Enchantment (Per)

Enchantment (, Enchāntomento lit. Magic Transference), sometimes referred to as a prototypical form of alchemy, is known to be a core skill of the arcane arts that's well-known all across the dimensions of and. Taking the very basics of invoking the might of the supernatural and bringing them to their absolute zenith, Enchantment involves the one whom harnesses its power using their arcane power in all forms to invoke the manipulation of all forms of particles, which are a minute fragment or quantity of matter; a variably-sized small localized object to which can be ascribed several physical or chemical properties such as volume or mass. This grants the Enchanter the ability to do as the art is described by "bestowing and affixing one's Magic" (自分の魔法お与えと移設, jibun no mahō o atae to isetsu) by manipulating the flow of matter using both science and sorcery through manipulating the composition and structure of the particles which compose the entirety of existence, granting the user the ability to manipulate the particles of all forms of matter and energy in any way that they deem to be suitable through simple imaginative commands and motions, thereby enchanting anything into any form on however way the user desires.

This results in Enchantment having infinite potential with limitless options and effects that the caster is able to install upon a humans, animals, all structures, or the environment, all with very few drawbacks, making Enchantment exceedingly versatile. In summation, it can be considered the core discipline of Magic that inevitably gave rise to Elemental Magic and associated classifications. Unlike regular magic, Enchantment can also be used for the purpose of altercation of matter toward scientifically practical ends, and to the extent, it allows the user to induce complete destruction or recreation of anything they so desire. While antiquated by modern day magicians who specialize in offshoots of the discipline, those who become capable of performing Enchantment on "all things" (万物, banbutsu) are touted as "High Enchanters" (, Hai Enchantā lit. High-Ranking Effect-Date Addition Art Warrior) and individuals of peerless skill within Magic.

Description
Enchantment can be considered one of the greatest form of arcane utilization universally – even though it had existed before the time of even the, Enchantment never quite scattered to the sands of time to become a Lost Magic, remaining relevant for at least four centuries with many hopeful practitioners investing countless decades into refining and perfecting this art, thus resulting in Enchantment becoming paradoxically one of the more advanced yet simple to learn forms of arcane combat around. Now, Enchantment itself, while it can be considered a classification of magic all on its own not dissimilar to the likes of the Black Arts, White Arts, Chaos Arts, and Slayer Magic, complete with its own Magic Seal that takes upon the visage of a pentagram inside an actual Magic Seal, with eight points and symbols representing the eight directions of the world and innumerable subspecies as well as branches to its name, in reality, it's very much something different. Indeed, forms of Magic are known to be invoked through the manipulation of both eternano that exists externally in the atmosphere and magical power which exists within the caster's own Magic Origin, with the magician whom harnesses the arcane triggering a chemical reaction that merges magical power and eternano as to form the catalyst with which the caster unleashes their Magic through accompanying motions. This process applies to all forms of Magic no matter the tier, including Caster Magic, Holder Magic, Lost Magic as well as every single other classification to exist, encompassing both the offensive-oriented and supplementary-oriented. Enchantment itself however, takes the very basics of forming magic and makes it the power's bread and butter, as displayed by the activation sequence, which involves the magician whom harnesses this power focusing the voluminous quantity of magical energies dwelling within their frame intently – unlike regular magics, where the caster then projects the arcane energies outwards and initiates the fusion of magical power and eternano which is ambient within the atmosphere, Enchantment results in the user to only release the influence that their magical energy would have by 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. Invoking alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics, the magical energies surge outwards exponentially and take priority over all other forms of arcane activation sequences no matter their tier, ranging from other Caster Magic, Holder Magic, and even the likes of Lost Magic, with the caster's tremendous surge of supernatural power influencing all forms of energy and placing it completely under their thrall without any exceptions. At this point, the magician whom wields Enchantment's magical energies wash over are 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 that compose what's affected, said particles being a minute fragment or quantity of matter; a variably-sized small localized object to which can be ascribed several physical or chemical properties such as volume or mass.

The power of Enchantment, while classified as a prototypical form of alchemy, can also be said to be putting anyone and everything under the caster's spell through the process of actual enchantment by placing an incantation on anything they wish to affect through the activation sequence of this power, with the Enchanter invoking the command of ""Particle Transmutation"" (粒子変移, Ryūshi Heni), which involves the enchanter using their thoughts and feelings, directed through their magical energies that have washed over the particles and utilizing the fact that all magic is heavily influenced by emotions as to influence the composition of these particles, affecting subatomic particles, microscopic particles, macroscopic particles, chemical elements, and many more - anything that can be classified as a "particle" is affected by Enchantment, with the caster using their imagination alongside the magical energies that have been transfixed upon the particles in order to activate the process of transmutation of these particles into anything else that could be categorized as a particle, converting one thing into another, thus resulting in Enchantment's main ability to change the particle structure of anything which is inorganic in accordance to their thoughts by changing the particle bonds. Indeed, through the skill of Particle Transmutation, the Enchanter is able to completely alter the form and structure of anything they wish, and while everything that the caster puts their mind to is capable of being affected, and thus, the user can transform, alter or transmute matter, energy, chemical elements, objects, beings (animals, demons, legendary creatures such as dragons, phoenixes, spirits, and even the likes of into anything else by enchanting them and thus placing magical abilities of their own within them, either completely or partially, permanently or temporarily. The area-of-effect of Enchantment is capable of being tremendously extended through fuelling more magical energy into the activation sequence of the skill, allowing an Enchanter to affect an incredibly wide range of matter through this power, effectively generating an effect not dissimilar to the likes of the sphere of influence displayed by a supermassive black hole, a region in which the gravitational potential of the black hole dominates the gravitational potential of the host galaxy, producing a field in which everything is forcibly transformed into particles and from there into what the caster wishes. The power of Enchantment also completely nullifies the likes of an ability which bestows forms of matter an inability to be modified in any way unless coming from a fellow Enchanter of a higher level of skill. Most magicians, whether they be ordinary-level magicians or wizards as powerful as and the Ten Wizard Saints, are only able to learn a handful of magic are store them within their Magic Origin, up to a maximum of twelve at a time, and no more than one form of Lost Magic or an  at once. However, as Enchantment revolves around the transmutation of all particles to achieve the caster's desired result, it could be said Enchantment's ability is Magic itself without being locked down by a specialized discipline or limitations, thus granting the Enchanter an unparalleled talent in the variety of powers and spells displayed as well as what they could potentially learn.

The results of this grant a user of Enchantment the ability to imbue their own energies within each and every aspect that's known to reside within Earth Land, allowing the wielder to change every particle not limited to but definitely including atoms, and molecules that composes all matter which the world is made up of into that of their own energy and from there, have their supernatural energies take upon the properties of other forms of matter, granting the user the ability to produce a variety of effects – doing so has the user's spells of all kinds accompanied by composition alteration; effectively altering how these particles would bond together in order to modify the properties of any object right down to their chemical composition. Indeed, when exerted to its fullest extent, this magic grants the wielder the ability to casually manipulate the present state of various landscapes including both the terrestrial ecoregion and landforms, climates, and the very earth itself as well as its atmosphere on a whim. But more than that, due to it's activation mechanics, Enchantment allows the wielder to manipulate the particles of all matter and energy, whether it's superimposing their own energies upon the world, changing particles, absorbing them, and many more, causing the magic to be almost superbly versatile, showing countless applications and it has a high adaption rate, as a skilled user can seemingly do anything if they put their mind to it. While the scope and range of what the area-of-effect of the magic has yet to be determined, it's known that with Enchantment, the wielder is capable of conjuring things entirely from thought alone just by manipulating and arranging the structure of the particles which are saturated throughout the entire of existence. Generally, Enchantment can be considered an extremely versatile magic which functions in a similar manner to that of the Lost Magic which is referred to as Arc of Embodiment, as it mainly runs off of the caster's thoughts, feelings, and more importantly, their imagination; as long as they can perceive something happening as an end result of enchanting something, it is within the scope of the caster's power, effectively resulting in an incredibly wide variety of effects; with Enchantment, a skilled user is capable of combining all sorts of materials, raw or not in order to forge something completely out of the ordinary or to reshape something which already exists, enabling the user to utilize nearly anything in the environment to supplement their abilities in battle and attack in countless manners on the fly. Since Enchantment is more or less powered by the caster's imagination, thoughts, and feelings instead of having a specific theme to the magic like other forms of Caster Magic, Holder Magic, also extending to the likes of Lost Magic, which would theoretically be superior to Enchantment. No, as Enchantment runs off of the process of "eject energy outwards > affect particles > imagine an effect and it's done", Enchantment can be considered akin to reality warping, a supposedly almighty power that allows the user to create, change, destroy, and even alter the very fabric of reality through nothing but their thoughts. Going even further, as Enchantment seems to work off of the caster's mental commands, the power is able to mimic various magics of all classifications and induce effects upon the world similar to their corresponding magics without those arcane powers taking up a spot in their Magic Origin's capacity – since it's more "installing the thoughts of the caster into the world through molecular manipulation" than anything else, Enchantment possesses a near infinite potential in regards to its effects.

As mentioned above, a relatively-skilled Enchanter is capable of extending the scope of which the particle transmutation ability of Enchantment is able to influence – this method of utilization is known as Mass Enchantment (, Masu Enchāntomento lit. Boundless Selected Range Magic Transference), with the Enchanter shoveling more of their magical energy into the Magical Aura during the activation sequence as to dramatically enhance the scale of the vector produced, thus resulting in what the caster is able to affect removing any limitations, transcending what's around them in the immediate vicinity and extending the sphere of influence inherent within this skill to surge across not only cities, but entire continents as well. When invoking this version of Enchantment, the Enchanter repeats the usual processes involved in the ordinary activation sequence, but this time, the imbuement of more arcane energy into the activation sequence results in Enchantment's dominance over all forms of particles being pushed to the absolute limits, thus granting the Enchanter the ability to enslave all particles no matter their form as the area-of-effect extends from their body, encompassing an area which can only be described as "vast". In conjunction with the natural ability of a magician's Magic Origin to draw ambient eternano that's suspended within the atmosphere, the activation sequence possesses such an intensity that anything that it comes into contact with begins to fracture and break apart into the particles that composed them which then react with the surrounding ambient energies in the atmosphere and transform into more particles of the caster's choice – the Enchanter can then in a sense absorb the surrounding structures, by transforming breaking down eternano and absorbing them, including the components which make up supernatural based objects, such as those which make up anything powered by Lacrima, transforming them into their strength for an indefinite period of time. An Enchanter's absolutely precise control over the eternano is incredibly impressive, as they can break down everything that is born from eternano within milliseconds and utilize it as a fuel to power their eternano-based techniques. It can literally tear away the components which make up objects, such as those which make up magic and structures, as well as the bodies of supernatural beings. Not only this, as it absorbs all particles, the activation of Mass Enchantment results in the sapping of the vitality of magicians who are in the vicinity, draining them of their magical power by one Edea for every second that they are in the technique's range, allowing the Enchanter to absorb it and utilize it for themselves, essentially serving as a life-drain effect. At weaker levels, this can manifest as the power of both transformation and shapeshifting, with an Enchanter displaying the ability to turn anything into anything else, including themselves, within a vast range. The matter affected by Mass Enchantment can be said to be nothing but perfect in both composition and if used to replicate anything of the caster's choice, flawlessly imitated. When Mass Enchantment is invoked, it serves as a catalyst for the activation of one of the deadliest powers with the fighting style –, the power of terraforming, which enables the Enchanter to change the environment into a new one. However, in order to enable Mass Enchantment, the caster is required to keep a steady focus so that this particle conversion and transformation is stabilized.

