Jecht Khushrenada

Jecht Khushrenada (ジェクト・クシュリナーダ, Jekuto Kushurinada) is an incredibly knowledgeable doctor and wizard, once a renowned man of medicine said to have worked under the household of the Mercurius Palace, serving as the royal family's head doctor. After retiring from his job as a doctor, Jecht chose a more proactive way to help people, choosing to follow a life of politics and bureaucracy by becoming a member of the Magic Council, eventually becoming an incredibly high ranking officer as a result, establishing himself as the 2nd seat member on the council's committee. Feeling dissatisfied, Jecht left three years later to pursue other professions, being recruited into Aion Rebellion shortly afterwards for his world-renown skill as a doctor and prowess as a wizard; being recorded as one of the fastest promoted officers in the organization's history, Jecht became a high ranking senior officer and guardsmen in no time at all. With his prowess in battle easily being the highest that has ever been witnessed, he was bestowed a position in the Royal Honor Guard (王室の名誉のガード, Ōshitsu no Meiyo no Gādo), a position of power that has him guard the leader of the rebellion himself, Ansem Zephos.

Dubbed by most as The Emperor's Body (皇帝の体, Kōtei no Karada) for his great abilities and task that he fulfills, Jecht can be considered one of the four most powerful wizards at the organizations disposal, primarily tasked with jobs and tasks that range between S-Class to SSS-Class level jobs by comparison in difficulty. Primarily preferring to work alone, Jecht is notorious for his eccentric life-style and odd personality, making him an oddity among the four elite guards in service to the leader, effectively making him the most human among the group of monsters he calls comrades. Given a unique magic ability dubbed as Perfect Black (完全な黒, Kanzen'na Kuro; lit. "Black Poison of the Forgotten"), a special ability given to him by Ansem's own magic; with this magic art, Jecht has been known to be untouchable, even thought to be "unkillable" while active, given himself the rightful title of The Crossroads Dealer (交差点ディーラー, Kōsaten Dīrā).

Appearance
Jecht is a rather handsome young man who has medium length black hair with white streaks located at the sides of his head extending from his side-burns, with a long strand hanging down in front of his face, reaching his mouth in length. In addition to his Aion Rebellion uniform, he wears baggy pants with the cuffs tucked in his boots, 3 layers of collared silver armor around his neck that is identified as three strait lines curving across his chest and lower legs, shins, and crotch accented with periwinkle stripes with an indigo jewel in the center in the shape of an oval circle, as well as ornamental pink, purple, and red  bracers on his left arm. He has lavender eyes, a thin face with pronounced cheekbones and markings running from the ends of his eyebrows to the corners of his eyes. The suit that he wears is something that can be normally be found in Buddhists and monks, stylizing them to suit his eccentric style in fashion and appeal. Although rather young with a skinny completion, he is rather muscular and physically fit. Having appeared several times as a model in Sorcerer Magazine, Jecht is regarded as handsome, making several appearances as the centerfold in multiple monthly issues.

Personality
Jecht, even with his position and rank in Aion Rebellion, is a bit of an oddball and goof, with a personality that is much more up beat and compassionate in comparison to the rest of his teammates in the Royal Honor Guard. Compared to them, Jecht is more humanistic and kinder, appearing to be more feeling towards others than he would traditionally want to, such as trying to understand the enemies point of view or comprehend their reason behind their actions rather than simply do things out of sheer blindness based on orders. He is often described as being eccentric and unpredictable, viewed as unconventional and slightly strange in terms of behavior and attitude; this is displayed in his tendency to act in a manner that is commonly seen in powerful wizards and other highly skilled fighters, such as his habit of running away from fights, offering levity to otherwise serious situations, or simply quit mid-way in a fight out of boredom. It is this personality that makes him extremely difficult to read and anticipate his actions ahead of time. He is very sarcastic, pointing out or giving a sense of irony to everything his opponent does in order to mock or convey contempt against them, normally seen in his sarcastic smile and witty retorts, treating even the severest of complications with a sense of complacency. Even with the way he is, he isn't without his pride, displaying his sense of superiority and power through arrogance and overconfidence, taking it so far as to question the intelligence of scientists of belonging to the Bureau of Magical Development. In terms of fighting methods, Jecht is the type to employ the use of unpredictable tactics as he tries to trick his opponents, often using traps and other forms of deception to put himself on top of his enemies.

By his own admission, he is not good at dealing with meticulous details, such as jobs and activities that require showing a great attention to detail and very careful precise when doing so; and would rather finish things quickly without delay, using the less complicated method to complete the task at hand. Jecht, for lack of a better word, is incredibly laid back and relaxed, having a picnic in the middle of a battlefield and using binoculars to watch his others fight, although he dislikes getting caught in the mess of others, refusing to allow himself to be drawn in the conflict of others. Jecht is incredibly fashion oriented and likes to use stylish and flashy moves, being reflected in his choice of attire and hair style, refusing to use anything short of fabulous. However, this mentality is also reflected when he fights with others, as Jecht firmly believes in killing his opponents "elegantly" with his own personal magic art rather than simply finishing them off physically, even when they are incapacitated and vulnerable to such attacks; he claims that such a method is more suited for women who are more violent-oriented toward using aggressive styles of attacks, and is visibly angered when others suggest that he employ such tactics. As a suave smooth talker, Jecht does try to romanticize with other women and females that catch his eye, flirting with them without a moments notice; with his charming good looks, and level of charisma, Jecht is seen as a type of womanizer for trying to hit on every cute girl he meets. Although is very flirtatious with attractive women, he was 1st ranked as The Wizard I'd Like To Be My Boyfriend Rankings of the Sorcerer MagazineEven though being glamorous, he does not take kindly to those who abuse or take advantage of women, making it a rule of his to never lay a hand on a woman unless she wants him to. He also defines a woman's value not by superficial attributes such as physical appearance, but instead by her style and presentation.

