on strength in order to strengthen his physical attacks, or increase his defensive skills to better guard or defend from enemy spells or attacks, enabling them to reach high level mastery and control instantaneously, even reach a level of power that is usually beyond his limits alone. This typicaly manifests itself in the form of an increase in his muscle mass, enhancing any physical abilities pertaining to muscle, such as strength, speed, stamina and durability. Verex's physical and mental abilities are also affected; this entails that they are faster, stronger, more intelligent and overall superior to ordinary wizards. Additionally, his senses are several times faster, allowing them to react and perceive the activities in his surroundings at a faster rate than ever before, giving them the ability to be multiple steps ahead of his enemies. It should be noted that the effectiveness of Enhance is determined by Verex's overall level of mastery with Combatia, physical condition, magic power, and capacity for greater growth that showcases this spell's maximum input. Much like bodily power, magic is also affected by this spell, drastically increasing Verex's ability to produce magic by directly increasing his capacity to draw in ethernano from the atmosphere, allowing them an even greater freedom to use his magic without an ounce of limitation to restrict them based on cost and quantity in his reserves.
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◎◎ Sub Magic: God if Military Arts ◎◎
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◎◎ Sub Magic: Crash ◎◎
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BASIC SPELLS » Hope Demolition A Crash Magic spell which is one of Verex's signature skills; and the most basic of Crash Magic spells. The spell takes the form of a continually expanding destructive wave of crimson and black that's released from Verex's hands. The spell takes the form of roaring crimson and black flames in a condensed form not dissimilar to a screeching laser, using Crash Magic's properties to forcibly annihilate all the accompanying supernatural energies, breaking down any compositions and the like; basically, anything that is related to the supernatural recorded on it is blown away. At any moment, Verex is also capable of launching multiple Ether Demolitions at an enemy in a maneuver intended to overwhelm an entire platoon of soldiers or to decimate an enemy's defenses from all directions.
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ADVANCED SPELLS » Crushing Evil, Spreading the Truth: Empyrean The user hits the target with a powerful strike, imbued with Crash. The force of this spell is so powerful that it is capable of launching said opponent great distances in the blink of an eye.
» Crushing Evil, Spreading the Truth: Absolute Heaven The user hits the target with a powerful strike, imbued with Crush. The force of the spell is able to cause an explosion on contact. The recoil leaves their arm limp and useless afterward.
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◎◎ Sub Magic: Eternano Manipulation ◎◎
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BASIC SPELLS » Magic Bullet Magic Bullet is an uncategorized magic spell that is of no magic type—instead, it is said to be incredibly easy to learn, and thus rather basic; indeed, Magic Bullet is more often than not the very first spell that an upcoming magician learns in several countries, as its formation involves almost all of the essentials of manifesting a spell of any kind. As the learners are commonly simply starting to discover magic, and don't know the intricacies of high-tier spells, Magic Bullet was created to be learnt so that they would be easy and fast to teach, yet effective- "like fast food". When performing the projection of Magic Bullet, Verex releases a minute amount of his magical power from his Magic Origin, subtly controlling it so that the magical energy focuses upon his pointer finger. his magical power acts as a magnet of sorts, drawing in ambient eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. From here, Mangis harnesses Shape Transformation in order to use his magical energy base to spin the eternano in numerous directions at once while increasing the output of his magical energy, before completing the final step- utilizing Shape Transformation in order to induce the merging of the previous two steps to contain the magical energy and eternano and shape it into a sphere of pure magical energy.
Now that the Magic Bullet has been formed, Verex is capable of launching it at the enemy by pointing at them with his index finger, releasing the sphere of magical energy focused upon his finger at high speeds; though, like most spells, the desired target must be within Verex's field of vision so they can aim at them. Upon the firing of the Magic Bullet from Verex's finger, it travels through the air at high speeds- because it is rather small, only those with keen eyes or those who possess the ability to utilize Sensory Magic will likely keep his sights on the Magic Bullet. As the Magic Bullet is automatically released from the magician's finger upon formation and targeting, unlike many other constant use spells, the Magic Bullet does not require a constant stream of magical energy to sustain its existence, effectively giving it an unlimited amount of times that it can be cast. While commonly, the Magic Bullet is the size of slightly bigger than Verex's thumb, if Verex pours more magical power and eternano into its formation, it can become twice as large as his hand at its strongest point. The Magic Bullet packs roughly the destructive power of an actual pistol bullet, hence the name, and upon contact with the target, the sphere bursts and inflicts a moderate amount of damage (which actually depends on the amount of power used to fuel the spell) and propels whatever it hits backwards or into the ground. Magic Bullet itself is known for its sheer versatility, as it is capable of being modified in almost any way that Verex wishes.
» Magic Shotgun This spell is considered to be simplistic in nature, as it only requires one to have the basic understanding and skill at Eternano Manipulation; it's because of this that the spell is seen as a lower-class spell used by various novice mages. It's often taught in many magic and martial arts schools, teaching its practitioners how to properly handle and subsequentially manipulate the various energies surrounding them. By focusing his magical power on the area around them, they use it as an electromagnetic conduit in order to attract the eternano — concentrating it to a single point, usually between his palms; it's then that they form and shape such rogue energies into a ball of light. The bigger the ball, the more powerful the spell becomes; while novice users of the spell are able to simply conjure the energy of various sizes, more advanced users are able to infuse other magics into it in order to become more potent, usually elemental such as fire or ice. With a swift motion, Verex fires off the condensed energy orb which splinters off into little darts of magical energy that fires off in either multiple directions or in a wide range. It's because of this that the technique becomes nigh undodgeable, thus can only be blocked or countered. While it's naturally weak in nature, it can be proven to be a powerful asset if used correctly; it also seems useful to use even when one has low amounts of magical energy to rely on. It's stated, and later proven, that this technique is useful when employed at the end of a battle between high-level or multiple opponents — the air becoming saturated from the remnant magical energies produced by the spells fired. Because this is an eternano collection technique, this makes the spell easier to invoke, even when Verex is exhausted.
» Magic Ray When performing Magic Ray, Verex utilizes coherent particles of eternano, which are charged by Verex's magical power as to rapidly excite the constituent particles of eternano, which experience an increase in density and seem to multiply; this causes them to seek equilibrium and self-stabilize, being reflected and amplified by the magical aura and formed into a high-powered and potentially destructive beam of coherent radiation which is in a hyper-condensed form; essentially, a powerful ray of pure magical energy. What is so notable about Magic Ray is that everything about it can be customized, from the trajectory, the properties, and even the shape and firing position. Verex is capable of altering the trajectory of the attack to the point that it can undergo several complex maneuvers, which can, in extreme cases, allow Verex to strike more than one opponent with relative ease. Indeed, the speed settings are capable of being altered as well, though this is stuck to two settings. Version one causes Verex to unleash a higher-velocity beam with enough momentum to breach weak defenses –even able to smash through steel and assorted metals- but in this case, the damage dealt to the target without penetrating his personal defense spells are significantly reduced due to the lower transference of magical power in the Magic Ray; though because of the high velocity of the attack, it's certain that it will reach its target. Version two is more like a classic "ki attack" from fiction, as the magical particles have less velocity, and while generally less penetrating, the particles quickly transfer his energy to the target upon contact, reverting to pure heat and destroying the target from within. Interestingly, Magic Ray has a special function—when using an elemental Lacrima as a medium to launch the spell, the composition of the spell reacts with the particular type of elemental magic contained within the Lacrima, allowing it to change into theoretically any elemental type; also giving Magic Ray a large type coverage. In addition, Magic Ray has been modified by the creator of the spell to attack the opponent from within in any form if a foolish Slayer attempts to devour it in any of its elemental forms, meaning the only way to properly defend against it is to use an actual magic.