Not only does the caster possess the ability to manipulate any and every form of Elemental Magic through the Elemental Five command by converting particles and magical energies into a desired element using a series of chemical reactions as a catalyst, with an example of this being superimposing their released magical energies over a certain area in the atmosphere in order to change the oxygen in the air into an enormous roaring orb of white-hot flame in an imitation of Fire Magic, with the smouldering sphere of fire not dissimilar to the likes of Fire Bullet burning anything that it comes into contact with, or having these flames spread over the target, they can imitate the kinds of magic which are based around items as well, such as using Enchanted Arms to imbue various properties into anything that could be classified as a weapon or protective gear – additionally, the caster can use Reaction Force in order to induce a variety of nuclear reactions in the particles affected by the magic. With Enchantment, the caster is capable of speeding up particles to the extent that they either catch fire or melt or speeding one's own particles up, they possess the ability to cling to solid surfaces and move their body at will even without overt locomotive features, and clean toxic or contaminated particles such as poisonous water and smog, dramatically enhancing the particle velocity. Through invoking an imitation of Transformation, the caster can copy the particles of another in order to transform into a copy of them. Of course, this dominance over particles also allows them to slow down particles to make something move in slow-motion in a similar manner to Slowing Magic, and stopping the particles of something in motion so that it completely stops moving as per Time Magic. In terms of pure offensive force, a user of Enchantment is able to dissociate chemical bonds and tear apart the tethers of particles which hold together anything that they come into contact with, causing protons and electronics to destabilize and disintegrate into oblivion as per advanced magics such as Crash. Certain users of Enchantment are able to effectively manipulate matter with minimum bodily movement, such as by using only their head. Additionally, any form of matter generated through Enchantment is unable to be devoured by any user of Slayer Magic, as they would simply kill them instantly by overloading their Magic Origin. In a similar manner to the various forms of Dragon Slayer Magic, a highly skilled user of Enchantment is capable of affecting and tapping into the Ley lines (, Rei Rain lit. Dragon's Vein), a virtually untapped, raw source of magical power that has filtered through the depths of the earth for years on end- they are alignments between places of magical power; while normally, only Dragons and Dragon Slayers can tap into them to gain their powers; places where multiple lines intersect at nodes attracts magicians like moths to the flame; but in the case of Enchantment, a user of this fighting style is capable of drawing power from the source of magic resting beneath the earth at select locations while utilizing their own Magical Aura and Magic Origin as a sort-of conduit which enables the user to draw power from the Ley lines, absorbing energies which already exist within all matter; tapping into the so-called Dragon's Veins with their own magical energies and allowing them to manipulate the magical energies beneath the earth in any way that they wish. However, in order to actually utilize this power, the user must first understand the inherent structure of the properties about to be reproduced; including the flow and balance of magical energy within, before using their magical energy and thoughts in order to induce the transmutation of matter, whether it be magical or physical. Doing so massively increases the parameters and power of the next Enchantment, and not only this, stronger wielders of Enchantment, such as the, are capable of affecting the terra firma of the world, allowing them to modify the landscape and climate, which is the weather/atmospheric conditions of an area as described over a long period of time in any way that they deem to be appropriate at the time in a similar manner to Terrain Effect Magic, manipulating natural phenomena within the area where the caster surged their magical energies to induce effects such as changing seasons.

One of the most important abilities that's capable of being accessed by a wielder of Enchantment is the power to forge new forms of supernatural abilities. Long theorized to be the stone from which every single form of magic was sculpted, as Enchantment's sole ability is to bestow and affix the caster's magical energy upon anything that they deem to be suitable, an Enchanter can use this power to create any form of supernatural power, whether it be a Magic or a Curse, entirely from scratch. Invoking the process of creation involves the Enchanter utilizing the usual activation sequence of Enchantment upon anything that they find to be acceptable as a catalyst for arcane forging, including inanimate and inorganic matter, organic forms of matter, and various phenomena within the caster's line-of-sight, enthralling the atoms that compose the existence of what the magician has targeted with their magical energy. From here, the Enchanter analyzes the atomic composition of the target such as its various subatomic particles and its microscopic and macroscopic particle scales, studying its movements and the effects that the invocation of Enchantment and thus supernatural energy manipulation has upon the target, before flawlessly replicating its properties and capabilities, only attuned to utilization with the arcane. While doing so, the Enchanter uses mental commands in conjunction with directing the flow and compression/expansion of arcane energy to bestow upon the newly-forming ability a variety of characteristics such as taboos, limitations, full potential, and its level of synergy with other forms of supernatural power before the Enchanter finishes the sequence of creation, thus resulting in this freshly-forged supernatural ability being brought into existence. The Enchanter is also able to forge brand-new spells and possible uses for their ability whenever they deem to be suitable simply by imagining it – of course, after creating the ability, they are able to bestow it upon others through enchanting their target's soul with the power or enchanting/inscribing it upon a medium to stash away. As a side note, all magic classifications and curse classifications are capable of being formed no matter their tier, such as the likes of Lost Magic and Slayer Magic – in fact, this ability was exactly how Dragon Slayer Magic was forged in the first place four centuries ago during the. Due to the nature of Enchantment as one of the very first forms of arcane manipulation to come into existence and its exceedingly basic effect of bestowing and affixing the caster's magical power upon anything they deem to be suitable, this supernatural fighting style has displayed a perfect synergy with all forms of fantastic combat such as Magic and Curses, with an Enchanter being capable of forming Combination Spells and Unison Raids with any form of supernatural energy harnessing no matter the source flawlessly, completing the activation sequences and requisite criteria for the creation of the merged attack in the blink of an eye – all forms of supernatural manipulation are able to be fused no matter their hierarchy, ensuring that limitless options are at the caster's every beck and call.

Because of the history between the two as mentioned below, it's said that Enchantment and the archetypical form of Slayer Magic that's known as Dragon Slayer Magic have a powerful connection to one another which acts not dissimilar to binding force beyond the likes of mere Combination Spells and the slightly more powerful Unison Raids, both of which allow one or more magicians to merge their power whether individually or with another magician. Not only this, the intricate connection between the two forms of magic allows a sufficiently skilled High Enchanter with access to Master Enchantment to flawlessly invoke the original creation process of the very first forms of Dragon Slayer Magic through their skill in the art of Enchantment. Indeed, the process of attaching the power of a dragon to a human to create a Dragon Slayer is not dissimilar to the principles of Enchantment, enabling this incredible synergy. During the that erupted between the pro-human dragons and anti-human dragons four centuries ago, saints utilized their abilities in Enchantment and were implied to bestow the knowledge of the skill upon dragonkind as well – thus, before they revealed their unfathomably powerful form of Slayer Magic to the world, the dragons on the pro-human side of the conflict utilized Enchantment as a prototype form of Dragon Slayer Magic in order to imbue a human with their own power as opposed to the draconic power being taught in the method that would come to define First-Generation Dragon Slayers for centuries, resulting in the primordial form of Dragon Slayer Magic being naught but a raw mass of power that was installed within the body and soul of the recipient – even though Ancient Generation Dragon Slayers have since died out, a High Enchanter on the level of an Archmage such as the Magnus Magus or  is able to bring about these enormous surges in power once more. While doing so, the already formidable power of Enchantment was magnified by the game-changing might of the dragons, the two forming an unbreakable connection which only surfaces when Enchantment is harnessed by those whom possess even the faintest of traces of dragon-blood coursing throughout their veins, phantasmal aspects uniting once more to give the Enchanter a scope of power unrivalled by other wielders of the arcane art – for example, one particularly infamous Enchanter known as the is able to harness her obscured draconic characteristics in conjunction with her skill in Enchantment in order to tap into the Ley lines and perform the astronomically powerful spell known as, allowing her to induce a form of high-tier reality warping upon the entire dimension, affecting all of  in a holy pillar of shining light at once, a feat capable of sending shivers down the spine of  and impressing the likes of a Black Dragon. Going by the art's ties to the draconic, a human with dragon's blood flowing through their veins or a Dragon themselves not only is granted access to the primordial form of Dragon Slayer Magic which uses pure energy in place of a proper element, they are bestowed with the moniker of Sage Dragon, a draconic being with incalculable arcane knowledge. As a Sage Dragon, the caster is able to dramatically amplify the properties of their enchants, whether they be spells or not – this will consistently grant the Sage Dragon a level of strength, speed, and durability that's far beyond the likes of ordinary dragons, allowing them to magnify their physical fortes a thousandfold, ensuring that each and every one of their blows would be able to cripple even the toughest of humans with ease.

In addition to what's mentioned above, with Enchantment, the caster is able to transfix their magical energies within anything, including various objects and people – another example of this is the using Enchantchange to inscribe her arcane might into a pair of swords, one white and one black, allowing Irene to induce an effect similar to the Black Arts known as Living Magic, enchanting the swords into human beings and giving them a lifelike appearance as well as their own personality settings, resulting in the blades of black and white becoming  and  respectively – doing so can be considered akin to the creation of a Familiar, and with assistance by separate sub-abilities of Enchantment, these familiars can take upon almost countless forms alongside a myriad of powers as long as the user has an item to enchant and give life; a variant of this is that the user of Enchantment is able to transform an inorganic or organic being into an animal by mimicking  through Enchantment, as seen when Irene transformed  into a mouse. Going further, this also allows the user to enchant and thus reinforce their own body, granting them the ability of flight by making their body as light as feather, and it can also be used to increase their physical parameters as well as control their state of existence by vibrating their particles at a high frequency, allowing the caster to become intangible while reinforcing themselves. This reinforcement effect can extend to anyone else that the user desires, enabling a user of Enchantment to enchant weapons, tools, and spells of their allies, allowing a user of this power to serve as a decent support fighter as the amplification effects that molecular manipulation bestows upon others are comparable to 's status buffing powers in both function and scope, if not moreso. Additionally, Enchantment is capable of being utilized to separate magicians who have received a boost in power whether it by from themselves or by outside sources by inducing an effect similar to - Irene had offered to detach  from, something the latter considered to be an impossibility, but learnt moments after that that it was no problem for someone of her caliber - theoretically, this could also separate a user of Dragon Slayer Magic from Dragon Force and much more. A user is capable of utilizing Enchantment in order to replicate Healing Magic by transmitting the energies beneath the earth using Ley Line manipulation through the Magic Pathways of the human body to heal their targets of all sorts of ailments or just replenish their magical power and restore them from a fatigued state- it is said that just like with regular Healing Magic and, the magician with this magic can heal all sorts of injuries, even restoring people from a half-dead state and healing injuries which were caused by a dragon, whom are some of the strongest races on Earth Land. Of course, these healing properties are capable of being used on the user themselves, and can be projected onto a wide area. Like the original purpose for alchemy, a user of Enchantment can perform synthesis by gathering numerous materials to make all sorts of items, whether they be drinks, armour, and weapons for anyone- not only that, Item Synthesis allows a user of Enchantment to combine two or more items to make a new, much more potent one. Enchantment has been described as being relatively similar to Living Magic and in that all three magics revolve around the creation of objects forged from the user's own magical energy. In order to get the most out of Enchantment, a user of the magic is almost required to have keen eyesight and knowledge of the surroundings down to the particles composing everything and what effects they have on each other, meaning that they need a near omniscient understanding of their surroundings at all times. Additionally the scope of the powers displays are hampered by the laws of conversation of mass and energy; a user can't create something greater from something smaller; they're limited to transmuting only things which already exist within this world. As mentioned frequently, as long as the caster can imagine it being doable, the sky is the limit, more or less, resulting in Enchantment being quite possibly one of the most variable magics around, if not the most versatile.