Askin C.png due to knowing that he would be one of a few people to change the world and wanting to see the kind of world he would create. With a great sense of curiosity about him, Jecht tends to observe first and act accordingly later to measure how dangerous a situation is before running straight ahead carelessly. This is reflected in his tendency to judges others based on character rather than appearance, rarely does he underestimate others solely on looks alone, always choosing to fight cautiously without running the risk of risking his life in the process. However, deep down, beneath his suave personality and tendency to stay out of a fight is mainly his way to keep others away from himself, keeping them safe from from the reach of his powers and magic as to protect anyone from being affected. For all his faults, Jecht isn't at all heartless and disconnected toward others in comparison to his own comrades, as such, he does live with the fear of hurting others unintentionally, tending to hold back when he fights when in the presence of others that aren't involved in his fights. Even when he fights seriously, Jecht doesn't truly display a serious expression when doing so, simply brushing off his seriousness through casual talk and simple facial expressions, never allowing himself to take the battle seriously enough to change who he is to the point of making him lose focus, always maintaining his care free composure even in the face of death.
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Bow
Erzengeln Bogen (大天使の弓, Dai Tenshi no Yumi; lit. German for "Archangel's Bow"): Jecht's main method of combat is the use of a specialized bow custom built for his specific needs and magic spell use. He wields a long bow that he summons by drawing it out of the cuff of his sleeve. Its handle is composed of several circles joined by light-colored bands, which then taper off into a normal bow. The bow itself sprouts from and is attached to his wrist, making it impossible to disarm or remove without severing his hand. The bow allows Jecht to use the ethernano in the atmosphere, and combine it with his bow to generate attacks and magic-based projectiles to strike from a safe distance. With the use of this weapon, it makes it easier time for him collect this energy in environments with higher concentrations of ethernano such as in the Celestial Spirit World for example, or other locations with an abundance of magic. The ability to manipulate such energy allows for a variety of abilities offensive, defensive and supportive, allowing Jecht a multitude of options when in the heat of battle, opening up new possibilities to defend himself. The Erzengeln Bogen's primary attack used by Jecht are ethernao-infused energy formed into the shape of an arrow that is capable of injuring and/or killing both spiritual and physical beings ranging from simple humans to demons and Etherious. The arrows can be created by collecting ethernano, even able to absorb it from a multitude of other sources aside from the atmosphere, such as stealing it from enemy spells, enchanted items, and robbing it from enemy wizards, giving him many ways to form his arrows. The overall power that his arrows contain is incredibly fearsome, firing a total fagic force of over 300,000 Edeas per arrow, giving it the magic power level of an above average A-Class spell, easily able to hold his own against the toughest of high-class spells with firing a single arrow toward their direction.

Ways of Combat
Bowman

Maximum Zenith Bowman:

Prowess
Normal Strength:

Immeasurable Durability:

Immeasurable Speed:

Immeasurable Pain Tolerance:

Sixth Sense:

Magical
Prowess

Immeasurable Magic Power:

Perfect Black
Bleach 601 18 (1).jpg (完全な黒, Kanzen'na Kuro; lit. "Black Poison of the Forgotten") is an uncategorized magic art created by Ansem for Noah's exclusive use, awakened by his True Potential Unlock' (真の潜在的なロックを解除, Shin no Senzai-Tekina Rokku o Kaijo'') ability. Able to unlock the hidden potential of others through the use of his Emperor's Millennium, able to push a person's body to the highest possible degree, unlock their hidden strength and abilities within themselves and amplify it, gaining an incredible level of untold power due to his incredibly strong force of will able to draw out the hidden capabilities they themselves are unable to awaken. Able to bypass all limitations a body possesses and break each limiter placed unto others at will, increasing the offensive and defensive capabilities along with their overall abilities to their fullest extent. This ability is not only limited to physically oriented abilities, but mentally as well, he can elevate an individual's natural consciousness to a higher plane of existence, a feat achieved through years of meditation, all for the sake of allowing them to reach a higher level of enlightenment. With this, they become self-conscious of the exact limits they possesses, awakening and developing the hidden potential that lies dormant within themselves. unlocking previously nonexistent abilities from not only himself, but others as well. The entire process can is able to give birth to an enormous variety of abilities, always different yet always fitting, blooming and evolving alongside their users. With his level of experience, he can not only learn new abilities, but even push them beyond their limits by creating new and more advanced ways to use them, improving their capabilities to unprecedented heights of power and efficiency. This is most commonly seen in his use of magic, more specifically in his Emperor's Millennium, able to alter his abilities and ethernano alteration rate, any ability or power that can be perfected and amplified way beyond its normal limits. With the limits completely and utterly broken, a wizard affected by Ansem's ability is able to overcome his/her personal weaknesses that weaken them in most regards, becoming either more resistant or completely immune to said weaknesses, even able to destroy them with a single wave of his magic. With Ansem's aid, he can help others transcend the limitations of their power, this is accomplished by him placing his hand unto the head of the wizard that wishes to waken their true power, using his vast power to draw out the innate prowess that sleeps within the deepest recesses of their soul, laying dormant. Jecht's ability that manifests itself in his ability to "live" through any type of injury and damage he sustains in battle by paying a certain price when doing so, as well as influencing the power of life and death to those around him.
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This is commonly achieved by allowing his body to adapt to being exposed to a certain type of magic for prolonged time; negating any spells heading toward him by adapting to their nature; this skill makes it impossible to for Jecht to be frozen or burned, even when exposed to magic or the environment. This magic functions to increase his natural resistance toward magic-based attacks to exponential levels, easily brushing off even the likes of Lost Magic spells without even utilizing his own attacks to do so, simply absorbing the impact with his muscles to divert the energy elsewhere. Much like the human body, the ability to adapt and grow with the exposure of specific situations and change himself to fit to occurring changes. This adaptive trait Jecht has, is a trait with a current functional role in the life of an organism that is maintained and evolved by means of natural selection, changing the very nature of his body and ethernano composition to heighten his resistance toward magic arts of varying types and elements, ranging from Caster Magic, Holder Magic, Lost Magic, and Black Arts Magic. Adaptation refers to both the current state of being adapted and to the dynamic evolutionary process that leads to the adaptation. Adaptations enhances the fitness and survival of individuals in order for organisms to face a succession of environmental challenges as they grow and develop and are equipped with adaptive traits developed specifically in response to the imposed conditions. The developmental norm of reaction for any given trait is essential to the correction of adaptation as it affords a kind of biological insurance or resilience to varying environments. When struck with a continues exposure to a specific spell or element, his body will eventually produce counter-ethernano particles to imitate the opposing force striking at his body and negate it by offering the same force counteracting with an equal and greater force. This magic functions in the same way as antibodies do inside the human body, via the immune system to identify and neutralize pathogens such as bacteria and viruses, except in this case ethernano particles and spell composition. Like it's design, the antibody recognizes a unique molecule belonging to a harmful agent, and acts in accordance to it's level of lethalty. Perfect Black's "antibody" magic acts with the similar design, as an antibody contains a paratope (analogous to a lock) that is specific for one particular epitope (similarly analogous to a key) on an antigen, allowing these two structures to bind together with precision and cancelling each other out. Using this binding mechanism, an antibody can tag a microbe or an infected cell for attack by other parts of the immune system, or can neutralize its target directly (for example, by blocking a part of a microbe that is essential for its invasion and survival). Depending on the antigen, the binding may impede the biological process causing the disease or may activate macrophages to destroy the foreign substance. The ability of an antibody to communicate with the other components of the immune system is mediated via its ability to commune harmoniously with other organisms belonging to the same host. The production of antibodies is the main function of the human immune system.

Bleach 658 6.jpg than any other type of magic art in Earth Land. This ability is normally triggered when Jecht is struck repeatedly by a specific type of magic for a prolonged duration in battle, his body will develop a type "immunity" to whatever substance or magic-based attack he is attacked with. His immunity acquisition speed is incredibly fast. Upon receiving an attack, he reflexively analyzes an enemies ethernano and spell composition and begins to create his immunity at a terrifying speed, adjusting the conditions of his body and magic production generated by his magic container in order to better adapt to his foes attacks. As long as he has one minute he can render virtually any attack ineffective. After a while, Valtus' body will begin to adjust and imitate the ethernano signature and process in which a particular form of magic is being used on him, automatically adapting it's very nature and power inside his body, giving his body the time to learn and modify itself in the best way to counteract anything targeting his body; as long as the base attack type remains the same, any surface layer changes will cause Jecht's immunity to adjust in turn, rendering the spell ineffective. This prevents him from being harmed by opponents who use a singular type of attack in battle. This ability is commonly used against Slayer Magic users, seeing as how they use a singular form of magic and element type in which he can adjust himself in order to counteract their spells through the magic alteration of his body's magic composition, matching and imitating the properties and ethernano use of their spells in order to become immune to their attacks.
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This means that the same attack doesn't work twice on him in the same battle, and wizards that use a singular type of magic are doomed to fail when coming at him in battle; by having his body memorize a specific type of magic, he can use a different type of antibody to counter it's effects and effectiveness against him to zero. However, certain requirements have to be met in order to generate an immunity that is designed to cancel spells. The first being that Jecht has to be exposed to a large quantity of etheranno particles belonging to the spell he wishes to incorporate an antibody for, often allowing himself to receive the injury head-on in order to familiarize himself in the composition and magic structure of the attack, allowing his body to adopt it and replicate the same effect through his body. Primarily done by manipulate his life on a cellular level, including but not limited to, magic alterations and physical distortion and/or augmentations of biological functions. He can cause his cells to augment in order to induce advanced or biological healing and increased physiological maturity, causing himself to "evolve" to a point where the magic is unable to function against him. By compress any/all of their attacks, he can amplify them to the point of becoming lethal the moment the attack makes contact with him, able to deal far more damage then they normally would. Although unimaginably dangerous to do, the higher the death rate and lethal damage, the greater the effects of Perfect Black manifests itself in contrast to the damage, targeting the damage instead of the attack itself; Jecht can change and modify his body by enhancing his physical capabilities by the amount of damage he sustains, causing him to be able to use certain powers, and heal himself at the same time. When dealing with the damage inflicted upon him and using Perfect Black to negate it's function, the damage in question doesn't disappear, it remains inside his body where it still lingers. Jecht can use the damage in a number of ways, such as forwarding it back at it's source and weaken his opponents or strengthen himself in different aspects by causing progression such as weakening/strengthen his powers, physical capabilities, or removing it all together. This is Perfect Black's secret power: manipulating the nature of damage and re-purposing it's every aspect inside his own body, expunging it or simple channeling it for another purpose. Jecht can increase and amplify the damage the he takes, making him easier to kill or destroy, which ironically makes him even harder to kill. Regardless of it's source, he can manipulate all forms of damage, whether mental, physical, spiritual, etc., reversing, amplifying, reducing, negating, etc. damage, and choose what is damaged by what attack and what doesn't. With his body, he can memorize the damage he has taken and render himself immune to it. Whether the damage is from an opponent or self-inflicted, Jecht cannot be harmed in the same manner that was used to inflict damage upon him. For example, if he assimilates the pain and damage after being cut with a sword/blade, he would become immune to the damage potential of metal-based, bladed weapons. Such as if he wear shocked by Lightning Magic, he can become immune to electricity, if burned by Fire Magic, his skin will adapt to the temperature, if beaten repeatedly, shot, or stabbed, he will exhibit a level of invulnerability to said attack; Jecht can either instantly develop powers or abilities to deal with threats or his body dynamically learn from experience and react accordingly.