» Magic Arrow Magic Arrow is an uncategorized spell of no particular magic type, thus making it exceptionally easy to learn, thus making it rather basic; as such a simplistic spell to learn, it commonly is one of the first spells that a new wizard may learn as its casting contains almost all of the essentials of manifesting a spell of any kind. When performing Magic Arrow, caster will start by releasing his own magical power from his Magic Origin, mixing it with ambient Eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. Verex will then, using Shape Transformation, begin manipulating the masses of magical energies, shaping them into elongated forms that will begin to resemble arrows of sorts; the heads of these magical lances can vary greatly as they depend upon each casters individual style. With the first step completed and the magic missile('s) now formed all Verex need do is launch them at his intended target at high speeds; though, like many spells that require its target to be within his field of vision, the arrows created by this spell can, if its caster is skilled enough, the ability to track its target, otherwise a clear line of sight is required to launch this spell. After its launch each individual arrow created by this spell will fly through the air on a straight trajectory unaffected by gravity at high speeds. While the lances of magical energy created by Magic Arrow are not launched immediately upon formation they also don't need a constant supply of magical energies to maintain his forms or power, instead they are capable of drawing the required energies straight from the atmosphere to maintain themselves, which allows the spells caster to constantly use this spell. At first, many users of this spell are unable to create very many arrows of magical power, with sufficient practice and magical power users can create nearly unlimited amounts of them, using them as volley fire against his targets. The lances created by Magic Arrow pack a relatively low amount of base power (a fact that can be overcome by using more magic in its creation), compared to that of a regular pistol bullet, and upon impact with a target will drill into it before detonating with a small blast and will propel the target backwards or into the ground. While a weak spell by itself, Magic Arrow grants its strength to its sheer versatility; indeed, magic Arrow can have its power supplemented by its caster with forms of Elemental Magic's, which aside from changing the spells outward appearance, imbues the magical lances with the properties of the element that was used to conjure them. This fact means that a Magic Arrow imbued with Lightning Magic will paralyze its target if struck. The versatility of Magic Arrow is further increased by its ability to be "programed" by its caster before its launch, meaning that including the ability to imbue the arrows with an element they can made to do various other things besides his standard impact and detonation, this feature is further enhanced by the fact that a skilled enough caster can input several different commands into a single arrow, increasing its basic effectiveness several times over. Some of the basic programmed "applications" of Magic Arrow include magic missiles that do nothing more than penetrating damage, arrows that bind and restrain instead of causing any damage at all, they can be made to follow and track a target down, and even allows its caster to increase its power by following through the attack with a physical strike, such as punch. These programmable applications can be further augmented with elemental effects as a skilled and savvy enough user can completely control a battle with just this simple spell with the correct combination of magical elements and programmed applications, thus making this spell one of the most versatile of its kind.
» Heaven Walk A spell that enables ones movement to be brought about to its highest level. It is known as the product of extensive training in martial arts, which encompasses both spiritual and physical forms of training, therefore enabling Verex to classify this form of Magic, despite it simply being an extension of incredible prowess within the martial arts. As the name indicates, Heaven Walk has a primary purpose of bringing about the greatest feats of movement to its wielder. In addition to possessing incredibly heightened speed, ones weight distribution and the very nature of his movement can be altered with the use of Heaven Walk. This is achieved through the circulation of Verex's magical power across his feet and legs. While a simplistic process, with the single-mindedness a martial artist learns to harness across his years of training, it is proven to be an extraordinarily effective method of movement. It allows Verex to move silently even in the most unstable terrain, become weightless as they run across different surfaces and even allow them to enhance his adhesion to substances, thus allowing them to run up on buildings and across ceilings with no difficulty whatsoever. Moreover, by the release of magical power from his soles, Verex is even capable of walking on water and even air.
ADVANCED SPELLS » Second Origin Activation The rumored Second Origin is, in fact, wrongly named. When considering the nature of the Magic Origin, the Second Origin and its activation is simply unlocking the full extent of one's Magic Origin and power. There are a number of ways one can go about unlocking it: it can be a natural process that takes a considerable number of ways, a sudden surge of willpower during a situation of crisis or accelerating the process through magic such as the Arc of Time. However, all of these cause the passive effects of unlocking one's Second Origin to be visible. In the case of Dragon Slayers, it appears to dramatically improve one's physical prowess, but also the intensity of his magical power. However, in the case of standard mages, it vastly increases the quantity of magic they may use in any given situation for a brief period of time, giving them access to magic and equipment that can potentially rewrite the laws of magic itself, though the claim itself is debatable.
In order to unlock one's Second Origin without inducing its passive effects all the time, one must firstly impose a sealing condition onto the said portion of the Magic Origin. Due to magical energy being so closely aligned with one's willpower and conviction, this is done so through a rather unique method: the Pact. The Pact, in this case, is one that the user makes upon reaching the full level of potential within one's Magic Origin, which in itself takes a considerable amount of time, or emotional upheaval, to achieve. When doing so, the Pact automatically causes this portion of one's magical power to be sealed in a series of magical seals that can only be unlocked with the fulfillment of the Pact; in the case of Erza Scarlet, it appeared to be when the life of herself and her friends were in mortal danger, which enabled her to wield the fabled Nakagami Armor. However, due to the strain of the sudden outpour of magical energy within the body, this state causes one to be heavily drained following its immediate use, despite causing a notable increase in the capacity of one's magical power.
However, considering that the sudden outburst of magical power within one's body is caused due to the extreme sealing caused by the Pact, one is since unable to recreate the same seal due to the strictness of the requirements. As a result, the portion of magical power sealed is then assimilated to the natural reservoir of magical energy they can access within themselves. While this causes a considerable increase in his base capabilities, given that they can induce the passive effects of the Second Origin "state", they are since incapable of such a large outburst of magical energy through natural means.
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◎◎ Sub Magic: Battle Control ◎◎
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BASIC SPELLS » Alt-A One of the first and essential spells that a Battle Control Mage has to learn and perfect in order to have a chance of mastering even the basics of this magic, Alt-A will allow the caster to select, or "Toggle", a target with a seal. With this seal, the user will be able to coordinate their vast arsenal of spells towards or around this target. In order to cast it, the user must first concentrate intently as they gather their magical powers to the point of releasing it, this often referred to as the "search sequence", in the shape of a circle over the area surrounding the user, stretching outwards with the caster in the center. Once this is done, all who inhabit this circle will be able to be marked, the user may also mark someone by simply making direct contact. This effect will last for ten posts after they've been struck. This can be used as way to either initiate or threaten their opponent to a battle, being marked by the seal means that all the caster's spells will focus on this target, meaning that the former can be used to target their opponent before casting their spells, or they could prepare their spells beforehand and once they've selected their target, all of the spells that were created will be sent off immediately to affect them. This has also been commonly utilized by talented users as a way to threaten a person by simply marking them, revealing that they might just end up being bombarded with spells at any moment. When using this magic, the caster will be able to increase the number of people that they can mark depending on their knowledge and talent for this magic.
» Alt-B A spell which allows the user to easily switch between their targets, once given the command, the seal that was made through the Alt-A spell and used to mark the caster's respective opponent, will change to another target of the mage's own choosing. This can be done to any person or object that was "hit" by the magic release that was made by the previous spell, making each and every one of these people or objects able to have the seal or seals switched to them when casting Alt-B. In order to perform this feat, the caster will simply have to reach out their hand towards their currently marked target while it's clenched, except for their index and middle fingers which would be pointing outwards, and then drag their hand in any direction or speed until it's pointed at their new target and thus marking them. Not only will this allow the user to easily switch in the middle of a fight, but it'll also make the caster able to change the direction of where the spells are headed as soon as this spell is cast, ultimately making it possible to change the direction of a flying projectile in mid-flight or action.
» CTRL-A A spell that'll effectively allow the user to mark all their surrounding opponents, making them every one of them a possible target for the spell's that the caster can create. The spell itself is simple to perform as the user must, similar to that of when performing Alt-B, reach out their hands with their palms open and then spread them out, one towards each side of their body, effectively causing all the people that were affected by the "search sequence" to become marked. Once this is performed and done with, the caster will now be able to cast spells that can affect all of them, be it by immobilizing, blocking, shielding or when performing something like the advanced spell Alt-F4.
» CTRL-B A basic Battle Control spell that allows the user to amplify the size or speed of any object that they've currently marked. Its usages vary depending on the user, but it was made primarily for combat purposes and is one of the few spells that still requires direct contact in order to cast on the marked object. In order to cast this spell, the targeted object must first and foremost, like any other Battle Control Spell, be marked or else it cannot be invoked, once this is done then the caster must exclaim the name of the spell and say either "Speed" or "Size" afterwards before making direct contact and thus amplifying it in either size or speed. The caster cannot make an object both faster and bigger at the same time but must instead choose one or the other, while the speed can only be doubled once per marking, the size can be multiplied several times over. And despite its looks, it doesn't, in fact, increase the object's strength or power but simply increases its size. But the increased speed can bring forth powerful momentum to increase the power of physical attacks, while the sudden increase in size can create a destructive range of the weapon. This grants the user the ability to turn simple makeshift ammunition into high-speed projectiles.