Through the method of creation used for Dragon Slayer Magic as mentioned above, it can be theorized that even though the ancient magic which was used to even the playing field between humanity and dragonkind was the very first of its kind, a vast majority of other iterations of the horrendously powerful and stupendously popular Slayer Magic were created through Enchantment as well – for example, God Slayer Magic itself is derived from the principles which allowed Dragon Slayer Magic to come into existence, enchanting one's own body to adjust the Magic Power within in order to enable the caster to fight against the likes of the divine such as s and angels, thus classifying the magician as a, and Devil Slayer Magic is an enchantment of the main aspect of the representative of the power of demons, their "Devil Factor", in the form of a curse marking which grants the caster the ability to engage in combat against demonkind, thus becoming a. Presumably, the same is for Phoenix Slayer Magic as well, but that isn't confirmed yet, and Spirit Slayer Magic is its own unique beast, so a Spirit Slayer isn't born from the power of Enchantment. In a sense, Enchantment could be considered to be an existence not dissimilar to the likes of, a magic that's what is thought by some to be the original source of all arcane abilities, every form of Magic and Curse imaginable being descended from The One Magic – a good reason why this is commonly speculated is that Enchantment is centered around the most basic skill of the arcane; bestowing and affixing one's soul-hewn energy upon anything. And, as shown by Dragon Slayer Magic being created by a High Enchanter bestowing the ultimate power of a dragon upon the body and soul of a human, this claim mightn't be too far off, considering that Enchantment is clearly capable of forging any form of magic no matter its classification such as and  as long as an Enchanter can bestow and affix their energies upon anything, being the first form of arcane manipulation harnessed by humanity when such magic was previously only available to those with an intricate connection to the divine. However, even so, the One Magic appears to be less of an "ability" and more just the source of the existence of the arcane in the first place, whereas the power of Enchantment is a direct, and probably one of the earliest applications of magical energy which was derived from the One Magic, so in the end, whether or not it's the One Magic is left completely in the dark. The Magnus Magus' utilization of Incantamentum (, Inkantoamentamu lit. Root of Magic Enchantment), the primeval form of Enchantment and the form it originally took upon before being diluted into its current state further adds credence to this theory – during her battle against Morgana Blackmore, Persephone displayed several incredible abilities that were once thought to be exclusive to various other forms of Lost Magic. Overall, through her utilization of Incantamentum, Persephone is able to force all forms of arcane manipulation performed by mortals to be negated and placed under her control; indeed, when speaking about Incantamentum to Annarose Antoinette, Persephone refers to the power as a "building block for all magic", further mentioning that Incantamentum is able to be used in countless ways that are beyond the limits of ordinary forms of Enchantment, leaving it ambiguous to where Enchantment stands in the history of arcane utilization other than it being an infinite expansion of a core skill of magic. Finally, some Master Enchanters have displayed that they are capable of entering a 'super mode' of sorts comparable to the likes of Dragon Force for Dragon Slayer Magic with their Enchantment, known as Magic Skill: Etherburst, which involves the Enchanter infusing magical energy within their body to achieve a variety of effects – however, this power is said to be relatively uncommon even amongst the most skilled of wielders.

History
Enchantment is considered a unique existence, despite being old enough to be considered a Lost Magic due to its age- indeed, it was born at the "beginning of magic", being one of the very first magics to come into existence. While Enchantment is traditionally associated with turning base metals such as lead into gold and creating an elixir of immortality; it has almost countless functions as it is regarded as one of the very first forms of magic. It is said that all forms of Molding Magic and Elemental Magic, along with many other magics were hewn from the art originally known as Enchantment- even Weapon Magic in its base state seems to be related to the magic. In any case, Enchantment was forged at the "beginning of magic" by a magician whose name and life-story has been lost to the sands of time- this magician had a high level of control and understanding of the arcane, including their own magical energies and the mechanics on how spells and true magics are formed. With Enchantment, this magician, known as The First High Enchanter (初代の高魔人, Shodai no Kō Majin) developed a magic style which was set to rival the 'traditional' magic system known as Formula Eltria; while the latter was mainly focused on long-ranged bombardment attacks considered akin to a nuclear missile, Enchantment was designed for more peaceful measures, focusing more on healing and creating items for people, as well as restoring things to the time before their destruction- effectively, The First High Enchanter became known far and wide as a holy being who brought salvation and happiness to towns which they visited. However, unknown to many is that Enchantment was born out of the First High Enchanter's desire to model everything in the world- the practice of enchantment was not only that of simply 'turning particle into something else', it was designed to perfect a 'natural' body, which was flawed just by their existence, as it was impossible to be born perfect- the process to achieve perfection was known as Ars Magna (, Arusu Maguna lit. Achievement of Godhood); with Ars Magna, an Enchanter would transcend their mortal body. Ars Magna was induced by utilizing Enchantment to create a Philosopher's Stone (賢者の石, Kenja no Ishi)- a special type of Lacrima and a legendary alchemical substance capable of turning base metals such as mercury into gold or silver which had infinite uses and infinite magical power stored within it - by implanting the Philosopher's Stone into their body, specifically replacing their heart- as the first high enchanter theorized that humans were incomplete gods, through Enchantment, they could complete themselves, achieving immortality and near-omnipotence- indeed, Enchantment's true goal was to use the power gained by the Philosopher's Stone to simulate the entire world, and any result that an Enchanter would happen to get before reaching the ultimate objective would be useless.

Other than this, the true origins of the multi-purpose and infinitely versatile Enchantment lies within the time in which dragons and mankind once walked hand-in-hand solely upon the eastern portion of which was known as  ( Ishugaru lit. Continent), a large peninsula that around is surrounded by scattered isles of differing sizes; the peninsula itself is linked to the mainland, whose geography is mainly unknown. Before the signature power of dragonkind was gifted to humanity, one of the very first warriors whom had managed to harness the supernatural particles known as eternano by directing these energies through the power of their soul and emotions and thus became a magician, with some assistance from the dragons whom wished for peace with humans. Enchantment was derived from the basic utilization of Magic as displayed by Saints (聖人, Seijin), the precursors to magicians and warriors whom were recognized as people that possessed an exceptional degree of holiness or likeness to the divine such as and angels, using their arcane prowess to bestow incantations upon anything inorganic they deemed to be suitable to a specific person, object or location, and alter its qualities, generally in a positive way, temporarily amplifying its parameters and potential a hundredfold, such as enchanting a simple stick to smash through weaponry by giving it a level of hardness that exceeded metals, heightening its destructive capabilities. Through this vaguely-defined ability of "attaching" something to something else to provide a different a result, it was there that humans had the supreme power of a dragon transfixed upon their very bodies and souls, thus resulting in the creation of the warriors known as s whom wielded the archetypical form of Slayer Magic that's known as Dragon Slayer Magic. While this shifted the tides of the to the side of humanity, the creation of this supreme might that was imbued within the body and soul of the caster began to malfunction, gnawing away at the human vessels that housed them like the vicious fangs of a dragon itself, thus resulting in a myriad of detrimental side-effects that were inflicted upon the body of the dragon-blooded human, all of which are detailed in this section, many Dragon Slayers being rendered incapable of properly containing their immeasurable power, shattering their bodies and their minds. Because of this history, it's said that Enchantment and the archetypical form of Slayer Magic that's known as Dragon Slayer Magic have a powerful connection to one another which acts not dissimilar to binding force beyond the likes of mere Combination Spells and the slightly more powerful Unison Raids, both of which allow one or more magicians to merge their power whether individually or with another magician. In the end, while the first high enchanter's theories were left incomplete, even with the constant advancement of all other forms of magic as the years go by, Enchantment is still wide-spread today, with many magicians practicing the arts and its many derivatives- these other versions are massively streamlined for public use, but none seem to carry the same power that Enchantment possesses- while others are more specialized, Enchantment is considered to be a more 'jack of all trades' magic, possessing many capabilities.

Combat Enchantment
Combat Enchantment (, Konbatto Enchāntomento lit. Reinforced Assault-Use Magic Transference): Combat Enchantment was a form of Enchantment discovered by the First Enchanter's apprentice, Maxwell Tray, distant ancestor of the Magnus Magus, Persephone Tray. Combat Enchantment is an off-shoot of regular Enchantment; whereas the bog-standard Enchantment was designed to improve life, bring infinite resources, and heal the sick through the manipulation of matter, Combat Enchantment was seen as a sick perversion of what made Enchantment special- it was transformed from a tool to enable the prospering of humanity into a tool that could kill. Combat Enchantment was an overwhelming usage in regards to the magic that could allow a single user to defeat an entire army with ease.

As Enchantment requires a user of the magic to constantly be aware of the immediate vicinity and take into consideration the makeup of the current world, in order to harness Combat Enchantment to its fullest potential, the user must utilize the substances within the vicinity in order to launch high-powered attacks of almost any element in a similar manner to Elemental Magic while being capable of shaping their attacks like Molding Magic, though generating flame through compressing oxygen seems to be the strongest type of offense that the user is capable of harnessing; though manipulating the earth itself is the second most common usage of Combat Enchantment and easily the most versatile. Not only this, a user of Combat Enchantment, thanks to being capable of manipulating many types of elemental particles and thus induce Elemental Magic through the Elemental Five sub-ability, an Enchanter is able to utilize elemental spells which can also be harnessed with regular elemental magic, such as. Additionally, more close-combat oriented Enchanters utilize an extension of this method of fighting, where an Enchanter is capable of transmuting weaponry of any molecular energy or simply shrouding parts or the entirety of their body in elemental energy in order to assist them in the heat of battle similar to how a user of Slayer Magic transforms their body into a makeshift weapon unique to themselves, while they can also transmute their clothing- such as transforming a gauntlet into various blades.

A special ability that mastery of the Combat Enchantment grants the user allows an Enchanter to transmute objects simply by transferring the kinetic energy of their attacks unarmed or not while performing an enchantment conversion like usual, effectively allowing them to redirect all sorts of attacks, whether they're projectiles or physical or nature, at the enemy- because of this, it can be said that a true master of Combat Enchantment is as dangerous as a user of Slayer Magic. Combat Enchantment has a high degree of synchronicity with other forms of magic, including all forms of Lost Magic and thus can merge both their arcane power with their prowess in and/or  to create a fighting style which is commonly and technically referred to as Integrated Arms (, Integurēteddo Āmuzu: lit. Integration of Magic and All Close-Range Combat Types) that could be considered a Unison Raid exclusive to the caster themselves which merges their combat skill with their arcane skill, making a magician, whom were originally perceived by the masses as "all power, no defense or fighting skills" due to the stereotype of ability-users being the embodiment of the phrase "with great magical power comes low physical resilience" into fearsome melee fighters, allowing them to utilize their mastery over the supernatural as a highly valuable asset when engaging their opponents in close-range combat and turning them into a jack-of-all-trades type fighter; while this is capable of being done with all forms of magic, thanks to the properties of Enchantment, Combat Enchantment allows for an easier creation of a fusion between magic and mundane.

Synthesis Enchantment
Synthesis Enchantment (, Jintēze Enchāntomento lit. Recreational-Use Magic Transference): Synthesis Enchantment is the original form that Enchantment took upon, as the magic was first intended to serve the purpose of rejuvenation and creation. Synthesis Enchantment functions similarly to how many people believed that the real enchantment worked; though it was formed to bring peace everywhere; firstly, one of the major purposes of this form of enchantment was to transmute base metals such as lead into gold, thus ensuring a financial stability within each individual country- though over time, it would lead to a destabilization of the economy. Synthesis Enchantment is the 'meat and bones' of Enchantment so to speak, as while Enchantment is capable of being utilized for almost any purpose that a skilled user deems to be suitable with the only limitations being their imagination, Synthesis Enchantment is the "workout routine" from which it continually improves, allowing its vast capabilities to consistently be a reality as what Enchantment can and cannot do becomes more and more defined by Synthesis Enchantment continuously refining this arcane fighting style. Beginning as Alchemy, Enchantment's first aim were chrysopoeia, which was the transmutation of "base metals" (e.g., lead) into "noble" ones (particularly gold); the creation of an Elixir of Immortality as detailed below; the creation of panacea, which is a remedy that would cure all diseases and prolong life indefinitely, and the development of alkahest, a universal solvent, having the power to dissolve every other substance, including gold. All of these aspects were deemed to be attainable through the power of Synthesis Enchantment via the usage of the azoth, considered to be a universal medication or universal solvent sought in alchemy that's the essential agent of transformation in the art, and by an unending amendment of the art, the perfection of the human body and soul became more and more feasible, resulting in the achievement of Enchantment as it is seen today - an art capable of being utilized for almost anything; the Philosopher's Stone (賢者の石, Kenja no Ishi), which is a special type of Lacrima and a legendary alchemical substance capable of turning base metals such as mercury into gold or silver which had infinite uses and infinite magical power stored within it, connects with all of these projects mentioned above, and it is said that without this unbroken revision, Synthesis Enchantment would just remained as plain ol' Alchemy without expanding to become Enchantment.