The damage can be used positively for more benevolent purposes, such as making himself stronger, faster, more durable based on the overall level of harm he has received. From developing enhanced speed after being shot, or heightening his defensive prowess, or gaining the opposite power of his opponent, to becoming immune to a specific power, element, attack, object, etc. As he receives damage from his opponents, environment or by themselves, Jecht's ethernano will adapt to make him stronger to resist it the second time. He can be empowered by physical damage, mental damage or soul damage. Lethal damage in question (throat slit, fatal poisoning, Crash, etc.) can give a (near) maximum boost on his attacks when using Perfect Black. However, what makes this power truly frightening is his unique ability to "share" his magic with others in however way he desires, most commonly in the form of distributing any damage he has received, spreading it over a large group or area and affecting any living creatures inhabiting it. This allows Jecht to convert what would normally be fatal blows to harmless or near-harmless attacks that would essentially be diverted to him instead of others or vice versa. When using it to protect or support others rather than inflict harm, Jecht can decrease and reduce the damage the a person can take, making them harder to defeat in battle. He can temporarily enhance a variety of a individual's performance such as speed, strength, durability, accuracy, powers, intelligence, by converting the damage done to them into energy to empower them. This power can also protect the a person against any and/or all ailments that hinders them as well as accelerate their bodies healing process to gain a regenerative healing factor, however, this can only be done when Jecht shares his blood with someone, allowing his ethernano to flood their body and purify any outside foreign forces. He can even apply more than one/all enhancements at the same time, such as enhancing all aspects of their physical strength. When used against an opposing force, Jecht can also cause hindrance to the enemy in both powers, physical and magical, decreasing their overall strength equivalent to the total damage they have received and the severity of their wounds. He can completely recharge/refill anyone's abilities and magic powers after they have been used up, completely restoring them to the point that they first started using them by sharing his own magic, giving him the ability to support others. Among other effects,he can afflict others with magic-inflicted debuffs that can frequently lower the magical attributes of their attacks, hindering the effectiveness of the target's actions, or cause damage over time. As the support role, his body is a living magnet for all types of damage, using his Organic Link Magic to negate any damage, pain and/or wounds, mental and physical, that others will take. As a unique feature when combing these two spells together, Jecht can counteract the effects of magic powers that allow others to share their powers or gaining strength from others by dividing the potency of the power, infecting this connection and simply stealing it all for himself. Any type of attack that deals in physical damage can be absorbed, such as as a collision, physical impacts found in punches and kicks, weaponry such as swords, bullets and hammers or even explosions.