» CTRL-C A difficult spell that allows the caster to effectively duplicate an object or even a person. While copying a weapon would be considered easy, this spell becomes more and more difficult to achieve depending on the size and weight of the object, while making a duplicate person is also no simple task, it can be made but never a capable of creating a sentient replica. Just like CTRL-B, this spell will also require the user to make direct contact with one hand while performing this spell and make sure that the other hand is not being blocked or holding onto something else. When these requirements have been achieved then the user can transfer the person or object as if it were some kind of data from one hand to the other, effectively creating a copy in the same shape and form as the marked target. While direct contact is often necessary, the user can use a similar method of copying by creating a circle around the marked target before performing the spell on a circle in the exact same shape and size and thus creating the copy. This method is a must when trying to copying larger objects and people, the user is although not required to have both circles in a line of sight but can, for example, copy an object even if their second circle is at the very tip of their marked area. When a person is copied, then that copy will be under the caster's control but their powers cannot exceed that of above 80% of its original strength and the caster cannot copy someone whose magical powers exceeds their own.
» CTRL-D A basic spell that uses the marked person's magical powers against them as once this spell is invoked, their magic powers will start to shine like a beacon, one could say that this spell forcefully activates a user's magical aura to its very limit, thus effectively revealing their position or overall magical capacity. This can be performed on either one or several people at once as the caster initiates the spell by placing one hand in front of them, their index and middle fingers will be pointing upwards, and start concentrating their magical powers before exclaiming the spell and using performing a swipe-like motion with their other hand in order to force their targets to have their magical powers take a visible form. This can be used to better determine their opponent's overall capabilities, current condition or simply as a way to reveal their position when in a dark or crowded area.
» CTRL-R A spell that switches the position of two marked targets, be they an object or a living being. This is one of the easiest spells to perform by a user of this magic, the only thing that differs between a novice and a master user is that of the amount of time it takes to perform the spell. While both a beginner and the veteran must cast the spell by holding out their hands as if holding a ball of clay as they concentrate their own magical powers before making a turn like motion, going from right to left. An inexperienced user will feel heavy resistance when trying to turn their hand but a master will be able to perform this without any problems, once their hand has turned then this will cause the marked targets to switch position, be it with the user themselves, with an object or another person. This enables the caster for some very peculiar situations as once it's performed, their opponents must be careful not to perform a spell that could end up hurting themselves instead of the user. This does not only serve to protect the caster themselves but it can also be freely used to protect others as well.
» CTRL-S A spell that'll create a large magic barrier in order to, obviously, defend either the caster themselves or their surrounding from harm. It's not only one of the strongest defensive spells, but it's also one of the easiest to perform as the caster can create this barrier in two ways, the first and fastest being that they'll have to exclaim the name of the spell as they lift and cross their arms which will then prompt the spell to cause an immediate effect as the barrier will appear in front of the user, this barrier can cover an area which is three times their own height from all sides. The second way is very similar to the former, but once they cross their arms, the caster may then stretch both of their arms forward and towards one of their marked targets, doing this will cause the barrier to appear from any angle that the caster desired in order to block or protect the marked target. The barrier itself will appear visibly transparent, resembling a pane of glass. This spell is more than capable of defending against combined attacks from several opponents at once, even to the likes of a Dragon's Roar.
» CTRL-V A magic spell that makes the user able to effectively replicate the spell that was previously cast by the marked target. A dangerous spell to say the least, when a marked opponent casts a spell, it'll enable the user to repeat the same motions that their enemy just performed and cast their own spell. One of the most dangerous things about this is that performing and casting this spell is not limited to any other sort of magic, meaning that the user can without any problems, copy and perform a Dragon's Roar should they time it correctly. The reason why they need to time it correctly is because this spell will only work on the spell that was previously cast, meaning that an opponent can cast one spell and then quickly perform another in order to prevent the user from casting the former spell. It will also cost the same as is it did for the one who cast it and it may not exceed the magic potential of the user that copied the spell.
ADVANCED SPELLS » ALT-F4 This spell allows the user to dispel every target that has been marked by the user, effectively removing any armor, transformation or summons. This means that the caster can directly affect another person by preventing a certain spell or by removing their magic as a whole, effectively stopping some of the possible spells that could affect harm the user. The spell itself, despite being advanced, is one of the easiest ones to perform as the user must reach out their hand in a swiping motion before quickly moving it forward and lifting their index finger upwards, finalizing the spell's requirements and thus casting the spell on every marked target, dispelling all of them simultaneously. It's a spell that's perfectly suited for when turning the tables under the right conditions, be it against two or forty people. But just like in the case of performing CTRL-R, the last motion will be showing signs of resistance, gradually growing its "weight" to a point when performing this spell on too many people would be considered an impossible task.
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◎◎ Sub Magic: Yakuma Eighteen War Gods ◎◎
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ADVANCED SPELLS » Impetu Pondus The user moves both arms above their head, before moving them down, as if pushing an object, while chanting. When finished, an amethyst, god-like effigy covered in intricate designs appears from a portal. This causes the gravity in the area to either become heavier, or lighter. This also nullifies any gravity attacks currently in effect that aren't Ultimate-level.
» Ventosus-Ieunium The user holds both arms out in front of them and, while chanting, quickly move them out to their sides. Upon doing so, an aquamarine, god-like effigy covered in intricate designs appears. The effigy then speeds around the battlefield, creating a large tornado to trap enemies (and the user) in. Mini tornadoes are sent from the "wall", which hits everyone, even the user.
» Elido Terrenum The user holds both hands just in front of their chest, balling them both into fists and, while chanting, slowly pushes one towards the ground. Upon doing so, a topaz, god-like effigy appears from the ground, two hammers on its back. This causes the area within one hundred feet around the user to suddenly become an earthquake zone, causing stalagmites to appear from the ground and hit or pierce those standing above them.
» Clipeum Parma The user moves both arms in front of their face, holding them there even while chanting. Doing so causes a silver, god-like effigy with intricate designs and holding a shield to appear from a portal in front of the user. This creates a near impenetrable barrier around the effigy and the user, but leaves the shield out of the barrier, The main way to get through the barrier is by breaking the shield, thus making the effigy, and barrier, disappear.
» Relinquit Aetherium The user moves both arms above them and, while chanting, open their hands so their palms face towards the sky. Doing so causes a pearl, god-like effigy with intricate designs to appear next to the user. This causes everyone with a one hundred foot radius to be temporarily teleported to an alternate dimension, where any Space based Magic (Requip, Celestial Spirits, etc.) to be rendered useless (unlike Rules of the Arena, there is no consequence for trying to use Space-based Magic, it just won't work). The effigy can either be destroyed, or you can wait until the user's Magic Power depletes to return back to the normal dimension.
» Pluere Acidulus The user moves both hands in front of their mouth, cupping their hands as if trying to shout to someone, while chanting. Doing so summons a Peridot, god-like effigy with intricate designs to appear from a portal from behind the user. This causes a rain of acid to fall from the sky in a fifty foot radius. This acid burns through anything non-magical, and can actually kill someone if they're not careful.
» Crystallos Fluctus The user pulls their left arm back, and pushes their right arm forward. While chanting, they pull their right arm back, and move their left arm forward. Doing this causes a sapphire, god-like effigy to appear from a portal beside them. This causes a wave of water to splash around, before suddenly freezing and trapping or piercing anyone as it freezes. It then thaws, just to freeze again, doing this a few more times before disappearing.
» Massa-Conflugratio The user balls both hands into fists in front of their chest and, while chanting, move them upwards towards the sky as they open their hands. Doing this causes a garnet, god-like effigy with intricate designs to appear behind the user from a portal in the ground. This causes mini volcanoes (about the same height as the average man) to pop up around the battlefield in a fifty foot radius. All of them then erupt at once, causing lava to shoot up into the sky and fall like a rain, filling the battlefield. The lava disappears when the effigy does, as do the volcanoes.
» Polus Perdoceo The user punches both fists slowly together in front of their chest while chanting. Doing this causes a bronze, god-like effigy with intricate designs with a sword in each hand to appear from a portal behind the user. This causes what seems to be an endless amount of metal weapons behind the user (think Gate of Babylon from Fate/Stay), all of which either fly at the user's foe and break apart, or hover in the air, able to be grabbed and used to battle with. It can also cause a tornado of metal weapons which moves towards the enemy/enemies.