The idea of this original Enchantment was constructed upon the concept of gathering numerous materials which each had their own effects and then utilizing Enchantment to transmute them together into a new object; this resulted in the practice of fashioning potions and elixirs, and, therefore, is mainly used for medicinal purposes; as such, the focus of the craft is the discovery of the "Elixir of Immortality" (不朽のエリクサー, Fukyū no Erikusā), a mythical potion that, when drunk from a certain cup at a certain time, supposedly grants the drinker eternal life and eternal youth, rendering the person who drank it incapable of aging biologically and granting them immortality and everlasting vigor, while also being capable of creating life. This item crafting can also be utilized in a similar manner to that of Smithing Magic and Weapon Magic as an Enchanter is capable of forging items such as weapons, armour, and even houses from scratch as well as repairing these- all items created by the Enchanter can be bestowed with numerous effects through a combination of the user's thoughts and the materials used. Most synthesis materials can be found, bought, mined, and created, but some are extremely difficult to acquire, only being discovered through true tests of skill- some materials are borne from the gods themselves, or are incapable of being replenished, such as the scales of a dragon. Synthesis Enchantment's most useful ability (and perhaps the greatest ability of Enchantment in general) is that through this method, an Enchanter is capable of crafting various 'miracle medicines' which can be used to heal the sick and cure people of harmful conditions such as poison, paralysis, and burns- not only that, these medicines are able to improve the conditions of those who they are used upon; it was because of this, the First High Enchanter was known as a holy man.

Not only this, a user is capable of utilizing Synthesis Enchantment in order to directly replicate Healing Magic and bolstering the natural abilities of magicians by transmitting the energies beneath the earth using Ley Line manipulation through the Magic Pathways of the human body to heal their targets of all sorts of ailments or just replenish their magical power and restore them from a fatigued state. Additionally, a user of Synthesis Enchantment can use this property in order to prepare and accelerate the growth rates of plants which can be used for decoration or for combat; giving it a resemblance to Green Magic, an ancient magic which was highly regarded in the Old Era. Synthesis Enchantment is also able to induce an increase in parameters all across the board, such as speed, strength, durability, and magical output in a similar manner to 's 'buff' spells such as, , , , , , and , plus all of their derivative spells. Because of this, Synthesis Enchantment is regarded as an exceptional support-type magic and Enchanters who have at least grasped the basics and displayed skill in utilizing Synthesis Enchantment are highly sought after by organizations and guilds all across Earth Land.

World Reconstruction Magic
World Reconstruction Magic (世界再構築魔法, Sekai Sai Kōchiku Mahō): World Reconstruction Magic is a special classification of Caster Magic only known to a select few – the power of World Reconstruction Magic serves as Enchantment's equivalent to the Slayer's Secret Arts of Slayer Magic and the Make Unlimited spells of Molding Magic, being unparalleled techniques without any equal within this branch of magic – World Reconstruction Magic involves the High Enchanter materializing the desires of their soul within the mortal realm, projecting it into the vicinity to alter the material world in any way that they deem to be suitable as a form of reality warping, a supposedly almighty power that allows the user to create, change, destroy, and even alter the very fabric of reality through nothing but their thoughts alone. As the pinnacle of 'reality creation magic' such as Arc of Embodiment and Memory-Make, World Reconstruction Magic is a form of magic that could perhaps be accurately described as arcane manipulation closest to, nullifying all taboos and propagating innumerable mysteries throughout the cosmos.

Unlike most other forms of Magic which are usually their own unique beast with several spells to their name, World Reconstruction Magic is completely different as the title refers to numerous high-tier magics, serving as a prefix to the spell's name; World Reconstruction Magic is a long-forgotten line of spells which were lost to the sands of time after the Beginning of Magic – referred to as s, World Reconstruction Magic is more than capable of displaying overwhelming might which can blow away the opposition – the power of World Reconstruction Magic is only capable of being accessed by High Enchanters, the strongest users of this basic art as it's known that no other magician is able to handle their immeasurable strength, their bodies breaking down due to the incredible amount of energy required to invoke World Reconstruction Magic. Activating World Reconstruction Magic, the High Enchanter invokes the usual activation sequence of Enchantment, focusing the voluminous quantities of Magic Power that dwell within their Magic Origin intently, but from here, the High Enchanter delves deep within their existence; as the magician's Magic Origin is a special organ located within the very center of their body with intricate ties to the caster's essence, the user now taps into their soul, incorporeal and immortal essence of a living being, supercharging their soul with their magical energies as to empower their arcane energy with their soul, also placing a very small portion of their own soul into the energy, supercharging the resultant spell beyond the likes of mere Enchantment powers; all the while, they connect their magical energies to the Ley lines, the untapped magical energies that flow beneath the planet, siphoning those energies to merge their willpower with nature, enabling the activation.

Now, the caster 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. 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 – invoking Mass Enchantment, the caster expands the territory of manipulation that the power of Enchantment grants them the High Enchanter focuses their energies, both natural and supernatural, before this is manifested as the only proof of them attaining mastery over the art of bestowing and affixing one's magic power – their Magic Seal. From here, their Magic Seal expands from underneath them, extending outwards unto a three-mile radius; the manifestation of Magic Seal is a sign sent to the heart of the world itself, telling it to cower in fear of the High Enchanter. Being subjugated to the caster's will; the earth itself explosively reacts, allowing the High Enchanter to momentarily take possession of its essence, their magical energy illuminates the area for the briefest of moments in the form of a bright light that bursts forth from the earth, engulfing all caught in its area of effect by spreading out from their Magic Seal in order to form a boundary and wall for World Reconstruction Magic to be invoked. The particles that compose its existence being subjugated by the incredible might of the caster's magical energy, the landscape undergoes the process of terraforming according to the caster's will, completely reorganizing the geography and the atmosphere of the focused area by invoking the ley lines to transfigure the surrounding world at will according to their vision of the world, shrouding everything within the area in the caster's magical energies; effectively putting anything and everything which steps into the area-of-effect of the release under their command with very few chances to break the hold.

The invocation of World Reconstruction has an effect that influences anything caught within the area-of-effect of the magic to obey the rules of the caster on a natural level, such as cancelling out Slowing Magic and various forms of Illusion Magic, even negating power-ups such as Dragon Force for Dragon Slayer Magic and Crash. Its incredible power feared by all, the usage of World Reconstruction Magic has been banned by the, the governing body deeming the form of magic too dangerous to use, even beyond the likes of and , their own superweapons. As a side note, those whom do have access to World Reconstruction Magic, upon being discovered, are branded top priority by the Magic Council, with the Ten Wizard Saints sent to hunt them down so they can be inflicted with, ensuring that this world-shattering might will never be used. However, obtaining usage of World Reconstruction Magic is something that is incapable of being realized through study and training alone, the potential to access it lies within select bloodlines – namely, those whom have the blood of dragonkind flowing through their veins and/or the original users of the basic Dragon Slayer Magic are only capable of harnessing World Reconstruction Magic as their physiology has been mutated through arduous training by their dragon teacher, their body altered to accept greater sums of magical energy with their Magic Origin morphed into a Factor of the Dragon, the draconic equivalent which enables the user's arcane container serving as a power plant, thus enabling the High Enchanter to manifest the sufficient amount of energy that's required to cast World Reconstruction Magic.

Additionally, it is possible for practitioners to make use of certain aspects of particular forms of World Reconstruction Magic without activating them, such as Ulrich Evans using his World Reconstruction Magic: Army of One to invoke sub-spells known as Arms Projection and Reinforce which enable him to manifest countless blades of his projected world into reality and amplify their properties in any way he likes respectively; another example is Morgana Blackmore using World Reconstruction Magic: Nevermore to summon a few crows to bombard her enemies without bringing about the corrective impulses of the planet. In a special case, the Magnus Magus of Earth Land solely deploys her form of World Reconstruction Magic known as World Reconstruction Magic: Macrocosm within her own body to retain her incredible might and skill at all times and constantly regenerate from any injuries even without using her normal skills in Enchantment – doing so enables her to avoid the consequences laid down by the planet. While the effects of World Reconstruction Magic are incapable of being directly affected by an outside influence, a large blast of magical energy such as Abyss Break or a Slayer's Secret Art have a small chance of disrupting the natural flow of their connection to the mortal realm. Recognizing that the magic made manifest upon it is unnatural, the planet continually attempts to tear apart the sphere of influence of World Reconstruction Magic, thus resulting in the magic's incredible expenditure of magical energy for the caster, causing World Reconstruction Magic to be active for a few minutes at best even with the strongest of High Enchanters tapping into its power. In addition to its massive arcane cost, World Reconstruction Magic requires a large amount of time to be prepared in comparison to other forms of magic due to its magnificent power and ability to manipulate geography of such magnitude. Still, World Reconstruction Magic is potent enough to directly affect the notoriously strong and resilient, and even the himself was disturbed at the ominous greatness of the "new era" Magic, further hinting to its vast power.

Enchantment Levels
Uniquely for a fighting style, Enchantment has several different levels of usage, with each level showing a greater degree of what the caster can and cannot control. The first level, known as Basic Level (新米順位, Shinmai Jun'i lit. Beginner Rank) is, as the name would indicate, the most standard level of Enchantment, allowing the wielder to transfix their arcane energies upon physical objects such as weaponry and solids through molecular manipulation - however, to a limited extent, they can also affect their own bodies. As the standard utilization of Enchantment, it is the level that most wielders start off at, and at this point serves as nothing but a way to boost their power of their other spells. However, going on to the next rank, Intermediate Level (名人順位, Meijin Jun'i lit. Expert Rank), which outside of the similarities to the basic level, grants the user of Enchantment the ability to transfix their arcane power upon both the inorganic and the organic, allowing them to perform all sorts of feats by affecting atoms, which are the smallest constituent unit of ordinary matter that has the properties of a chemical element – since every solid, liquid, gas, and plasma is composed of neutral or ionized atoms, there's almost infinite potential. This is seen with affixing her arcane might upon the oxygen around her in order to induce a rapid oxidation of which in the exothermic chemical process of combustion, resulting in her manifesting smouldering white-hot fireballs that mimicked Fire Bullet, which she then launched towards. This level also allows wielders to affect the molecular structure of other organic beings, as to induce a process similar to Transformation either voluntarily or not, forcefully morphing the biological composition in a method that resembles mutation.

However, the greatest level of Enchantment is Master Enchantment (, Masutā Enchāntomento lit. Subatomic Particle Matter and Energy Grafting Magic Transference), which is touted as being far superior to the likes of High Enchantment, granting the wielder of Enchantment is able to affect everything within the mortal and astral realms by using the power of Enchantment to imbue their arcane energies within subatomic particles, which are much smaller than atoms – thus, the caster can potentially affect the entirety of existence; influencing the heavens, the earth, and the sea, Master Enchantment transcends it all, even taking possession of astronomical objects such as meteors and stars, bringing them into the present world to annihilate their enemies, as seen with Irene Belserion casting, a dramatically amplified version of the spell associated with Heavenly Body Magic, bringing down a meteor upon. Even so, this level of Enchantment has only been achieved by the Magnus Magus, said to be the greatest magician in all of and the best High Enchanter out there as well as, one of the strongest of the  and a Sage Dragon. This level of Enchantment also turns the fighting style into a Semantic-Type (意味型, Imi-gata) magic, meaning that it is a supernatural power that can be defined solely by the caster's interpretation of what it governs over, all depending on their wording rather than anything logical—because of this, Master Enchantment can theoretically affect anything that constitutes what the caster designates to be affected by "enchanting" it, allowing for a great deal of stretching of what it is capable of. In that manner, at its highest level, Enchantment could be considered a power akin to that of Memory-Make or Arc of Embodiment in that it relies on the wielder's definitions of what they can affect and their imagination, and anything that can be referred to as something and is capable of being affected is placed under their command and domination; indeed, this simple concept can be applied to a near countless multitude of unconventional uses. Obviously, the various tiers of enchanting particles ensure that the Enchanter does not grow too quickly and such doesn't obtain the numerous subspecies abilities without understanding the basics of how they function while also enabling successively greater levels of what they can and cannot imbue with their magical energies as represented by the number of targets they can affect with Enchantment – normally, a beginner in the art whom has achieved Basic Level can only affect a single target with the power of Enchantment, whereas Intermediate Level is able to affect two-to-three targets, and finally, Master Enchantment not only allows an Enchanter to affect the likes of subatomic particles, their power of imbuement no longer has any limitations placed upon its area-of-effect and suitable targets.