Bleach 656 10.jpg giving Jecht the power to manipulate the deadliness/harmfulness/lethality of anything towards anything, increasing/decreasing how much damage anything can cause, in this instance anything that can physically be touched by his Perfect Black can be used as a way to harm his enemies. However, this ability is manifested when he exerts his Perfect Black antibodies in the form of a virus or toxic miasma that infects anything he touches or infuses it into, transforming it into a poisoning vile lethal toward both living and inanimate objects. When applying it in this manner, his magic takes on the characteristics of bacteria hat infects the magic and material inside others to any degree he desires, spreading it like a disease as it ravages the body of the unfortunate soul caught in it's effect. Aside from a simple virus, it does possesses the properties of poison as well; he can generate, create, emit or otherwise produce a poisonous magic substance and afflict the victim through contact. For the sake of clarity: poison, toxin and venom are terms for any substance that injures the health or destroys life when absorbed into the system: poison is the general word, toxin is a poison produced by an organism (plant, fungus, animal); it is especially used in medicine in reference to disease-causing bacterial secretions, venom is especially used of the poisons secreted by certain animals, usually injected by bite or sting. The poison Jecht produces incorporates all aspects of these three types of poison, making it lethal regardless on whether or not physical contact is even made. As to how it's made and produced is a rather complicated procedure; naturally, anything that harms him can be used to either enhance himself by producing a counter measure or make others suffer from it by increasing the level of damage exposure they can be afflicted to when touching it. But when Jecht intentionally produces antibodies on elements or substance that aren't harmful in any particular way, he can forcibly alter their natural composition to the point of becoming fatal toward anyone interacting with it via his ethernano emitted by his Perfect Black. This can be used in a multitude of ways, such as affecting the ambient ethernano particles, making them lethal to anyone trying to collect them, infecting the air, making it poisonous to anyone that breathes it. etc. What makes it truly dangerous is the fact that this poisoning has no type of cure or method to combat once someone has been exposed to his magic for prolonged duration of time; with such a massive level of ethernano comprising it, it acts in a similar fashion to radiation poisoning, causing cellular degradation due to damage to the magic origin and other key magical structures within the cells in various parts of a wizard's body. This destruction, particularly because it affects the ability of their magic particles to divide normally, in turn causes the symptoms; it also weakens a wizards natural resistance toward magic (magic immune system), eventually destroying it completely when enough damage has been wrought.
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Through the use of Perfect Black's passive ability known as Schnitter Spielplatz (刈るの遊び場, Karu no Asobiba; lit. German for "Reaper's Playground"), Jecht can control, as well as manipulate the exact numbers and quantities of toxic exposure he wishes to infect others and to what extent: how much there is of nearly anything they encounter, allowing him to determine the overall level of lethality it has on certain individuals. This manifests itself in the form of plus (+), minus (-), multiplication (x), and division (÷) insignias he places in the area of effect he has: Adding makes toxic level and damage sustainable become larger (toxicity, damage level, and ailments are increased in effect); Subtraction makes lethality become smaller and lowers the overall damage sustainable (damage and toxicity decrease in size); Multiplication increases how it exists in the overall area, extending the field of effect even further by using a designated number; Division allows him to divide the overall lethality of Perfect Black and the damage one can suffer depending on the number of people and objects inside his field of control. Aside from those four, he can also use fractions, integers, squares/cubes, roots, absolute value, logarithms, etc for different levels of quantity number control. As a skilled doctor and scholar in health, his use of complex sequences and thorough understanding of the human body makes this an excellent ability to use; by his own volition, Jecht can change the quantity, structure, space, and lethality of his magic through manipulating the laws and foundation of it has, allowing him to change the principle of numeracy it has, for example altering the distance between two targets,, increasing or decrease the amount or quantity in a substance or in an area, etc. Capable of manipulating the exact nature of Perfect Black to suit his needs, his old abilities that control the flow of damage can be applied to this as well, not only does his control and ability to produce antibodies extend toward others, but his ability to regulate the process of injuries or damage is applicable here as well. Anything caught in his area of effect gives him the power to regulate type of harm that can be done and how it is perceived by those who receive it, while at the same time poisoning the attacker while establishing countermeasures to their attacks; this magic main purpose is to deal with damage and redirecting it into other purposes. If need be, Jecht can use his opponents power against them by controlling the flow and direction in which it moves or is heading to, using himself as a sponge to soak up the damage and convert the total damage into something else.

Organic Link Magic
Organic Link Magic(生体リンク魔法, Seitai Rinku Mahō) Is a Caster Magic that allows user to connect both people and magic together in certain variations. Similar to that of Maguilty Sense, the user begins by creating a special linking connection between either themselves or individual people to any form of magic that they have, resulting in union that binds them together so long as the connection between them stands. It has been shown that there can be positive and negative attributes to this form of connection, in some cases if a object person connected with the magic is shown to be attacked by an opponent, the end result is that the damage that would've been taken by the user is reversed back to the opponent with twice the damage. The positive aspects allow the user to enhance their own powers using this magic, often resulting in a more powerful form that they can access when it is used. When used by Jecht, this magic art is used to connect his body with other beings,

Territory
Territory (絶対領土 (テリトリー) Teritorī lit. Absolute Territory) is a Caster Magic and a type of that involves the manipulation of. When the user begins to use this magic, their hands start glowing a rainbow-like color, slowly allowing a special invisible sphere to appear all around the user and beyond their range of space, allowing anything and everything inside of the sphere to be controlled by them when they produce the magical membrane to produce from their hands. In the area surrounded by the sphere, the user is actually able to command and control everything around them within a certain degree, allowing them to be manipulated in any way the user can think of and producing incredible spells that can actually be alter to affect a different part of the area, often redirecting powerful spells to not affect anyone else aside from the surrounding territory within the sphere's range. It is also seen that the user is capable of changing the actual environment of the area, at times changing the actual gravity to make it much more difficult to fight in or making it harder to cope with for the enemy, but not the user as they are protected by the very sphere they produce. There are certain risks with using this magic, due to the fact that only those inside the magic sphere are affected, meaning anyone who attacks from outside the range will be able to inflict damage and not get manipulated by the membrane. It is also seen that people themselves are not capable of being controlled or manipulated, meaning no one is able to make someone fight each other against their will and can often mean it is next to impossible to keep anyone in the sphere.