» Tenebrae Framea The user moves their hands into an upside down praying motion while chanting. Doing this causes an onyx, god-like effigy with intricate designs to appear behind the user from a portal. This causes the entire battlefield to be covered in darkness (about one hundred and fifty feet), allowing only the user to be able to see clearly. This allows them to strike from the shadows, unseen by any trapped within the darkness. It also nullifies the usage of any non-Ultimate Light Magic.
» Adtonitus-Objex The user moves both arms above their head while chanting, slowly moving them down in the lightning bolt motion (symbol). This causes a citrine, god-like effigy covering in intricate designs and holding a lightning bolt to appear above the user from a portal. This causes dark clouds to form in a whirlpool shape overhead, which then sends multiple, powerful lightning bolts raining down from above. All these lightning bolts hit turn to nothing but ash.
» Crepusculum Verberare The user moves both of their hands in front of their body, left hand facing up in a regular praying motion, and right hand facing down in an upside down praying motion. This causes a half-diamond half-onyx, god-like effigy covered in intricate designs heart (<3) in its left hand, and a skull in its right hand. This effigy sends orbs of light and darkness mixed all over the battlefield, with no true target in its sight. Anything these orbs touch turn that object into its opposite (a living tree to a dead tree, or a good person evil, and vice versa). Or it turns them into monstrous beasts (a dog into a hellhound). But one must be careful, as the orbs effect even the user.
◎◎ Sub Magic: Gravity Magic ◎◎
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BASIC SPELLS » Fall The user spreads both arms, with the index and middle finger of each hand being splayed apart. Having done this, the gravity of the intended location is then increased, disabling any foes within. This particular spell can also be used to cancel out other Magics, even one as powerful as Fairy Glitter, one of the three legendary Fairy Magics, although at the time it was cast by an inexperienced user who was unable to use its full potential.
» Rise A basic spell that allows the user to lower the gravity around them or other objects. The user begins casting this spell by gathering the energies within their hands or feet, before releasing their magic power into the natural forces of the world around themself to lift or "rise". The user will then use their own magical energy to disperse the energy in the gravitons around the object or object in question, effectively negating their hold on objects and allow said objects to begin floating through space. The user can control this object similar to a telekinesis user by manipulating the gravitons surrounding the negated gravity field, pushing the object around using the still active gravitons. The user can allow the object to float as high as they want it to until it becomes out of range, which has been estimated to be just above one full mile into the air.
» Pressure Beam A spell which the user incorporates the element of gravitational energy to produce a black blast of energy from generally anywhere on their body which has the effect of unleashing a truly enormous gravitational field in the form of a pulsing black beam that moves about in a spiraling motion, barreling down and potentially piercing through the opponent at high speeds while the gravitational field releases a powerful pressure that crushes anything within the vicinity; the user is able to fire the attack very quickly, while maintaining precise aim. The whiplash of the attack can be quite huge, usually blowing apart anything behind the user at the time of attack. The beam is powerful enough to strike multiple enemies and even two adjacent foes simultaneously; violently pushing the intended opponent and objects around them away from the user with overwhelming blunt force; the release of Pressure Beam also crushes incoming attack spells while also destroying anything unfortunate enough to be in the vicinity of the spell's trajectory with intense gravity. Casters can master this spell to such a level that they can modify its shape, range, etc. If they want to focus it into a stream, they can with frightening ease by spreading out the energy before it is kneaded and converted into gravitational energy; and they can transform it into a chaotic set of spiraling gravitational energies by distorting and randomly converging and separating the energy that is required to create the technique.
» Graviton Fist A spell where the user engulfs their fist in a gravitational field accompanied by gravitational energy and simply strikes the opponent with a gravity-enhanced punch, shattering defenses and sending the enemy careening. The fist rotates ever-so-slightly, simulating the effect of a drill piercing through stone and bedrock to reach its destination as it flies forth with a swift, bullet-esque motion that appears almost untraceable to the untrained eye and can be thrown towards the target from near-all positions imaginable – unavoidable, the gravity-compressed fist impacts with extreme prejudice while producing a force considered akin to being struck in the face with an solid iron anvil; not only does the gravitational forces released from the movement repel anything that the caster is in close proximity such as crushing opposing incoming spells and rending alloys in twain, the properties of Graviton Fist allows the user to induce the dispersal of the target's gravitational binding energy, which is the minimum energy that must be added to a system for the system to cease being in a gravitationally bound state.
» Push A basic spell of gravity magic that allows the user to push objects away from them, completely ignoring the laws of physics and turning gravity on its side. the user initiates this spell by infusing the gravitons around them with their own magical energy before increasing the number of gravitons around them, turning the gravity on its side before increasing it, throwing the opponent back, often with great force. Those who have experienced this attack have described the sensation as similar to being hit in the chest by someone much larger than they are, often knocking the wind out of the poor victim and leaving them to try to catch it. this attack can be deadly for those moving toward the user at highspeeds, the gravity change normally causing a sudden stop that many describe as running face first into a brick wall. If the opponent is moving at high speeds, the sudden stop may break their neck or other bones in their body depending on their speed.
» Pull Another basic spell of Gravitate, and the sister spell to push, that allows the user to pull opponents and other objects toward themselves. Similar to its sister spell the user takes control of the gravitons surrounding them, breaking the laws of physics by turning gravity on its side. Rather than pushing the victim away it will pull them towards the user, normally focusing the pull in their hand. Objects are normally pulled toward the user at speeds just above seventy miles an hour depending largely on whether or not they choose to resist the pull. Opponents who have experienced the pull of this spell have described it like losing all control over their own body. Like they had suddenly become weightless before a powerful forces acts upon them, pulling them back. This spell can be deadly to those running away at high speeds, very similar to push, the opponent will come to a sudden stop once the force acts upon them. This means that objects going at dangerously high speeds have a possibility of breaking bones or causing other injuries.
ADVANCED SPELLS » Heavy Sympathy A spell that the user casts on themselves at the beginning of each fight that will last until the conclusion of said fight, "share my burden" is a spell designed to force opponents to feel the soul-crushing weight not only of whatever pain they inflict on the user but the pain he has felt for the majority of their life. This spell was designed and created by the user for the purpose of forcing others to take what they dish out, the spell requiring the opponent to get close enough to strike them to activate the spell's effect. the user casts this spell by infusing the ambient gravitons around their body with their own magical energy. This sudden infusion of the gravitons is shown via a faint blue glow that makes the gravitons around them momentarily visible before the light quickly fades away. This creates a "shield" of gravitons that, rather than blocking attacks, allows them to pass through effortlessly. The danger produced by this spell is its ability to increase the weight of anything that comes within a two-foot radius of the user, increasing the weight of an object to twice that of its original weight. This will again double the weight of the object's new weight if they enter the field again. An object weighing ten pounds that enters the field will suddenly increase its weight to twenty pounds. If that object enters the field again the now twenty-pound object will increase to a forty pound object and this will continue with each strike that enters the field in an attempt to strike the user until it is too heavy for the opponent to lift. This affects both organic and inorganic objects, meaning anything beyond the ground the user stands on and the user themselves are affected upon entering this field. Flies and other flying insects fall to the ground, rain and leaves fall much faster within the field.
» Black Hole The user places one of their hands over the other, with the fingers of both bent, and then clasps them together, creating a dark orb between the caster and their opponent.[1] This orb generates its own gravitational field, drawing in everything around itself,[2] and also appears to increase in strength and size after a short period of time.