Supplementary Abilities

 * ElementalFivePer.jpgElemental Five (, Erementaru Faibu lit. Five Elements Particle Shifting Magic Transference): Elemental Five is a special application of Enchantment which could be considered a "spell" of sorts 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, but generally, even a skilled user of Enchantment can only use one as their major power – however, a master such as may be able to use other elemental energies at a higher level. As one would assume, "Elemental Five" refers to "five elements" obviously, but so far, there has been no mention of a fifth – there is a reason for such, with what constitutes a "fifth element" depending on the user's interpretation thereof. For example, while subscribing to the Wu Xing system of elements, which are the five types of chi dominating at different times, the fifth element is considered to be metal, but by following the Ancient Greece theory of the five elements, said element is aether. This means that what counts as a "fifth element" is all up to the user, allowing for incredible variability. To keep explaining, not only can a user of Enchantment use the Elemental Five to manipulate fire, water, earth, air, and any other element of their choice, any extensions thereof which result in a phase transition or an outside source affecting the element, such as water changing it's phase into that of ice and it's corresponding Ice Magic, are capable of being generated by replicating the necessary factors for formation through Enchantment. Just like the regular Elemental Magic, a user of the Elemental Five is able to project varying waves of elemental energy from their body; such energy can take the form of concentrated blasts, concussive explosions, waves of force or self-perpetuating beams. These beams can come from anywhere and be used or directed in a large numbers of ways depending on the character whether it's defensive or offensive – a user of the Elemental Five is capable of using Shape Transformation on the element manifested as to forge it in the shape of constructs, which can be utilized in various manners in a similar manner to Molding Magic.
 * Enchanted Arms (, Enchanteddo Āmuzu lit. Magic Transference Weaponry Accompanying Spell): Enchanted Arms is a special application of Enchantment which could be considered a "spell" of sorts 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. This entire process produces an effect which is similar to Spellblade, and yet it is not considered a Combination Spell due to the effects simply activating in the way that were made for by being applied along the weapons – rather, it can be said it's own unique beast, and for this, it has it's own subsection – Enchanted Arms. 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 any type of opposing spell in twain and block strikes from the 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 anything 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 anything 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.
 * Reaction Force (, Riakushon Fōsu lit. Atom Reaction Annihilating Magic Transference): Reaction Force is a special application of Enchantment which could be considered a "spell" of sorts that grants the user of the magic the ability to transfix their magical energies upon anything and from there, manipulate the atomic particles of nuclear radiation and induce a nuclear reaction, which is a process involving a nucleus of particles/eternano or more than one nucleus. From here, the caster can activate a triad of reactions, specifically nuclear fusion, where two or more particles/eternano particles collide, creating new and different particles, nuclear fission, which smashes particles/eternano nucleus into pieces, and radioactive decay, with an particles/eternano nucleus spitting something out, which modifies itself into a different kind of nucleus. When initiating Reaction Force, 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 – with Reaction Force, through transfixing and altering energies, the caster induces a series of reactions within the nucleus of the particles, inducing a process where the user forces the particles to collide violently, forging a single heavy nucleus from particles and eternano from lighter nuclei from the same particle in what is referred to as a "nuclear reaction", releasing a truly tremendous amount of energy- additionally, the nucleus brought into the world by the nuclear fusion is heavier than either of the originating nuclei, but it is nowhere near as heavy as the combination of the original masses of the original nuclei/atoms; instead, the mass that the heavy nucleus was deprived of through its generation is converted into large amounts of energy- this entire process and activation of Reaction Force follows the E = mc2 equation of renowned scientist Albert Einstein, who created the first atomic bomb. Despite the seeming complexity behind it, the process of activating Reaction Force takes no more than a split second as per any other type of magic, making it quite effective in terms of casting-time. From here, the caster has three activation methods, each with their own powers and the like. All three aspects of Reaction Force; nuclear fusion, radioactive decay, and the nuclear fission are capable of being released at any speed that the caster sees as suitable to the current situation, allowing the user to induce a variety of effects other than "blow the hell out of something with overkill". Reaction Force means that the caster is capable of manipulating the particles at the same temperature as the highest heating power in the natural world, the sun- the user is also able to bring forth the same gravitational attraction that's associated with the same celestial body; interestingly, the caster, instead of the eternano in the atmosphere, is capable of using hydrogen as fuel to make the three reactions occur. All three reactionary processes transmit parts of the immeasurable amount of energy released by the power of Enchantment in the form of excess particles and waves through any medium imaginable- this is referred to as radiation (放射, Hōsha); this radiation induces the ionization of eternano and particles alike, breaking apart chemical bonds in the blink of an eye while causing radiation poisoning in living beings. However, a major weakness to this form of Enchantment is that the caster is incapable of creating these energies for a theoretically infinite duration as eventually, they would run out of fusion material- that is, they are required to obtain the eternano and magical energies which are harnessed in the fusion process like normal magic, but the caster cannot use their own magical energies as a participant in the inducement of the three reactions, instead having to rely on energies strewn about in the atmosphere. Additionally, a caster is not immune to their own spells unleashed with Radiation Force, and as such, would have to defend themselves in any way deemed feasible, and as such, it is a necessity that the user would have to unleash the might of Reaction Force very carefully, as even a powerful defensive spell can only protect the caster from the edges of a nuclear explosion.
 * Nuclear Fusion (核融合, Kakuyūgō): The first of the processes of Reaction Force, the process of inducing nuclear fusion upon the ambient supernatural particles suspended in the vicinity is said to perfectly mimic the same process that happens in the middle of celestial objects, particularly stars such as the Sun, hydrogen atoms undergo a fusion to create helium, releasing a vast quantity of energy that powers the heat and light of the star and heavy elements have a difficult time joining than the lighter ones; Reaction Force replicates this phenomena, only custom-tailored for synergy with eternano and magical energy, or, as going by Enchantment, any particles in the vicinity. While normally, outside of space, it is quite difficult to activate nuclear fusion reactions that release much more energy than what is needed to start the initial reaction, thanks to the caster's mastery over their own magical energies and knowledge of all of supernatural particles, it is rather effortlessly achieved in a split-second, treating such a powerful phenomena as something that could happen in a regular day. The caster casually induces nuclear fusion with eternano and magical energy as well as particles, releasing huge amounts of heat and radiant energy that they are capable of shaping in any way that they deem suitable.
 * Nuclear Fission (核分裂, Kanbunretsu): With the second of the processes of Reaction Force, the caster is capable of inducing nuclear fission, which is a reactionary process in which a single, unstable nucleus of eternano splits into lighter nuclei –more often than not simply two- in a spontaneous radioactive process or after capturing a particle- the process of nuclear fission was discovered by the nuclear chemist Otto Hahn and his assistant. The process of a nucleus of eternano and particles splitting into smaller nuclei gives off large amounts of energy, covering a vast area. When the nucleus of particles shatters to pieces, it releases a lot of energy and that additionally releases even more particles- if they hit other particles in the atmosphere, they will induce nuclear fission on those particles for a theoretically infinite duration in a process referred to as nuclear chain-reaction, unleashing positively enormous amounts of energy in the blink of an eye. In terms of practicality, nuclear fusion is different from nuclear fission, with key advantages such as having criticality accidents not occur, and not releasing products as radioactive waste; however, nuclear fission is known to have a greater area-of-effect as well as power scale when applied to eternano.
 * Radioactive Decay (放射性崩壊, Hōshaseihōkai): Finally, the third process of Reaction Force that the caster is capable of inducing is that of the highly exothermic process known as radioactive decay, in which an eternano nucleus spits something out, changing itself into a different kind of nucleus; changing an eternano particle or particles that has higher energy stored inside of its nucleus into another eternano particle whose nucleus possesses lower energy- the change of energy of the nucleus is given to the particles which are immediately made manifest. The high-energy packet of energy released by the inducement of radioactive decay is carried away, with the entire mechanical process producing intense amounts of heat in addition to ionizing radiation and can cause radiation poisoning.
 * Ars Magna (, Arusu Maguna lit. Achievement of Godhood): Ars Magna is the ultimate form of Enchantment; being the culmination of the advancement of the Magic System over countless centuries in order to complete the will of the creator of the art. Put simply, Ars Magna is a state where the enchanter goes from an "incomplete god" and through Ars Magna, the enchanter completes themselves, resulting in them achieving infinite magical energy and near-omnipotence. To go into detail, Ars Magna is induced by the enchanter forging a Philosopher's Stone (賢者の石, Kenja no Ishi)- a special type of Lacrima and a legendary alchemical substance capable of turning base metals such as mercury into gold or silver which had infinite uses and infinite magical power stored within it; this could only be done by utilizing Enchantment upon a relic of a God and then by infusing the relic with the energies contained within the Ley lines, inducing a constant link that is impossible to break as it is theorized that Gods were the ones whom created the Ley lines, thus giving them permanent access to the magical pathways at any time. By the enchanter implanting the Philosopher's Stone into their body in a similar manner to that of a Second Generation Dragon Slayer with their Ryū no Lacrima- replacing their heart in a risky procedure that only has a twenty percent chance of success, they were capable of linking the magic channels and Magic Origin in their body to the Philosopher's Stone (and by extension, the Ley lines), effectively giving the user access to an unlimited amount of magical energy as their Magic Origin never fully empties, and they can utilize the magical energy as if it were simply an extension of themselves. This not only grants the Enchanter drastically enhanced physical parameters, they also do not need to utilize any further preparations in order to perform any form of enchantment- instead, they can break the laws of conversation and mass in order to generate what they wish through willpower alone as long as the necessary medium is within the vicinity, making all forms of their enchantment instant and versatile beyond compare- bringing their thoughts into the current plane of existence, essentially giving the enchanter the ability to accurately simulate or mold the real world to their liking, performing Enchantment on a tier never seen before as they are capable of distorting the fabric of reality itself through their thoughts- though they require a vast amount of focus in order to bring their thoughts into reality. Additionally, as the Ley lines are a source of life themselves, this grants the enchanter who has undergone Ars Magna immortality both physical and age-wise, never aging or suffering any permanent damage. As of yet, nobody has managed to achieve this spell.
 * Molecular Regeneration (, Morekyurā Rijenereishon lit. Magic Transference – High Speed Regrowth): Molecular Regeneration is a special application of Enchantment which starts off as a standalone spell but for experienced users, it becomes a permanently activated sub-ability – effectively, Molecular Regeneration allows the caster to regenerate by recreating lost or damaged tissues, organs and limbs. In any case, when activating Molecular Regeneration, 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; but in the case of Molecular Regeneration, the caster enchants themselves near-constantly by continuously recreating their own particles exponentially whenever they are disintegrated, allowing a user of Enchantment to near-instantly regenerate tissue, bones, and organs no matter their importance; the speed and efficiency at which the caster recovers from all sorts of injuries transcended the highest limits of human potential, granting them the ability to completely regenerate damaged and destroyed tissue and organs at a velocity that can be considered akin to that of traditional forms of Healing Magic. Because of Molecular Regeneration, the user is constantly in peak physical condition as their body is constantly and instantly reverting to a healthy state, granting them inexhaustible stamina and vitality. Additionally, the user is incapable of getting drunk no matter the strength of the drink, nor addicted or even take any form of drugs; impurities which are transmitted through the air, and they have displayed a complete immunity to hypnosis and Illusion Magic, which could quite possibly limit their focus, and by replicating and creating new particles, they can continuously evolve in accordance to the situation at hand, such as forming new oxygen particles to breathe in a close place. Molecular Regeneration is also capable of being applied to the user's allies to heal them.
 * Enchanted Telekinesis (, Enchanteddo Terekineshisu lit. Magic Transference - Psychic-Type Manipulation): Enchanted Telekinesis is a special application of Enchantment which could be considered a "spell" of sorts 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.
 * EnchantchangePer.pngEnchantchange (, Enchantochenji lit. Magic Transference: Life-Giving Weaponry Infusion): Enchantchange is 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 Enchantchange, 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 Enchantchange, 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, Enchantchange 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 Enchantchange, 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 Enchantchange 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 Enchantchange 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 Enchantchange 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 their magic as if it were implanted with a Lacrima, and any fighter with an Enchantchange-affected weapon is able to call upon the fighting skills of the weapon's human form while wielding said weapon, as displayed by using 's Magical Bands and 's . Lastly, Enchantchange 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. In addition, it should be taken into consideration that a highly skilled Enchanter has displayed that they are capable of not only affecting inanimate objects with Enchantchange, but also animate beings such as animals and humans; this is displayed when Irene Belserion transforms  forcibly transforms  into a mouse. This utilization of Enchantchange functions by selecting a target and then invoking the usual sequence of the supplementary ability, thus forcibly transforming the target into something else, whether it be human into an animal or the opposite and many more. The affected targets still retain various parts of their original appearance, such as hair or piercings, however the affected person may also adopt mannerisms of whatever being they turn into; those affected may still access their magic, but the amount of magical energy within their Magic Origin and the strength of their magic is proportioned to their current bodily size. If the Enchanter is defeated, the transformations cease functioning and those affected revert to their original forms, though this process can also be negated away or if the Enchanter's focus is disrupted.
 * Abyssal Diver (, Abisuaru Daibā lit. Magic Bombardment Striking Array of Winds, Forests, Fires, and Mountains): Abyssal Diver is the name of an extremely powerful and special type of fighting that's not dissimilar to an Integrated Arms; it is a merger of all main methods of fighting and physical abilities with their expertise in handing the overwhelming versatility of Enchantment. Only obtainable by a High Enchanter whom has achieved Atomic Level Enchantment as well as possesses a general mastery over the arcane arts in addition to some level of skill in either or  or perhaps even both, Abyssal Diver results in the High Enchanter combining both the arcane and physical combat as well as their skill in both in order to harness the molecular/atomic transmutation and myriad of options at their disposal in a similar manner to that of Ki, which is an alternative means to gain supernatural powers separate from magic when fighting unarmed – the Abyssal Diver is effectively a culmination of that, and it is considered to be a Unison Raid exclusive to a High Enchanter that's a seamless fusion of all mentioned fighting styles along with their natural talents to produce a fantastic combat method that's exotic in nature which would make the greatest usage of Enchantment in a close-to-medium-range situation; upon awakening of this ability, this leads to Abyssal Diver being more or less permanently merged with the High Enchanter's Enchantment, bestowing upon the High Enchanter the ability to instinctively manifest the activation process of Enchantment in a similar manner to Dragon Slayer Magic when fighting in close-quarters hand-to-hand combat, meaning that the Abyssal Diver is something which can be considered automatic as it is installed through breathing-and-focusing method, infusing the manipulation of particles and atoms so distinctive of Enchantment into their unarmed fighting style, enabling them to channel the power of Enchantment through the standard activation sequence in conjunction with their Magic Skill: Eternano Haste which draws ambient supernatural particles in the atmosphere towards them granting the High Enchanter the ability to focus molecular/atomic manipulation into each and every one of their blows as casually as breathing. As a result of Abyssal Diver's power, the High Enchanter's ordinary attacks, whether they be unarmed or equipped with a weapon, are attuned to specific elements as per the subspecies ability of the Elemental Five, which itself revolves around the ability to 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, invoked through a myriad of correct chemical reactions, thus flawlessly imitating the likes of Elemental Magic, namely that of the elements that represent one of the four fundamental states of matter, with fire representing plasma, water representing liquid, earth representing solid, and air representing gas; with the Abyssal Diver, when these normal strikes hit the user's opponent or if they are defended against, the corresponding element will be added within a portion of the caster's Magic Origin known as an Active Slot (, Akutibu Surotto lit. Elemental Stockpile), where the caster stores the element for later use - the High Enchanter is able to save up to three ingredients, at which point gaining a new one will delete the oldest-existing one - each and every strike unleashed builds rings of elemental energy which the caster is then able to mentally direct towards their enemy. Activating the Abyssal Diver, the caster channels the molecular/atomic manipulation ever-so-signature of the power it into their extremities (mainly her hands), resulting in them gathering energies which center around their limbs which upon an appearance that's influenced by the elements, which tend to slightly change the texture of their magical energy as well as their Magical Aura into that of an element, commonly fashioned into the form of orbs; around these orbs, the caster's Magic Seal manifests in the form of multi-layered glyphs of a similar colour to the arcane spheres as the crests swirl around their arms and legs at constantly shifting velocities with various symbols embedded within these rotating crests that are the embodiment of Enchantment, effectively infusing their body with the power of Enchantment for all sorts of purposes; this means that each and every one of the caster's blows is augmented by working in tandem with Enchantment, constantly releasing short-range pulses of magic with each strike, creating an existence similar to that of Slayer Magic. Combining elements in an specific order allows the High Enchanter to create a spell that's beyond the likes of ordinary magicians; they can then release this spell; given the limits of the Elemental Five, the caster, when invoking the Abyssal Diver, possesses twenty spells overall. With the Abyssal Diver, the caster can unleash more than one element through spells subsequently and rapidly, serving as an on-and-off process that reduces the strain on their body slightly. However, by inducing a rapidity in the casting sequence by beginning to activate one or more of their elements at once, they can harness a flurry of Combination Spells, which are, well a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell, effectively combining two or more elements through a swift casting sequence and 'move-cancelling' theory as seen in fighting games, which is defined as breaking out of a current animation or move by inputting another move that cancels the previous one, merging various elements to produce a variety of powerful spells.
 * EnchantConversion.png using Unity Skill: Hexa Conversion in order to turn a Curse into a Magic and replicate its effects.]]Unity Skill: Hexa Conversion (, Yuniti Sukiru: Hekisa Konbājon lit. All Power Art – Supernatural Power Source Conversion): Unity Skill: Hexa Conversion is a highly advanced supernatural power which allows the user to convert any other forms of supernatural power – both the energy and the ability itself – into one that the caster is more accustomed to, thereby granting them the ability to use said alternative source of energy as if it were natural. As it is classified as a Unity Skill (, Yuniti Sukiru lit. All Power Art), which is a term that refers to an ability that's compatible with all forms of supernatural abilities, regardless of its origin – as such, a demon with a Curse and a human with ordinary Magic is capable of using it to the best of their ability after the basic processes have been memorized and the set-up has been completed. The Unity Skills are known to be not dissimilar from the likes of Magic Skills, only they're capable of being utilized by any form of supernatural fighting style. Interestingly, because it uses a similar process to Enchantment, Unity Skill: Hexa Conversion can be considered an Enchantment spell of sorts with any skilled user of Enchantment able to utilize its power. In any case, when invoking Unity Skill: Hexa Conversion, the fighter invokes a process that's almost identical to the activation sequence of Enchantment's atomic manipulation powers, with the user focuses the voluminous quantities of supernatural energy that are dwelling within their body before they release said energies outwards – this portion of the invocation is dramatically bolstered by the caster overlaying an aura of supernatural energy 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 supernatural aura modifying the vector values of the caster's released supernatural energies to enhance and reinforce the effects that these miraculous 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 supernatural power to have properties beyond the normal release of supernatural power. At this point, the user is able to use their enhanced particle draw to force their own supernatural energy to superimpose itself over the caster's body, acting as an invisible pressure composed entirely of wondrous power of sorts which is compressed upon their frame. This invisible armour allows the caster to instantly affect everything that the supernatural force comes into contact with 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 otherworldly power on the user's body acting as a positive charge to draw atoms and all sorts of particles towards their body, and once something comes into contact with the wielder of Unity Skill: Hexa Conversion, the power goes into effect. Indeed, the user goes by the known information that more often than not, any 'alternative' form of supernatural power other than Magic is more or less just magic, but casted with a different source of terms. Through the power of Unity Skill: Hexa Conversion while visualizing the supernatural energies which compose the powers which those known as fighters throw around on the battlefield, the user is capable of analyzing a supernaturally-borne technique's particle composition as well as the muscle movement of the technique while the attack is in the process of being unleashed, which enables them to learn everything about the opposing power, right down to its mechanics, limitations, and its main function, quantifying the supernatural energies that they perceive as data in a similar manner to that of . At this point, the wielder of the Unity Skill, after their mind and fighting style's power has bunched together all forms of supernatural powers – whether they be Magic, Curse, and more – as one in order to treat all powers at a single type, thereby quantifying them down to the simplest form. As Magic is the power of the caster's spirit which can be said to be their magical power and Magic Origin synchronizing with the spiritual flow of nature, also known as ambient eternano in the atmosphere, and Curses are the power of the caster's spirit synchronizing with their inner darkness, Hexa Conversion affects both magic and curses by breaking down their composition and information into otherworldly data, while transmogrifying the activation sequences of different power sources into the wielder's own form of energy manipulation. Thus, by replacing certain key steps in the activation sequence with the user's own supernatural equivalent and modifying some aspects of said process in order to synchronize said power better with their own abilities, a wielder of Unity Skill: Hexa Conversion is capable of flawlessly replicating and utilizing an ability that would normally be exclusive to a different supernatural fighting style – for example, a demon would replace the Magic Power in the activation sequence with Curse Power in order to invoke a form of Magic that doesn't have its own Curse version, with the properties of their Curse Power also substituting for the eternano, all directed in accordance to their willpower. A good example of doing so is a magician invoking the activation sequence of Fire Magic and/or Explosion Magic while harnessing Unity Skill: Hexa Conversion in order to wield the, which a Curse that well, involves explosions. Supernatural abilities are able to be transferred between power systems as well, since Unity Skill: Hexa Conversion is a skill that's compatible with all forms of supernatural powers, thereby allowing a Demon to use Magic and many more examples.