Blood Magic
Bleach 602 6.jpg' (血の魔法, Chi no Mahō) is a Caster Magic and Elemental Magic that enables the user to create and control the element of blood. It is the only'' elemental magic to be considered a Forbidden Magic, because of the sinister connotations of blood. Indeed, Blood Magic is referred to as the darkest, most powerful, and most feared of all the elemental magics and is the only non-Lost Magic known to have a taboo. Blood Magic is a Caster Magic the grants the user the power to manipulate blood, whether it's from oneself, others or free-flowing. In order to harness its power, the user projects their magical power outwards, before focusing on any source of blood in the vicinity, whether from the user themselves, the enemy, or anything else—allowing the user's magical power; influenced by the ambient eternano within the atmosphere to combine with the blood, placing it under the user's control if it was not originally; also allowing it to transform from a normal form into a more physical form. In addition, when forming blood, the user's magical aura will contain it, making sure there is no overflow or such. When the user utilizes Blood Magic, they can move and freely control the blood placed under their control, or from their surroundings, such as a blood-bank, a hospital, or a battlefield—these are some of the examples. For offensive measures, the user is capable of using the blood to unleash attacks of various shapes and/or intensities, either projected, used as a part of melee attacks or projectiles in a similar manner to that of other elemental magic. The user can also control the state that blood is in; enabling them to solidify blood though forming a seal of sorts around it with their magical energy to form powerful tools and weapons as a substitute for a weapon as well replicate themselves though an unknown method, making carbon copies of themselves to serve the purpose of causing a credible distraction. As with most elemental magics, the user is also able to transform their entire body into the element of blood in order to move swiftly, dodging efficiently and making surprise attacks. But, if they are caught while in a tangible form, the user is then vulnerable to attacks. Technically, Blood Magic can serve as a vastly more powerful version of Water Magic; though its true power lies in its fuel. Spilling of blood is a potent force in the working of magic. It may be a token sacrifice, but it may also be the loss of life that fuels the spell. In any case, losing blood –from any source- will cause the magical energy utilized in order to harness Blood Magic to surge violently, granting an increase in power by thrice the amount. This makes Blood Magic far more powerful than the other elemental magics on paper—though naturally, the skill level of the magicians utilizing them is the deciding factor.
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Indeed, due to Blood Magic being drawn from life, it can be considered a kind of "life energy manipulation"; using their life to fuel their magic, making it some of the strongest out there. Essentially, the blood may be supplied by either the magician or sacrifices, whether willing or unwilling. For this sinister method of activation, along with utilizing blood as if it were an element, Blood Magic enables the user to cast imitations of spells that would otherwise be beyond the caster's abilities, or require the use of magical tools—an example of this is the Bloody Break spell, which is an imitation of the Abyss Break spell, and it should be noted that the more violent or painful the method of acquiring blood is, the more powerful a spell will become—with death allowing a caster's attack to reach the heights of S-Class Magicians at a minimum. Because of its enormous power, some ancient magicians were known to keep numerous slaves on hand as fuel for the Blood Magic—something that's sadly continued to this day. However, its deadliest ability is that Blood Magic is capable of controlling enemies like helpless puppets—the only limitation to such a terrifying skill is that the user needs to have a direct link to an open wound on an enemy. Blood Magic's taboo is that the power is addicting and detrimental to the caster's sanity—very much overly so. The power of Blood Magic –the power to control the very life force of all beings in a sense- is extremely powerful, and the sheer weight of Blood Magic's power will normally slowly erode the user's morality, with 'controlling everything' becoming their solution and reaction to everything. The user slowly drowns in their immense strength, and even the noblest of souls can gain hearts as black as pitch—essentially, one way or another, a Blood Magic user will fall to the side of darkness without any way out. Even then, this time spent trapped in villainy is brief—but not in a good way. Further use of Blood Magic will remove the user's five senses one-by-one, even their basic motor functions, essentially leaving them as naught but a drooling vegetable. Because of this, as well as its deadly uses, Blood Magic was labeled a Forbidden Magic and magicians who utilized it were hunted down and imprisoned—indeed, only a few remain to this day. However, as a result of being under the constant effect of his Perfect Black, his blood is unimaginably poisonous to other organic creatures due to the high ethernano content and magic saturation it has, being a volatile toxin to anything it touches, be it human, etherious, or otherwise. With his poison blood, Jecht can use it against his opponents or when he feels threatened, expunging it from the surface of his skin. He can choose to release his poisonous blood by either physically cutting himself to ooze of his blood. If someone were to touch via skin contact or inhale the smell of this blood, the person will severely damage their internal organs and literally causes skin to be infected.