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◎◎ Ultimate Magic Attacks ◎◎
» Hell Raver A powerful Enchantment spell which enables the caster to release a beam of intensely-hot red light that deals damage in a chain of hits. In any case, when performing Desperado Flame, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Desperado Flame, the caster from here invokes the activation sequence of Fire Magic, taking ahold of these particles as they induce the excitation of the movements of molecular structures and eternano within the area, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming azure flames that burn exuberantly, flickering wildly and continuously before releasing them in the form of a burning golden and crimson wave of energy that flies forward at high speeds, the front of which resembles a draconic head with cool azurite eyes and its snout pointed forward, fangs bared for the world to witness. Shooting through the atmosphere at incredible speeds, the projectile released constant emits a large amount of heat, which is more than enough to release a continuous volley of explosions that are formed through the projectile's motion and make any form of water which is the immediate vicinity reach scalding temperatures – this effect isn't limited to rivers and the like, as if the caster is going up against a water-element magician, the sheer heat of Desperado Flame will immediately render any and every effect that the spells would have upon the caster null and void by causing it to reach scalding temperatures which the spell is then able to absorb in a similar manner to the elemental consumption method ever-so-associated with Dragon Slayer Magic, bolstering its speed and strength by a relatively large amount. Upon contact, Desperado Flame causes a resonance with the foe's own magical energy, causing both to spike exponentially and smash together in a similar manner to a nuclear reaction, causing a decently-sized explosion that can do heavy damage to an opponent; the contact with the earth and spreads the flames and light outwards in the form of a blazing dome of fire which expands outwards swiftly for several meters; the surging radius seems to hit a wall; as if the explosion is contained somehow in a giant glass sphere. The light rebounds inward, sharpening, rippling across itself as the wave appears to have reached a predetermined diameter and hovered there. The blast radius looks like a huge sphere of negative space fifteen hundred feet across, with neat slices taken out of surrounding buildings, pavement, cars, hillsides, et cetera; there appears to have been no actual heat, let alone shockwaves, emanating from the explosion at all - the only result is that a massive spherical section of the city appears to be missing. This spell apparently requires more than average energy reserves, and covers an expansive range. This makes the technique extremely difficult to either avoid or contain, with it requiring the combined efforts of several Water Magic users in order to extinguish the flames. This attack is extremely powerful and destructive, and has been described as being able to smash through dragon scales, which are known to have extremely tremendous endurance capabilities.
Hirio of the Hoh
Vice Captain
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Hirio of the Hoh
Vice Captain
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Posted: Sun Apr 30, 2017 11:16 am
╠ ᴍ ᴀ ɢ ɪ ᴄ x ɪ ɴ ғ ᴏ ╣:
◎◎ Ultimate Magic Attacks ◎◎
» Ultima Elementia A Ultimate spell that is a combination of the four fundamental states of matter which are utilized to unleash a supreme combination with no equal; Ultima Elementia is known to be extremely powerful regardless of the element it is saddled with—despite being a Secret Art, this spell is as powerful as a Dragon Slayer's Ultimate Art, if not moreso. However, it is only usable when the caster has access to a powered up state. In any case, when performing Ultima Elementia, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Ultima Elementia, the caster gathers and condenses their magical energy into their fist; alongside this, she absorbs ambient eternano from the atmosphere into their palm. Triggering the fusion of eternano and magical energy, the caster adds four of the five elements that they possess, fire, earth, water, and wind into the mixture. The energy gathered takes the visual form of elemental wisps of various colours when adding to the elemental energy upon the caster's fist. The creation of the attack promotes a calm breeze away from their body, as this casual wind transmogrifies into a strong continuous gale and expels bands of energy which is akin to an aurora. A quartet of Magic Seals manifest upon the ground in the process in each of the four directions- north, south, east, and west; these Magic Seals flank their sides; all of them glowing in one element each - the fire Magic Seal that represents the element of fire is indicated by red with flame in the center, the wind Magic Seal that represents the element of wind is indicated by green with a windy scar in the center, the water Magic Seal that embodies the element of water is indicated by blue with a raindrop in the center, and the earth Magic Seal which represents the element of earth is indicated by brown with a rock in the center; from these four crests, six red and blue orbs of pure energy rise, hurting anyone who happens to be touching them. the caster then bends their right arm backwards, the fist clenched, and extending frontwards a mildly bent left arm, tiny streaks of elemental energy gathering before the outstretched fingers from the surrounding area; charging the attack. From there, they settle around the caster, who then rises up, taking the spheres with their. The spheres turn vertically and connect with each other to form a circle, before the caster fires a series of energy blasts of various elemental properties from the orbs such as feathers of flame that burn in a blazing line towards their opponent, splashes of water which douse the opponent, invisible wind blades that slice up the enemy, and stalagmites of stone to impale them. Following this, a larger glyph appears in the center of the circle, from which a large, multi-hitting energy laser fires, accompanied by smaller lasers from the six spheres. All of a sudden, energies of four of the Elemental Five is instantly released; resulting in a positively gigantic, horizontal column of pure energy shooting forth from the spheres and five kilometers behind them, creating impressively enormous explosion upon contact which is capable of traveling great distances, wreaking havoc wherever it passes, absolutely destroying the target and anything within range of the spell. After this finishes, Ultima Elementia ends and the caster drops back down to the ground, completely unharmed, but drained of their magical power. It's said that Ultima Elementia is most useful when activated towards the end of a battle between high-level opponents, since the area will be saturated with excess energy from their attacks; indeed, the activation phase of the magic is simply a recycling of the energy just used and spread over the battlefield. Therefore, even though the caster has been exhausted from energy, the ability can still be invoked.
» Master Enchant: Deus Varuna Derived from the likes of Water Magic and enabled through the Elemental Five supplementary ability, which involves the caster generating an enormous tsunami that sweeps the area for several kilometers, bringing about untold quantities of destruction. In any case, when performing Master Enchant: Deus Varuna, the Enchanter focuses the voluminous quantities of Magic Power that are dwelling within their Magic Origin intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, but in the case of Master Enchant: Deus Varuna, the Enchanter then invokes the process of hydrokinesis by tapping into the supplementary ability of enchantment known as the Elemental Five; the Enchanter induces the process of combustion on hydrogen or hydrogen-containing compounds or by having them react with oxygen or oxygen-containing compounds; thus forming enormous quantities of water which only multiplies in accordance to their tremendous amount of magical energy affecting the enchantment, being influenced by Shape Transformation to evolve into a gigantic tsunami, which is normally a series of waves in a water body caused by the displacement of a large volume of water, but in this case, the Enchanter manifests the phenomenon by sheer force of will and using their magic power to simulate the ocean for the tsunami to materialize within this world. With the Enchanter extending their arms forward to direct this powerful enchantment's movements, the tsunami continues to rise in a rapid manner behind the Enchanter, ascending to touch the skies themselves, hundreds of meters and kilometers tall and long respectively; this ascension resembles a quickly-rising tide. Oftentimes, the appearance of this titanic wave causes those against the Enchanter to lose their cool in the face of a certain destruction. Now, the Enchanter commands the tsunami to crash down upon their opponents, smashing down with a force almost not dissimilar to a meteor impact, travelling across the vicinity at astounding velocities without a significant loss in energy, allowing its pulverizing strength to remain consistent for the duration of the attack. Sand is removed from beaches, trees, shrubbery, and all flora are uprooted, magic vehicles are tossed about and dragged involuntarily in time with the tsunami's movements, housing and buildings are heavily damaged – this astounding amount of destruction continues to the point that Master Enchant: Deus Varuna can annihilate entire towns in the blink of an eye. In the face of opposing hydrokinetic-type powers such as Water Magic and even water-themed Lost Magic, Master Enchant: Deus Varuna absorbs their watery properties instantaneously, causing the tsunami to grow stronger, faster, and more durable as it rips throughout the area, leaving naught but a trail of devastation in its wake. Varuna was one of the gods in the Rigveda, he was the sovereign lord of the universe and guardian of cosmic law, he came to be known in later Hinduism as god of the waters.
» Master Enchant: Etherboost A Master Enchant, which is the second-highest level of Enchantment imaginable, only available to an Enchanter whom has mastered the art inside and out – it is a method of achieving the impossible—a full merger of weapon-wielding, hand-to-hand combat, and harnessing their magic; fusing the trio in order to create a powerful fighting style which has almost no equal- effectively, it is infusing magical energy within the caster's body to achieve a variety of effects; encasing the Enchanter in a full body armour while augmenting the power of their enchantments to levels that no human could reasonably cast, transcending all forms of Enchantments with bolstered physical and arcane power all across the board. Upon activation, the spell gives off the visual appearance of an aura of unrestrained magical power and pure concussive force that radiates from their body with a sonic boom-like release, devastating the immediate vicinity- though it mainly centers around their back, with their Magic Origin, which, like all magicians, is in the center of their body, due to the increased blood flow, is pushed into an "overdrive", causing ambient eternano that is saturated within the atmosphere being drawn into the user's Magic Origin, being devoured by their magic organ in order to increase the intensity of the Master Enchant: Etherburst with every waking second the ability is active.