Shared Spells
These Enchantment spells are completely free-use.


 * Dusky Pulse (, Dasukī Parusu lit. Hereditary Blasting of the Pulsing Gray Bullet Wave): 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.
 * EnchantmentFlamebolt.jpegExtension: Flamebolt (, Ekusutenshon: Furēmuboruto lit. Additional Attack: Hyperexpansive Smouldering Fire Sphere): Extension: Flamebolt is a basic Enchantment spell, and as the prefix of "Extension" may or may not ever-so-subtly indicate, a variant of the barebones Dusky Pulse spell which adds a burning influence to its formation - indeed, Extension: 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.
 * EnchantEye.pngEnchant: Infinity Sight (, Enchanto: Infiniti Saito lit. Magic Transference: All-Seeing Magical Particle Visualization Eye): Enchant: Infinity Sight is 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 molecular 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.
 * Doppler Chaser (, Doppurā Cheisā lit. Magic and Physical Multiple Phantasms): Doppler Chaser 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 Doppler Chaser, 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 Doppler Chaser 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 Doppler Chaser clones from the real deal. Continuing onwards, Doppler Chaser 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, Doppler Chaser 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.
 * Enchantchain.jpgAlchemic Chain ( Arukemikku Chēn lit. Magic Transference: Wrought Iron Endless Chains): Alchemic 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 Alchemic 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 Alchemic 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 Alchemic 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 Alchemic 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 Alchemic 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 Alchemic 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 longer that the chains are deployed in the current plane of the existence, the stronger they become- it is known that for every second in flight, the wires gather and compress more eternano saturated within the atmosphere in order to bolster their speed, power, and versatility a hundredfold. The most generic usage of Alchemic 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, Alchemic 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 kilometers away. Alchemic Chain can clash with attacks and projectiles, and once she latches onto something, the caster can use the chains to pull themselves in; in the blink of an eye; more details about this function are below. 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 Alchemic Chain.
 * EnchantFlight.pngEnchant: Flight (, Enchanto: Furaito lit. Magic Transference: Flight-Type Air Waltz): Enchant: Flight is an Enchantment spell which enables the user to achieve flight at any speed that they wish. For a long time, proper magic that enables flight has been noted to be impossible to achieve, with such imitators as, well, Flight Magic- though, the ability of flight for a theoretical infinite amount of time was once considered an Ancient Spell However, all attempts to produce a generalized form with modern magic systems have failed, at least until Persephone tampered with the mechanics that enable flight. For one, magicians who utilize Gravity Magic and its sub-species, Gravity Change, have already shown the ability to jump over buildings and the like in a single bound; the record-holder for such a feat has leapt over two hundred kilometers, and they have also shown to be capable of falling from five thousand meters without any assistance or equipment. The strongest of the Ten Wizard Saints theorized that the main reason that a magic that enables unlimited flight is because as seconds pass, as the velocity and height of the magician's movements need to be constantly re-adjusted, forcing the caster to repeatedly fuel magical energy into the area around themselves or else fall out of the skies. The way that Persephone Tray, the inventor of this spell, got around this limitation is by using another magic for the basis of flight, instead of simple magical manipulation. As Gravity Change is capable of removing the weight of the caster, Persephone utilized that as the core for the effect she would imitate using Enchantment. 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 7- 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.
 * Molecular Teleportation (, Morekyurā Terepōtēshon lit. Magic Transference – Instant Movement): Molecular Teleportation is an Enchantment spell and a variant of Enchant Flight that allows the caster to enchant themselves and from there disperse their own particles, before moving them somewhere, effectively inducing high-speed teleportation. In any case, when performing Molecular Teleportation, 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, allowing the caster to alter them; but in the case of Molecular Teleportation, the caster enchants themselves, causing their body to release extremely high purified magical particle concentrations; and in that instant burst, their magical energy envelops them and reduces their body to elementary particles by disassembling their own particles and contacting the space-time continuum in the location that they wish to appear in; after that, the user and the particles that compose their body instantaneously reassembled in said location, literally teleporting. It is essentially a form of short-range spatial teleportation. Using this ability, the user is capable of traveling over short distances in an instant, even in the midst of battle. In dire situations when an enemy target is about to fatally hit the user, they are capable of instantly jumping away and flanking their enemy's position (usually several meters from behind or side). Molecular Teleportation itself leaves a particle shadow of the user, fooling the enemy with the image of a false victorious blow. The maneuver often leaves the opponent confused and distracted long enough for the user to do serious damage and/or defeat their enemy targets. Generally, a user has has a maximum range of two kilometers and can teleport objects with a mass up to four thousand, five-hundred and twenty kilograms, and in a fight, a user of Enchantment usually milks Molecular Teleportation for all it's worth, and, in a fight, uses Molecular Teleportation to constantly disappear and appear at will, hitting, running, and flanking without any effort at all and barely any threat of counterattack. Teleportation is not a rare magic, but it always takes some "phase time" to complete the transportation, during which the caster cannot do anything else: for this reason, it is seldom used in combat. Molecular Teleportation however, is a spell which can reduce the phase time to a level suitable for combat down to zero.
 * Enchant: Gallia Sphyras (, Enchanto: Garia Sufira lit. Magic Transference – Psychokinesis-Controlled Soaring Weapon): Enchant: Gallia Sphyras is 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: Gallia Sphyras, 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: Gallia Sphyras, 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: Gallia Sphyras 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: Gallia Sphyras, 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: Gallia Sphyras 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.