This magic infection makes him into a walking plague, whatever his blood dilutes into, such as liquids or water-based materials; magic arts like Water Magic and Ice Magic (Ice-Make) are the most successible to the special properties of his blood as it can infuse itself and bond with the water that comprises their magic structure. With such a high toxicity level in terms of magic and organic harm it inflicts, it cannot be consumed by Dragon Slayer Magic that uses blood as it's base element; this is primarily due to the blood acting in a similar fashion to radiation poisoning, the moment it's ingested, it will wreak untold levels of damage and magic catastrophe inside them as it destroys their natural magic immunity, killing them and brutally crippling their magic origin as a result. With this kind of substance running through his veins, Jecht is completely immune to all forms of poison and viral infections that enter his body, being eradicated by his cells and magic power the moment it enters his system. By bending the composition of his blood, he can change it's natural state of being into any of the other three forms of liquids he desires, such as exude gases, causing various effects on others who inhale these fumes. While in gas form, the toxic nature can be spread in a large area; when making it into a solid form, he can create swords, multiple shapes, or obstacles to impede his opponent from attacking him head-on. On an advanced level, his blood can solidify or give solid-like properties to it's liquid of gas form of non-solid mass by causing the loose molecules to come together with the level of solidity he desires, going from loose jelly to metal-like hardness or even beyond, creating blood structures with a level of durability that exceeds even the likes of legendary weapons. He can manipulate the density and solidity of his blood to any extent he needs it to be, going so far as to manipulate size/volume as well. This allows Jecht to increase the quantity of blood he has and how large it can become when he summons it, controlling every possible attribute it has. One common application his ability to crystallize the blood within himself or other objects or beings that have his blood, either spilled unto their weapons and tools or is coursing through their body via internal exposure. This allows him to destroy or kill anything that has his blood on them from a safe distance

Blood-Make
Blood-Make (, Buraddo Meiku lit. Blood Molding Magic) is a Caster Magic and a subspecies of Blood Magic of the Molding Magic brand; as the name may or may not suggest, Blood-Make involves the creation of objects involving the element known as blood, a body fluid in beings that delivers necessary substances such as nutrients and oxygen to the cells and transports metabolic waste products away from those same cells. Like most other forms of Molding Magic, Blood-Make is something of an oddball amongst the various other forms of Elemental Magic and their subspecies, as while more often than not, Blood-Make lacks sheer power, it more than makes up for it in the incredible amount of options at hand which can be brought out by the caster's imagination – indeed, while it is underrated among the variety of obscure magic such as the infamous Slayer Magic, including Dragon Slayer Magic, God Slayer Magic and similar Lost Magic, it can be considered one of the most versatile forms of magic in existence.As mentioned above in the opening paragraph, Blood-Make is a type of Molding Magic, which itself is an Elemental Magic that's focused almost entirely around the shaping of the caster's element into numerous shapes and figures in order to suit the situation, taking the concept of "Shape Transformation" to its absolute zenith; in the case of Blood-Make, it utilizes an in-born Blood Magic, the Elemental Magic that revolves around the manipulation and generation of blood as its catalyst – indeed, just like most other forms of Molding Magic. Since Blood Magic provides the caster with the ability to generate the blood and focus it rather minutely into all sorts of spells, one would need Blood-Make to get the most out of the element of blood in general. Thus, any sane user of Blood-Make can be considered to have their version of this Molding Magic exist as a permanent Combination Spell, which is, well, a combination between two magics, not dissimilar to that of a Unison Raid; fusing Blood-Make and Blood Magic. Indeed, when inducing the activation sequence for any blood-based supernatural power, the caster is capable of invoking the power to shape the evil element produced simply by mentally commanding it or using the incantation of "Blood-Make...[insert spell name here]"; though in the case of the stronger wielders of Blood-Make, they can simply snap their fingers as to induce the transmogrification and convergence of all necessary particles of the activation sequence, not requiring any prior motions to invoke this more intimate power.

In order to harness Blood-Make, the user makes the usual Molding Magic pose, placing their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of convergence, with the caster's thoughts focusing on any source of blood in the vicinity, whether from the caster themselves, the enemy, or anything else—allowing the caster's magical power; influenced by the ambient eternano within the atmosphere, combines with the blood, placing it under the caster's control if it was not originally; also allowing it to transform from a normal form into a more physical form. In addition, when forming blood, the caster's magical aura will contain it, making sure there is no overflow or such – alternatively, they are capable of manifesting its power simply by affecting the blood within their body, affecting themselves internally. If the user understands the inherent structure of the properties about to be reproduced in their mind; including the flow and balance of magical energy within, they can use the blood in order to perfectly replicate the structure of the identified material, using the blood to cause the manifested item in a more malleable state, completely unlike its regular version, as to allow it to be easily reshaped into a new form, reforming the material into a new shape. During this process, the caster projects their Magic Seal outwards while envisioning the creation of their choice and drawing power from the atmosphere as to scan the vicinity for all sources of blood and absorb it; the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of scarlet energy as the desired creation spawns from the glyph of energy accompanied by a swirling torrent of red.