This invisible armour allows the caster to instantly "enchant" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, transforming into an armour of sorts while causing this near-invisible layer of energy to act as an electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw by having invisible layer of arcane power on the user's body acting as a positive charge to draw particles and all sorts of particles towards their body – Not only does this cause the caster's physical parameters to skyrocket beyond one's imagination, the activation of Etherburst pressurizes the magical energies gathered by the Magic Origin being sent into overdrive, infusing the supernatural particles within the user's body and weaponry before immediately expelling it; keeping up the increased blood flow by sending the gathered magical energy to all of their bodily joints while keeping a large amount focused in their torso, which continually reacts with their Magic Origin and figure, drastically augmenting it and granting the user an enormous boost in the caster's parameters all across the board while manifesting an invisible armour made from pressurized magical energy around their form before boosting them by immediately releasing the gathered magical energy in order to reinforce themselves; this takes upon the physical manifestation of a jet blast of pure power, bolstering their movements in any range, effectively turning the user into more a force of nature than a solo fighter. In accordance to the caster's willpower, this mass of energy can take upon a solid structure, morphing itself into the form of a stylized armour designed through the user's imagination. Visually, activating Etherburst has the effect of displaying a faint pattern of azure magical energies tracing the veins beneath the surface of the user's skin as sparkling, glittering wisps of azure energy flow from their body, promoting a calm breeze that flows away from their frame- the longer Etherburst is active, this breeze increases in intensity until it becomes a powerful gale that expels colourful bands of light that begins to resemble a Northern Lights-esque aurora. Activating the spell also results in the user's arms and legs being coated in an absolutely dapper layer of condensed eternano which are not even visible to the naked eye, greatly increasing their potential, as mentioned above. The fine layer of eternano surrounding their limbs now acts as a method of combat in itself; it is so powerful that it is shown to be able to slice and bust through almost anything, tearing through it- the user can switch between specializing in offensive and defensive measures in the blink of an eye; though Etherburst can just be used by itself for a general boost. The potency of Master Enchant: Etherburst increases with the user's proficiency with manipulating their magical reserves – the finer the eternano layer surrounding their limbs, the greater their power. What is unique about the eternano layers surrounding their limbs, is that just as one would normally do, the user is capable of channeling their other magics upon the eternano, engulfing it in that amazing power to increase their strength and reach a hundredfold; meaning that strikes that would seemingly or normally miss will actually be able to strike the target with relative ease. In essence, the Master Enchant: Etherburst forcefully drives the pressurized eternano and magic into the user's limbs when they focus it on the layers of magical particles shrouding their arms and legs.
Any attack which is enhanced by the pressurizing of the eternano around the user's body is far stronger than it would normally be without it; as their unarmed strikes are capable of penetrating solid steel and smashing all magical defenses with ease. When the user releases the magical energy momentarily, it's about the same magnitude as a "Monster Aura" and beyond, and tends to destroy the area around themselves, allowing them to withstand and outright shrug off Wizard Saint-level techniques with the ease; by focusing the aura of energy that they gain upon activation of this technique, the user is capable of controlling the magic channeled into their limbs and shooting it toward their enemies with simple body motions, resulting in powerful explosions of pressurized magical energy which, when coming into contact with the enemy's own spell dead center with a blast perfectly opposite speed and energy, enables the user to neutralize an opponent's movements, allowing for a follow-up attack. Overall, the activation of the Master Enchant known as Etherburst causes such a massive surge of power that more often than not; the caster is unrecognizable from before, becoming a physical force of destruction. Interestingly, like most skills, magics, and spells that simply harness magical energy and eternano in general in its purest form such as Magic Ray, Aegis, and Magic Ball plus possibly countless more, the Master Enchant referred to as Etherburst is capable of being modified to suit a caster's particular Elemental Magic type of any kind- for example, Etherburst can be combined with either regular Fire Magic or even the fabled Fire Dragon Slayer Magic plus many more- as the power of the elements are recognized as the concept known as "power", they flow smoothly and integrate seamlessly into the pressurized, flowing magical energies around the caster, the composition of the spell reacts with the particular type of elemental magic that the caster harnesses, initiating the manifestation of that elemental magic the usual way while using the Etherburst energies as a medium instead of the energies in the environment, allowing Etherburst to subsequently change into theoretically any elemental type; indeed, the seven ordinary elements are capable of being channeled, plus many more. When elemental magics are infused within Etherburst, each and every strike that the caster performs, whether it's unarmed or with a weapon, has their element working alongside their blows, increasing the power exponentially- it should be taken into consideration that while Etherburst can simply change into the user's element of choice, using Etherburst as a medium for the element results in subtle aspects of their abilities and magical energies outside of the surge of magical energy shrouding their body to become an embodiment of the element. At the highest level, the caster's Etherburst energies shape themselves into an aura construct of a creature best associated with the element. While a master of Etherburst is purportedly capable of harnessing multiple elements, the element which the caster is more attuned to is vastly more powerful due to their familiarity with that embodiment of nature, and it more often than not reflects their very disposition and fighting style the best.
Sub-Spells
Etherburst - Strike: the offensive specialization of the Etherburst spell; it flows magical energy into the user's blood vessels, specifically their arteries, resulting in a paper sheet-thin layer of pressurized magical energy, which, while compressed inside the user's body, results in a hardening of their muscles to the level of iron- however, instead of granting the caster the ability an immunity to flinching and increased defensive capabilities, since Etherburst – Strike is mainly focused around the caster's extremities which deal the most damage, such as arms, legs, and their head, this grants them an incredible boost to their offensive measures. Indeed, since their muscles have become strengthened, the user's attack powers has reached the point of smashing through almost any defensive measure taken against them using brute force alone, as well as lift up and throw a concrete wall- it can be assumed that with Etherburst – Strike activated, the caster is capable of lifting around one hundred tonnes; they can also tear body parts clean off of a human with simple brute force and knock out supernatural creatures with as little as a single tap on the head; each and every one of their blows has the all-too-real potential to break the bones of their enemies effortlessly, snapping and grinding the bones to dust like they were naught but twigs. One simple swing of the user's arm or leg is enough to create powerful shockwaves of air which ripple through the ground or in the atmosphere, bringing mass destruction to anything that they come into contact with- uprooting trees and small buildings, these shockwaves radiate throughout the vicinity, even disrupting enemy spells if they are being cast at the time, sending them careening across the landscape in the blink of an eye. The immense strength granted by Etherburst – Strike grants the user the ability to break free from any attack which binds them or prevents them from taking action, and they can grab a blade with their bare hand without feeling any of the exerted force, though said force could do considerable damage to the surrounding area.
Etherburst – Heavyarms: Etherburst – Heavyarms is a supplementary sub-spell for Etherburst – Strike of sorts; effectively, it's a sub-spell of a sub-spell. A more focused version of Etherburst – Strike, Etherburst – Heavyarms allows the caster to harden specific parts of their body, granting them greater control when compared to Etherburst – Strike. In any case, when performing Etherburst – Heavyarms, the caster surges magical energy into their muscles and organs, and specifically their arteries, resulting in a paper sheet-thin layer of pressurized magical energy, which, while compressed inside the user's body, results in a hardening of their muscles to the level of iron, only when compared to Etherburst – Strike, this technique results in the energies becoming focused on a single or two limbs rather than the entire body, granting the user to alter the affected limbs' chemical density to an extent. This also enables the caster to surge more magical energy into the affected limbs due to not having to take the entire frame into account; this has the side-effect of coating the limb in such energies that they take upon a completely dark and shiny appearance, with some splotches of red on the outer edges. Essentially, Etherburst – Heavyarms enables the caster to fortify parts of their body like its originator spell, but more effectively- not only does it bolster the strength and durability of the affected body part significantly, this effect extends to any item the user is equipped with at the time, including weaponry and armour; while it doesn't affect the entire body, it is much, much superior than Etherburst – Strike, and more often than not, a user of this technique prefers to use Heavyarms instead; the activation phase is nearly instantaneous, taking numerous enemies by surprise, instantly granting the user the power to pulverize anything that they touch and grab ahold of a sword that can cut through mountains with two fingers; it allows the user to attack masses of magic with impunity (though not negate a magician's powers), but it grants their body a resistance that is said to be the "stuff of legends"; the effects of being struck by a cannonball could only cause the caster to take a step back.