Intermediate Spells

 * Enchant: Materialize (, Enchanto: Materiaraizu lit. Magic Transference: Support Manifestation of the Strength of a Hundred): Enchant: Materialize is an advanced Enchantment spell comparable to the likes of as well as  and 's ability to bestow status buffs upon the caster and anything they target – Enchant: Materialize allows the Enchanter to manifest myriad status buffs which the caster is able to apply to themselves or anyone else on a whim. In any case, when performing Enchant: Materialize, the Enchanter 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 Enchant: Materialize, the Enchanter concentrates the particles enthralled by the activation sequence at a singular point, condensing them to their utmost limit, causing them to transform into discs of concentrated magical energy that resemble Magic Seals, each one being different in both composition and texture. In accordance to the caster's thoughts and feelings, these glyphs are packed with tremendous amounts of power gathered by the enchantment process condensing the properties and attributes of whatever the caster's magical energy washed over into a form of energy – thus, stepping upon these glyphs results in the energies contained within enshrouding their very existences, infusing themselves within their Magic Origin to saturate their frame and induce an augmentation of power in various categories, boosting physical and arcane prowess in a similar manner to "status buffs" from video games; inducing an increase in parameters all across the board, such as speed, strength, durability, and magical output by invoking a variety of 'buffs' akin to the  of  and . However, unlike the Slayer Magics which can boost parameters by enshrouding the user and their targets with the power of the sky, as Enchantment revolves around the manipulation of all forms of particles, the augmentations are much greater in all aspects, amplifying the capabilities of anything that receives them a hundredfold in comparison to what air-element Slayers could achieve. Not only this, as part and parcel of Enchantment being possibly the primordial form of magic, all status buffs are capable of being generated on a whim instead of taking the time to set the augmentations up with an incantation – thus, with Enchant: Materialize, the Enchanter is able to summon massive surges in strength with naught but a single snap of their fingers; going even further, given that Enchantment is the manipulation of particles both natural and supernatural, a sufficiently skilled Enchanter is able to absorb all other forms of status buffs from weaker sources and apply them to themselves, thus turning any hopes of gaining an advantage against the Enchanter into a fruitless endeavour. Most importantly, what separates Enchant: Materialize from the status buffs of aerokinetic-type Slayer Magics is that through the power of affixing their magical energy upon anything they deem suitable, the Enchanter is capable of generating a slew of status buffs at a near-constant pace, ensuring that the Enchanter is never without what they need to overcome the obstacles before them. Additionally, exclusive to Enchant: Materialize is the ability to shift and organize the status buffs in order to figure out what's most optimal in the situation at hand – for example, when facing a user of, the Enchanter is able to instantaneously switch their -like powerup to , allowing them to endure the enemy's powerful blows with ease. Thirdly, with Enchant: Materialize, the caster can combine status buffs by stacking them upon one another immediately after they're applied to themselves or their target, an ability no other Enchanter-type magic seems to have. Finally, with the power of Enchant: Materialize, the Enchanter has displayed that they are able to merge the augmentations granted by their status buffs with their other spells; a good example of this is combining the tensile strength of the bog-standard Defenser spell with a reinforcement-type buff such as , thus granting a shield which would normally protect the caster against low-to-mid-level spells such as  the ability to defend them against the likes of  and perhaps even any of the Three Great Fairy Magics such as  and . Thus, Enchant: Materialize grants the Enchanter almost unlimited options in the heat of battle. 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:  (, Enchanto: Āmā lit. Magic Transference: Iron Body): Enchant: Armour is a Enchantment spell that's a natural extension of Enchant: Materialize and a souped up version of 's buffing spell known as as well as a primitive form of Flax Nurture, a spell harnessed by Persephone Tray – just like the original iteration, Enchant: Armour grants the Enchanter to create a powerful defensive armour composed of particles affected by the power around the entirety of their frame, resulting in the caster amplifying their defensive power hundredfold for five minutes before powering down; however, in the case of Enchant: Armour, it 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: Armour, 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,, 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: Armour 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: Armour 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: Armour 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: Armour 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: Armour, the user would not be almost unstoppable. Enchant: Armour 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: Armour 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: Armour possesses some distinct weaknesses - for one, special cases like the fa jin method of wushu can breach the "absolute defense" of Enchant: Armour 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. Presumably, just like the original version attributed to Sky Dragon Slayer Magic, Enchant: Armour is capable of being invoked together with a hypothetical Enchant: Arms and Enchant: Vernier in a Combination Spell that would be known as Enchant: Arms X Armour X Vernier.
 * EnchantmentBerserker.png (, Enchanto: Bāsākā lit. Magic Transference: Body and Soul Reinforcement): Enchant: Berserker is an Enchantment spell and an extension of-sorts of Enchant: Materialize which is capable of being utilized upon a living organism in order to dramatically enhance their physical and arcane parameters. In any case, when performing Enchant: Berserker, 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: Berserker, the caster allows the magical energy and particles that have been affected by this power to deliberately target their allies, resulting in various Magic Seals manifesting below their allies; as the glyphs begin to constantly spin, the caster alters the particles in the vicinity around their targets to allow them to set up a safe transference space without anything interfering. Once a optimal space has been created, the caster expels a fragment, or multiple fragments of the energy, before infusing said fragments with a portion of the gathered energy, stabilizing them to the point that they can be accepted and absorbed by anyone. Once this is done, the caster projects them outward, forming a link between the magical energy of their targets whom they wish to empower and their own, allowing the fragments to integrate within their targets in the span of a split second. Through Enchantment's infinite potential, these arcane glyphs possess properties not dissimilar to the likes of 's 'buff' spells such as, , , , , , and , plus all of their derivative spells and Healing Magic; directed towards the caster's friendly targets and/or themselves, the overlaying of these seals producing a special phenomena where the infinite potential of Enchantment interacts with their Magic Origin, causing a swift distribution of the tremendous quantities of arcane power that compose these snakes, accelerating the output and flow of magic from the Magic Origin to the user's body in order to enhance all of their fortes, increasing the strength, speed, and potential that the target possesses by an enormous amount while completely refilling their Magic Origin as to prevent these energies from expending quickly and rejuvenating their wounds, overall increasing the power of the target by a staggering amount. Once the target has been placed under this enchantment, their body takes on a monstrous form, especially the face. Their physical abilities are amplified to an incredible extent, multiplying there power by many times over but at the cost of the target's sentience as they begin to behave like violent beasts, their aggression allowing them to shrug off even pain. Once the targets have absorbed the fragments, their entire bodies become enveloped in a golden aura of magical energy. Doing so allows the linked glyphs of arcane energy to function in a similar manner to Unison Raid, enabling the user to overlay the powers of their allies and themselves in the immediate vicinity in order to boost their powers in order to augment spells. Essentially, the power of the Enchant: Berserker is one that enforces and causes a resonance between bonds, a power far beyond Unison Raid or any other combination-based magics. It creates a network formed from pure willpower that chains between numerous individuals; linking the Magic Origins of the user's allies together in order to draw out an enormously more powerful spell. It should be noted that since the preceding spell divides half of an opponent's power and adds it to the caster's own power every minute, these fragments provide a much larger boost if they are transferred later. As such, Enchant: Berserker is noted to be relatively useful in an all-out brawl, as the user can augment their status as a 'support party member' as they can constantly combine the powers of their allies alongside healing them. An occasional drawback is that the person being cast on can lose their sense to reason. When cast by a powerful magician, this enchantment can affect multiple targets simultaneously, including entire armies.
 * DeusZeroPer.png (, Deusu Zero lit. Godly Nonexistent Addition): Deus Zero, also known as the "Extraction Enchant" (分離付加エンチャント, Bunri Enchanto), is a relatively high-level Enchantment spell which grants the Enchanter the ability to enchant themselves into the bodies of others in a manner not dissimilar to spiritual possession, the psychokinetic control of the behavior of a living thing or natural object by a spiritual being as well as extract all forms of supernatural abilities or other status buffs from anyone that they please. In any case, when performing Deus Zero, the Enchanter 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 that compose existence, but in the case of Deus Zero, the Enchanter allows the magical energy and particles that have been affected by this power to deliberately target another sentient being – it doesn't matter their race, as long as they could be conceivably interpreted as a similar body shape as the caster or something the Enchanter is capable of becoming through various abilities such as shapeshifting. Once the Enchanter has decided upon a suitable target, they establish a link between the target's arcane container and their own, opening a gateway – invoking principles not dissimilar to the likes of the spell known as, the Enchanter's magical energies flow forth like a raging stream, enshrouding their target to become a cocoon of pure magical energies of sorts to ensure that they are unable to escape. The open gate between the arcane containers of the two subjects shine brilliantly, exposing their souls as the Enchanter forcibly destroys their own mortal frame, compressing their power—all of it, including their life energy, magical energy, strength, intelligence and knowledge, agility, and finally, their talent in magic; condensing it into a miniature-sized sphere that pulses in the colour of the user's magical aura that enshrouds their now-visible soul. Moments afterwards, the Enchanter releases their soul from the their dying body which ceases function—the soul heads towards the Enchanter's target, beginning to use the principles of imbuement in order to invoke energy conversion upon the soul of the enemy, overwriting the target's soul, and thus their existence to suppress any influences the target once had on their own body, as the soul enters the new body, transferring all of the previous user's capabilities to their new frame – after this, the process of Deus Zero is complete. Despite the seeming advantages of this spell, it takes some time for the Enchanter to fully adjust and get used to the new body, meaning they cannot freely control their powers for a while. However, in order for Deus Zero to take effect, the Enchanter and their desired target must have two or more similarities arcane-wise – for example, both affected persons are required to have some level of skill in transfixing their magical energies upon anything else; whether the target be an Enchanter, a user of Molding Magic, or just have access to Shape Transformation, Deus Zero registers all of these variables as the same thing. For example, during the war between the  and , the member of the  known as  was able to use Enchantment to enchant herself into  solely due to the fact that they were magically compatible –  has much more in common with Enchantment than other forms of Dragon Slayer Magic as it almost exclusively specializes in performance boosting, best displayed by its numerous , thus counting as Enchantment and allowing Irene's spell to register the girl as an Enchanter; meanwhile Irene is also secretly a  as well, counting as their second similar magic, therefore clearing the conditions required to activate Deus Zero. Even so, aside from both affected being Enchanters, the other forms of magic that allows the usage of the spell can be of any tier as long as they run off the basic concept – for example, Fire Magic and Fire Dragon Slayer Magic are both considered pyrokinetic-type magics despite the former being a simple Caster Magic and the latter being a fearsome Lost Magic, enabling Deus Zero to take effect. As a side note, when used by a  whose  has almost finished blooming to force the transformation into a dragon, the act of transferring their soul into another body using Deus Zero has the side-effect of reverting any development the Dragon Seed has undergone to the beginning stages, allowing the Dragon Slayer to continue life without fear of mutating into a member of dragonkind until the virus begins to spread again – however, transferring their soul into the bodies of Dragon Slayers whom have had the Dragon Soul Seal applied to them via the  completely removes the effects of the Dragon Seed by eradicating it entirely, allowing the Enchanter to nullify any detrimental effects overusing their Dragon Slayer Magic would have just as the host body did. However, as a slight drawback, it's known that the effects of Deus Zero are able to be nullified by another Enchanter casting it as a response and can notably be used to reappropriate enchanted personalities back into their original bodies.