But, of course, no matter the activation method for Blood-Make, the end result is always the same in that it sets up a perfect stage for the user to manipulate the shape of the blood that the stray eternano and other molecules within the atmosphere is transformed into in any way that they deem to be suitable at a whim through the process of expanding, shaping, and solidifying the blood, whether it be weapons for certain offensive measures for both close-range and long-range combat; also, the caster can manifest all sorts of creatures that function in a similar manner to Celestial Spirit Magic or Familiars, armour to bolster defensive capabilities, body parts, or even for more miscellaneous purposes such as more mundane, everyday items such as chairs and tables, as well as this, Blood-Make has some strategic element to it in regards to espionage and the like, as the user is capable of creating exact replications of keys or scanners in order to access previously unavailable areas; the caster can form almost anything, whether said objects formed happen to be living or not. When the user utilizes Blood-Make, they can move and freely control the blood placed under their control, or from their surroundings, such as a blood-bank, a hospital, or a battlefield—these are some of the examples. For offensive measures, the user is capable of using the blood to unleash attacks of various shapes and/or intensities, either projected, used as a part of melee attacks or projectiles in a similar manner to that of other elemental magic. With Blood-Make, the user can also control the state that blood is in by transmogrifying the properties of the blood into the other three states that a liquid is able to transform into through the phase transition process, such as ice for solids, and mist for gas; enabling the user to solidify and crystalize blood though forming a seal of sorts around it with their magical energy to form powerful tools and weapons as a substitute for a weapon out of blood as well replicate themselves though an unknown method, making carbon copies of themselves to serve the purpose of causing a credible distraction, as well as creating wings of blood that somehow support their weight, levitating drops of blood to throw at people, full-sized human puppets made of blood and make their blood sharp enough to cut people. It is said that as long as the caster can imagine blood being formed and shaped into something, it is completely doable- at it's strongest point, the wielder of Blood-Make is capable of weaponizing other people's blood by making them bleed then igniting the oxygen in the exposed blood; a wielder of Blood-Make can also use the liquid form to replicate the effects of lasers.

With Blood-Make, the user can create a variety of objects out of blood to be used offensively or defensively. Outside of combat, the user can also change their surroundings using blood, such as covering the ground with blood, causing enemies to slip up easier. A property unique to Blood-Make is that the constructs forged from the magic are capable of being charged by fuelling more magical energy into them, granting extra power and possibly other properties. As a form of blood-manipulation magic, the caster can also generate an augmented form of blood through their bone marrow, allowing them to manifest more quantities of blood than what is normally feasible. The absolute dominance over blood that the power of Blood-Make also grants the wielder's leukocytes, which are the cells of the immune system that are involved in protecting the body against both infectious disease and foreign invaders, such a potency that any form of bacteria or virus, including those released by Poison Magic and is effectively nullified upon attempting to enter their body, annihilating the hopeful infection through a quick and permanent creation of antibodies, also ensuring that the caster will adapt to almost any situation at hand; the blood within their body can also solidify in order to form invisible armour of a sort that can protect the caster from attacks. Through the process of creating a thrombus, the caster is also able to stop their bleeding, allowing them to fight for extended periods of time- they can also use their control over blood to control other organic beings as if they were nothing but marionettes, turning the caster into a puppeteer of sorts. Not only this, the user can regrow lost limbs by absorbing large quantities of blood, manipulate blood they can come into contact with to great effect (which is extended to any blood that's visible in an enhanced state, such as bloodstains on somebody's shirt), most often, by a slight margin, as a myriad of tentacles, and is empowered when well-fed. In addition, as Blood-Make is formed from a fluid from bodies, it has a certain resistance from magic which affects time in any form, such as Arc of Time and Time Magic. Interestingly, Blood-Make, unlike most other forms of Molding Magic such as Ice-Make and Lightning-Make, does not possess two different forms of harnessing its power - instead, forgoing the likes of "static" and "dynamic", Blood-Make is categorized as a singular form of magic due to blood possessing the properties of both, allowing for ease of use and a greater level of creativity with the caster's constructs. All in all, the user is capable of forming almost anything; a power that's limited by the imagination of the caster.

weiß Todesgott
[[File:Askin Vollstandig.png|thumb| Jecht's ascended Perfect Black armor. weiß Todesgott(ホワイト死神, Howaito Shinigami; lit. German for "White Death God"): When Jecht pushes all of his magic power to it's highest level, he forces his magic core and body to go beyond their limitations, pushing his powers beyond their maximum threshold to alarming, unimaginable levels. Augmenting his magic's destructive force in frighting new ways, all of his natural skills are also increased to their utmost highest potential, such as speed, strength, durability and etc., with his magic origin's primary function boosted to otherworldly levels, making him appear less than human and more angelic in nature. While moving around, his body is constantly emitting a bright light that shines upon the surface of everything he gets close to, appearing like a holy angel. In addition, his power ans strength are taken to their absolute highest peak, ensuring that he's fighting at his very best without holding back. While in this form, Jecht awakens his dormant powers in order to drastically increase his abilities to the next stage, taking his powers to brand new levels he could not achieve naturally. Not only are all of his original abilities increased and improved upon exponentially, but he is bestowed brand new abilities that dwarf the originals. When activating this transformation, Jecht dons a new attire, consisting of him gaining wings composed of circles connected by beams of ethernano shaped like molecular sequences. The same material surrounds his waist as a belt, and he wears a visor, one bracelet on his right arm, and three on his left arm. Circles hover over his arms and chest, and his bow takes the shape of the a small halo with circles at each point of the star located at the top of his head. While unleashing this power, Jecht can spontaneously and quickly increase his power-level to match and even surpass those belonging to superior opponents and overcome them in a moments notice; this adaptation applies to all personal parameters that his body and magic falls under, from physical, mental, magical, raw power, speed and fighting skills; they will keep increasing until the opposition finds itself severely outmatched, surviving and recovering from incredible punishments until not even once of strength is left to oppose him. When facing some particularly extreme circumstances, Jecht will eventually reach a breaking point, his power-level exploding as he fights in this form, and in the end, no matter how huge the gap in power, his body will always adapt and evolve in order to surpass his opponent.
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This transformation is a result of using Perfect Black at it's highest point,