Etherburst – Shockwave: Etherburst – Shockwave is a supplementary sub-spell for Etherburst – Strike of sorts; effectively, it's a sub-spell of a sub-spell. In essence, Etherburst – Shockwave enables the caster to release powerful shockwaves from their limbs as a side-effect of Etherburst's activation. When initiating Etherburst – Shockwave, the caster focuses a portion of the pressurized magical energies upon one or more of their limbs, intensifying the energies before releasing them in the form of a wave that travels faster than the speed of sound for the briefest of moments, which results in this wave transfiguring into a shockwave- a wave of pure concussive force that can propagate through a medium, characterized by an abrupt, nearly discontinuous change in pressure, temperature and density of the medium. Upon releasing the shockwave, the projectile of sorts more often than not damages the surrounding environment, blasting through the air at astounding speeds in any direction that the user chooses upon release; these shockwaves ripple through the ground or in the atmosphere, bringing mass destruction to anything that they come into contact with- they can push targets over, repulse them away, shatter them, even cause earthquakes by shaking the ground or dislodging underground tectonic plates, thus causing earthquakes. Interestingly, Etherburst – Shockwave is shown to have two settings—a version that emits a higher-velocity wave of concussive energy with enough momentum to breach defenses; but the damage dealt to the target without penetrating a defense is significantly reduced due to its lower power transfer; it will pursue the enemy and surely hit; the other version is akin to a classic energy attack: this variation has less velocity and, while less penetrating, quickly transfers the shockwave to the target upon impact, reverting back to pure power and destroying the target from within. The shockwaves can uproot trees, rend the earth, cutt the skies, and smash small buildings, radiating throughout the vicinity, even disrupting enemy spells if they are being cast at the time, sending them careening across the landscape in the blink of an eye; overall, the technique known as Etherburst – Shockwave is both fast and powerful, making it easy to use and practical.
Etherburst – Steel: Etherburst – Steel is the defensive specialization of the Etherburst spell. Etherburst – Steel flows magical energy into the user's blood vessels, specifically their veins, resulting in a paper sheet-thin layer of pressurized magical energy, which, while compressed inside the user's body, results in a hardening of their muscles to the level of iron- by incorporating 'super-armour' theory as seen in fighting games, the application of Etherburst – Steel results in the caster's senses of pain and seeming weakness of their body being removed for as long as this spell is active- this enables the caster to endure damage without suffering from recoil, being stunned, or flinching which would normally interrupt their actions, such as attacking both with physical and magic moves, meaning that Etherburst – Steel being invoked results in the caster being incapable of being stopped simply by attacking them; getting struck gives off the visage of a faint pattern of azure magical energies tracing the veins beneath the surface of the user's skin. However, Etherburst – Steel only prevents the caster from being interrupted- the opposing attack's full damage will still be taken. What this spell can help the user ignore the knockback of attacks ranging from extremely powerful spells like Crimson Lotus: Phoenix Blade, to extremely weak attacks such as the basic Fire Bullet. Typically, how much Etherburst – Steel can protect the caster against is limited to a single strike, meaning that if the caster gets hit twice, while executing a strike with this spell active, they will flinch as normal and their assault will be interrupted, meaning that a spell such as Crimson Lotus: Exploding Flame Blade can overcome Etherburst – Steel due to its multi-hitting feature. Furthermore, despite the increased physical density that one gains when activating this move, it does not nullify damage, and one should remember that the user's body is still flesh and blood; thus, its resistance to force has its limits- while the caster of this spell can ignore the knockback of the opponent's attack, the blow will still damage them, meaning that in the face of an overwhelmingly powerful spell, in some cases, it would simply be easier to evade if possible.
Etherburst – Outward Defenser: Etherburst – Outward Defenser is a supplementary sub-spell for Etherburst – Steel of sorts; effectively, it's a sub-spell of a sub-spell. Etherburst – Outward Defenser allows the caster to extend the properties of Etherburst – Steel outside of their body to serve as a forcefield of magical energy. When performing Etherburst – Outward Defenser, the caster flows magical energy into the user's blood vessels, specifically their veins, before projecting it outwards, solidifying the magical energies and molding itself into a semi-invisible hexagonal barrier that surrounds the user's body which acts as a shield in order to defend against the attacks of the enemy. The shield itself is similar to a geodesic dome, made of tessellating hexagons. The shield protects against magic, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic. The user can manipulate the barrier into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by the user's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: not even the user is able to see the forms that they create. The size of a given magical force projection is also limited by the user's ability to imagine. The smallest force projection they can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about one hundred feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome one foot thick about a mile in diameter (five thousand, two hundred and eighty feet) and a dome one inch in thickness the user can project for about three point two miles. Small objects at high speeds become missiles; large objects at slow speeds become rams. The user can make these objects grow or shrink as desired. In any case, the barriers made manifest by Etherburst – Outward Defenser can be very complex and elaborate barriers, or very simple shaped barriers such as circles or squares. These barriers can also hide the presence of the things it coats or even make the target invisible.
Etherburst – Overdrive: Etherburst – Overdrive is a supplementary sub-spell for Etherburst which functions akin to that of a painkiller of sorts; it helps reduce the burden on the body of the user when said user begins to use Etherburst at higher levels of power. Etherburst – Overdrive increases the user's attack power and grant character-specific benefits. When used, the Etherburst – Overdrive spell freezes the surroundings momentarily, giving the user some breathing room. The energy to use Etherburst – Overdrive fills up over time, and can be used only when the user's magic origin gives them a signal for it; when the character's magical power is low, the energy refills much faster. Etherburst – Overdrive functions by setting up inside their magic origin, and filtering precise amounts of magical power through their body, while the excess energy is released outside of them, normally behind them, in the shame of a specialized crest of sorts. It essentially allows the user to exert more power then they'd normally be capable of at smaller energy consumption costs when harnessing Etherburst; because it serves as a limiter as sorts, when invoking Etherburst – Overdrive, the caster is capable of multiplying the magical energy output of this spell, resulting in effectively taking what is already quite good and making it, for a lack of a better term, friggin' amazing; this is done by applying the caster's magical energy to each of the limbs which is engulfed in pressurized magical energy, causing a chain reaction which multiplies the caster's power exponentially all across the board. In return, these magical energies can interact with the caster's energy and physical power, amplifying that as well, making the user's far faster, stronger, and more resilient as the battle progresses, in addition to increasing their skill parameters sans their energy output- initially, multiplying the power exuded by the Master Enchant known as Etherburst doubles the caster's parameters both physical and magical. If the user has trained themselves to accommodate for greater degrees of absolute power surging throughout their existence, it is possible to increase the multiplication of the power increased to higher levels; such as tripling one's capabilities, quadrupling, and beyond; it seems to hit the maximum at twenty times. However, Etherburst – Overdrive has a single, glaring weakness—due to the enormous upsurge of magical energy that is taking place due to Etherburst while Etherburst – Overdrive is active, it cannot be in effect for too long as Etherburst – Overdrive acts as a limiter of sorts, resulting the limiter being broken and Etherburst surging as normal, lest the user be overwhelmed by the amazing energies, its duration depends on the character's magical energy, generally lasting from about five to fifteen seconds, with more time being added the lower the magical pool amount.
However, for all its amazing powers, the Master Enchant: Etherburst has quite a few flaws- as one should know, it's pretty dangerous to accelerate the flow of magical energies into their Magic Pathways and blood vessels while bolstering the velocity of blood movements through the caster's body- and due to the mechanics of the spell, it has been theorized that by overusing Etherburst, a caster's lifespan could shorten- even dramatically if it's overused. Secondly, the user is incapable of harnessing the specialization of Master Enchant: Etherburst for attack and defense simultaneously- indeed, the versions for offense and defense rely on the user flowing magical energy into two different forms of Magic Pathways in the body, meaning that the caster would have to manually switch between the idea known as 'dealing an unimaginable blow' and 'defending from an unimaginable blow', with both iterations functioning independently- additionally, the span of time it would take to change from offense to defense is one full post- during this short break, the enemy can attack the user undeterred as they would be required to stay in one place and reconfigure the function of Etherburst to attack and shielding. Lastly, in all three configurations, the Master Enchant known as Etherburst can only be used for a total of 5 posts and requires three whole days to cool down. This spell of course requires a dangerous amount of magic power to be employed for its use.
▅▅OTHER SKILLS▅▅
Psychological Intuition: Verex possesses an incredible and innate understanding/knowledge of psychology and can use it for various purposes, often by changing the perception or behavior of others through underhanded, deceptive, or even abusive tactics. He may also use it to help those with mental or emotional problems, while the more malevolent uses can be used it to manipulate others into doing his bidding, or even drive some to acts of murder or suicide.
Enhanced Charisma: Verex has unnaturally high charisma, or charm, enabling him to gain the trust and loyalty of others and win them over to his cause. Charisma is a trait found in certain personalities usually including extreme charm and a 'magnetic' quality of personality and/or appearance along with innate and powerfully sophisticated personal communicability and persuasiveness. Though very difficult or even impossible to define accurately, charisma is often used to describe an (elusive, even undefinable) personality trait that often includes the seemingly 'supernatural' or uncanny ability to lead, charm, persuade, inspire, and/or influence people. Verex is special compared to other commonly charismatic figures as his charisma is innately formed and effective for even the most disagreeable entities and allows him to bring whole mobs of individuals to his aid.
Determined Strength: Verex can fight and defend himself at full strength even after being nearly killed or near death, allowing him to fight even when he shouldn't be able to (such as crippling/massive or mortal injuries, missing limbs, missing/removed organs, major blood loss, etc.).
Survival Mode: Verex can go into a mode or form made to be a state of survivability, having the knowledge and abilities made for survival of the fittest. He will go the distance just so he can live to fight another day, even if it means taking extreme measures, that people are too scared to take. Verex can continue to live or exist, typically in spite of an accident, ordeal, or difficult circumstances.
Tactical Analysis: Verex can create strategies and plans several steps ahead of the opponent, seeming like he can see into the future. He is able to elaborate complex plans and strategies and apply them in, not just battle, but any other activity that involves cunning intellect, e.g. strategic games.
Tranquil Fury: Verex is able to attack in full rage while retaining control and is able to attack with the relentless strength of a madman, while gaining the speed and precision of a surgeon.
Posted: Sun Apr 30, 2017 11:35 am
╠ ʙ ᴀ ᴄ ᴋ ɢ ʀ ᴏ ᴜ ɴ ᴅ x ɪ ɴ ғ ᴏ ╣:
◆ Pᴇʀsᴏɴᴀʟɪᴛʏ: Verex is seen to possesses a calm, analytical, and confident attitude most of the time, even in battle, finding himself to be quite proud of the level of power he's amassed over the course of his life, and trusts in his abilities to get him out of any dangerous situation alive. For the most part, Verex is a relatively calm person that chooses to do things with a slow and steady pace rather than mad rush himself to the finish line and make mistakes along the way, preferring to take his time to do things at his own pace instead of doing things at the pace others want. This naturally makes him a very suitable person to team up with due to his charismatic nature and willingness to work with others. Speaking in a well articulated, coherent manner, it plays hand-in-hand with his personality; Verex is famous for his highly charismatic nature and ability to compel a tremendous sense of attractiveness or charm that can inspire devotion in others, a divinely conferred power and talent he naturally has. As such, his unique charisma is a certain quality that he prides himself to have, and by virtue, it often sets him apart from ordinary people, as it makes him someone very approachable, and thus results in him earning the trust and loyalty of others and win them over to his cause. Verex values skill and power above all other things, unfortunately having a extremely high standard that very few have the capacity to meet, thus making him a very difficult man to impress due to his experience as a brilliant combatant and tactician. As such, he measures someone's value based purely on what they CAN do and what they CAN'T do, refusing to acknowledge anything trivial such as self-imposed titles, symbols of strength, or the power of so-called "friendship" that many young wizards delude themselves into having.
His most commendable trait can be found in his tenacity to win and become the very best he can be, possessing an innate drive to succeed no matter the circumstances. As the type of guy who's had to work for everything in his life, Verex knows for a fact that no opponent is truly invincible, that with enough talent and hard work, anyone has the capacity to win against even the most incredible of adversaries. When in battle, he's more than earned a reputation for being widely known as one of the most brutal fighters around, while at the same time being the kind of person that doesn't shy away from the sight of blood or has dirtying up his own hands. As a competent individual, he never leaves anything to chance or luck, choosing to be absolutely thorough when it comes to dealing with something personally so that he doesn't regret it later in life, putting a great deal of emphasis on never doing anything that could be a potential threat to him in the future. As evil as he may seem, he isn't entirely unfair or dishonorable, as he still retains some sensible trace of honor; fully committed to a philosophy that he once held close to his heart, Verex still has a somewhat personal moral code he follows. Verex knows full well that he is evil and generally accepts this fact, even coming to terms with it after the siege incident many years ago that inevitably made him into a murderer; even in the current day Verex still willingly chooses to follow the path he was thrown into, accepting it as he finds no point to simply live out his life for no other reason than he was born into it, believing it to be manly to never waver from your path, no matter how evil it may be. This sincere devotion often causes him to look down, if not hate those who don't live by their own rules like he does, perfectly convinced that all men are created equally and are entitled to the sweat of their own brow. This point is only further demonstrated by his strengthened conviction in which he is considered a powerful believer in fate and luck, knowing the difference between coincidence and a fated encounter, and that a man's sense of ardor burns twice as bright when they have something they strive for, holding those who would risk their very lives for their dreams and aspirations in high esteem.
Believing that everyone should have some kind of goal or strong enough desire to chase after, Verex considers these traits to be paramount in making someone stronger, and inevitably tougher to kill in a battle to the death, taking a great sense of pleasure of challenging those that have so much to lose. With such a tremendous experience and sense of wisdom in such matters, he makes it an important point to differentiating people between societal values, people who follow the orders and dreams of others, and a man's own values, those that follows their own desires, believing that someone finds their true strength when they have something worthwhile to protect, with Verex unfortunately taking on the role as the destroyer. With such a unique personality, Verex treats every man, woman, or child with equal value, regardless of birth, rank or social standing, rejecting any and all manners of objectification and labels that would have them be treated or viewed differently, choosing to judge someone purely on the content of their character rather than through the use of names or titles.
With so many sins he's committed, Verex full-heartedly accepts them, personally stating that he's a "demon of wrath". Of the numerous crimes and sins he committed, Verex considers his most prolific sin being that of wrath, a sin that is most prolifically connected with pure, uncontrolled feelings of anger, rage, and even hatred, often revealing itself in the wish to seek vengeance. In Verex, it transformed into unbridled rage that is constantly active, almost always placing him in a state of emotional outrage and indignation. These feelings of wrath that Verex channels tend to manifest in different ways, including impatience, hateful misanthropy, revenge, and self-destructive behavior, such as violence or extreme outbursts. As part of his vengeful nature Verex does not forgive or forget those that cross him or go behind his back, permanently engraving the face and name of those who would go against him inside his own heart. However, given his experience with such emotions, Verex is capable of feeling them to their utmost highest point without having them influence him or his actions, transforming what was once a violent, turbulent storm of violent emotions into a serene focused river of rage; it is still there but unable to unhinge his mental stability. In terms of rage that is being quelled by his powerful sense of will, it is said to rival if not surpass that of an individual losing a beloved friend or lover, a situation that more often instills physiological instability and berserk-like emotions inside most. With so much rage buried deep beneath him, Verex keeps it out in the open without losing control over it, mastering his wrath and emotions in return for the immense power it gives.
◆ Bɪᴏɢʀᴀᴘʜʏ: ✸ Born to a low class family that has owned a book store for generations ✸ Xanthos spends time reading every book he can get his hands on, gets super smart. ✸ Starts getting into philosophy and other s**t like that, starts questioning concepts like Justice for the sake of Philosophy. ✸ Father starts teaching small Xanthos how to Magic, young boy has lot of talent, exceeds his Father's expectations right away. ✸ Meets wife on his 18th birthday, love at first sight. ✸ Marries wife at age 24, lil boy is conceived on honeymoon, pops out nice and healthy. ✸ Kingdom gets a big food shortage, fat King gets pissed and decrees that all low class citizens are to be turned into cattle for the upper class. ✸ Xanthos not happy, he starts up protests all across the kingdom. ✸ Fat King gets even more pissed, has guards take Xanthos and tortures poor man for three days straight. ✸ Fat King makes things worse and has Xanthos watch his wife and child get roasted on a stick before having them served as food for the royal family. ✸ Xanthos gets thrown into a dump full of cannibalized left overs. The philosopher is announced dead to the entire world after he tried standing up to Kingdom, the masses get pissed! ✸ Xanthos did die, he now Verex Barlo, he's gonna ******** s**t up! ✸ Verex recruits a bunch of revolutionaries with CHARISMA and kills the royal Family and gives the Kingdom to the King's adviser who never liked the whole Cannibalism thing. ✸ Verex takes Revolutionaries and starts Dark Guild called Chaos Forge and is bent on waking everyone up to the truth that is Justice is a lie manufactured by those who wish for justification in whatever they do.