Elraine's Spells

 * Strength Limiter: Enchant Dragunov (, Sutorengusu Rimittā: Enchanto Doragunofu lit. Magic Transference – Seal Restrain: Dragon Slayer Magical Power Restriction): Enchant Dragunov is a Enchantment spell that can be regarded as a sort of Combination Spell, which is, well, a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell; the attack is also a forbidden Dragon Art, which were a Dragunity Knights' secret techniques that were hewn from the properties of a dragon that were bestowed upon them by their dragon partners and their natural mastery over the method of changing the supernatural energy known as magical power – but Strength Limiter: Enchant Dragunov is a Dragon Art that combines Enchantment and Dragon Slayer Magic in order to use said fighting style's molecular manipulation ability in order to apply a restricting device upon the caster's Magic Origin, thus resulting in a lower output of power that is also capable of being undone if the caster wishes. Strength Limiter: Enchant Dragunov was developed due to the fact that during the, Elraine grew stronger and stronger and as such, she became afraid that eventually her body could not comfortably contain her strength and eventually she would lose control; as such, Enchant Dragunov was created to limit her actual strength as to allow Elraine to avoid killing anyone by accident. In any case, when applying Strength Limiter: Enchant Dragunov, 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 Strength Limiter: Enchant Dragunov, the caster transfixes their arcane energies upon a medium-sized area, before they use the power of morphology modification into a draconic being ever-so-characteristic of Dragon Slayer Magic, utilizing Enchantment as to apply these constantly activated traits not to themselves, but rather, to install them into the area that their arcane energies have affected; from here, the caster uses Shape Transformation as to carve the forces that have been enchanted in accordance to their willpower in a manner not dissimilar to Molding Magic, focusing this molecular manipulation ability inside of themselves, gathering stray eternano within the atmosphere; condensing it upon their own body as to completely and utterly compress their eternano and magical aura; forging it upon their body as to place her Magic Origin into various "segments" and thus sealing away a large portion of their power as to prevent the caster from killing anyone by a simple misfire. Indeed, it also enables Elraine to still display levels of physical and magical prowess most magicians would have their bodies give out at and cannot handle; however, this level of power is inferior to her true power — and it serves as a limiter of sorts, constantly dialing her power back to ten percent when fully sealed- despite this, Elraine is considered stronger than most other magicians, even those whom also possess various forms of Slayer Magic or Lost Magic. Strength Limiter: Enchant Dragunov is a method to ensure that Elraine will not channel more magical energy than permitted, effectively reducing her power several levels; since her power of great magnitude endangers the fabric of the time-space; and in addition to that, if she were to go all-out on an opponent, it would mean that she could be capable of killing everyone that she faces in a single strike - during most of her battles, Enchant Dragunov is constantly applied which means she's almost never fighting at full strength; however, it should be noted that Elraine's form of "weak" definitely isn't anyone else's definition of "weak", still remaining leaps and bounds above anyone else.

Marta's Spells

 * Combination Spell: Shesha Surge (, Konbinēshon Superu: Shīsha Sāji lit. Fusion between Two Magics: High-Speed Sliding Dragon Snake Bite): Shesha Surge is, as the prefix would ever-so-subtly indicate, a Combination Spell, which is, well, a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell; the attack is also a forbidden Dragon Art, which were a Dragunity Knights' secret techniques that were hewn from the properties of a dragon that were bestowed upon them by their dragon partners and their natural mastery over the method of changing the supernatural energy known as magical power – but Shesha Surge is a Dragon Art that combines Enchantment and Dragon Slayer Magic in order to unleash chain-like snakes of various sizes and shapes which carry a variety of effects. In any case, when performing Combination Spell: Shesha Surge, 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 Combination Spell: Shesha Surge, the caster transfixes their arcane energies upon a medium-sized area, before they use the power of morphology modification into a draconic being ever-so-characteristic of Dragon Slayer Magic, utilizing Enchantment as to apply these constantly activated traits not to themselves, but rather, to install them into the area that their arcane energies have affected; from here, the caster uses Shape Transformation as to carve the forces that have been enchanted in accordance to their willpower in a manner not dissimilar to Molding Magic, fashioning these magical energies into the form of a draconic-looking snake head attached to a never-ending chain of pure energy. From here, similar to how Enchantment has the potential to perform any action, these snake heads are capable of being bestowed with almost unlimited properties through the caster's thoughts and feelings. However, more than this, the snakes that are manifested through Combination Spell: Shisha Surge act as pseudo-Familiars of a sort, being sustained by the caster's magical energy, with a certain degree of sentience that makes them separate from the caster themselves. Through Enchantment's infinite potential, the serpentine existences summoned by this spell normally possess properties that are similar to 's 'buff' spells such as, , , , , , and , plus all of their derivative spells and Healing Magic; directed towards the caster's friendly targets and/or themselves, the snakes biting an organic body produces a special phenomena where the infinite potential of Enchantment interacts with their Magic Origin, causing a swift distribution of the tremendous quantities of arcane power that compose these snakes, accelerating the output and flow of magic from the Magic Origin to the user's body in order to enhance all of their fortes, increasing the strength, speed, and potential that the target possesses by an enormous amount while completely refilling their Magic Origin as to prevent these energies from expending quickly and rejuvenating their wounds, overall increasing the power of the target by a staggering amount. In Hinduism, Shesha is the king of all nāgas and one of the primal beings of creation.

Annarose's Spells

 * Combination Spell: Nibelung Valesti (, Konbinēshon Superu: Niberun Varesuti lit. Fusion between Two Magics: White Silver Heavenly Shining Supremacy At One With the Sword): Combination Spell: Nibelung Valesti is, as the prefix would ever-so-subtly indicate, a Combination Spell, which is, well, a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell; it combines Enchantment and Sword Magic or Weapon Magic in order to bestow the caster's sword the ability to slice through anything – it's a product of Annarose Antoinette's usage and knowledge of the arcane in conjunction with her recognition of the inherent properties of her swordsmanship and the conductivity of the blade in regards to its reactions when interacting with other forms of supernatural energy, even in a modified form. Effectively, at any time, because of this property, Annarose is capable of channeling spells of all kinds as well as her own magic along her blade, bolstering its power significantly and allowing her blade to change properties according to the power installed within the weapon; but to sum it up for the impatient, it can be considered an existence similar to that of an Integrated Arms as it combines swordsmanship and magical energy together harmoniously. In any case, when performing Combination Spell: Nibelung Valesti, 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 Combination Spell: Nibelung Valesti, the caster induces the activation sequence for Sword Magic as their grip upon their swords intensifies, infusing their own magical energies into the very blade itself, giving their two swords the appearance of having a wire-thin layer of magical power rotating around its sharp edges, transfixing their area-of-effect of particle manipulation upon their blades. Even though Annarose does not possess Sword Magic within her Magic Origin's storage capacity, thanks to her intricate knowledge of the arcane and mastery over her magical energies, she is capable of flawlessly replicating the activation sequence for it upon either her Schwarzrosen blades or the that's created through her Ice Devil Slayer Magic, thus inducing this Combination Spell. Instead of enhancing the cutting power of her blade, this layer of magical power amplifies the conductivity of the blades, increasing the malleability of the steels that compose its blade to the point that instead of slicing through any magic that is launched in Annarose's direction, the sword accepts the opposing attack's properties unconditionally, causing the spell to become absorbed into the stainless blade of her swords - this is signified by the blades of the sword being emblazoned with a serial of runic symbols corresponding to the traditional five elements along its length, as an aura begins to surround the blade. The colours and textures of both the aura and the crests engraved upon the properties of the weapon depend on what was absorbed and its elemental affinity. With the aura and sigils embedded upon the two rapier blades, the hard metal that the weapon normally is appears as if it was replaced with a blade of pure energy of varying properties, similar to a laser- this laser shapes itself into a long, curved blade with the aura still shrouding its form, extending out to three meters with an impossible sharp edge and beautiful luster. The size and length of the blade appears to correspond with the amount of energy that was once fuelled into the spell that Nibelung Valesti absorbed. Because of its ethereal form, Nibelung Valesti causes the sword to lose their classification of a "physical weapon", but rather, it becomes known as "a hilt with magical energies protruding from it", and depending on what the swords have integrated into its composition, this grants it drastically enhanced slicing power as it becomes super-heated to the point of burning through all sorts of alloys and magical defenses upon contact. From this point onwards, another property of the almighty sword spell referred to as Nibelung Valesti reveals itself to those previously unaware of it - when the sword is under the effect of Nibelung Valesti, they are capable of perceiving what "cannot be perceived normally"; that is to say, the "weak points" of "blindspots" of everything that Annarose's eyes witness - these are areas in the body that constantly move as blood circulates and can deal immense damage to the targeted individual if hit. When striking along these lines in any manner that she deems suitable such as slashing or thrusting, Annarose's blades can deal immense damage far beyond what she could do normally, causing her magnificent bladework to function similarly to Crash and Destruction Magic and instantly induce decay and decomposition on anything that she happens to come into contact with. Weaker magicians can be cut to pieces with the spell without issue, but in the case of more powerful opponents, Nibelung Valesti functions as an advantage enabler. Every time she strikes an opponent's weak spot even with the weakest of blows, the pain that is a result of Annarose's sword landing upon the weak spot is magnified tenfold in comparison to a regular bladed strike, and it can quite possibly end up being fatal to her opponent- additionally, repeated strikes at the same weak spot results in the affected weak spot on the enemy's body enlarging as their blood begins to clot until Annarose can simply knock them out with a single strike as their entire existence is registered as a "weak point". Not only does striking at the enemy's "weak point" result in a magnified amount of damage, the energy that composes Nibelung Valesti intensifies to the point that it postpones the current plane of existence, allowing the blade to pass through objects unchallenged - and by shifting back into the current plane, the blade will promptly destroy whatever it is currently within - from a block of wood to a suit of armour to human flesh; this process enables Nibelung Valesti to transcend all matter in order to become the "ultimate blade"; aside from stabbing the rift, there is no visual movement as perceived by the naked eye, but rather, the energy has been fired right at her opponent in the form of a barrage of purple crescent blades of energy, hitting immediately with enough power to bust an adversary to shreds, annihilating everything with a decisive, explosive strike. In any case, no matter what is installed within her swords, Annarose is capable of combining the effects the opposing magic spell would have normally to use those effects as if they were an ability of her blade in addition to the enhanced cutting power doing so gives her weapon- not only this, with a spell equipped into her blade, Annarose can release blade strikes as usual that possess properties of the spell, such as projecting a wave of energy with pure magical energy embedded within her sword. While Nibelung Valesti is in effect, any abilities, including spells that Annarose uses will have their power, area-of-effect, and speed amplified if her ability is the same element as the absorbed spell- and of course, Annarose is capable of launching the absorbed spell in its original form back at the opponent. However, as a downside, Nibelung Valesti will only last for two minutes as it seems to hurt her swords itself, and if she releases the spell, it will obviously end instantly as there is no fulcrum left for Nibelung Valesti to keep the powered-up state of her blade going.
 * Runic Array: Frigg's Protection (, Rūnikku Arei: Furigguzu Purotekushon lit. Fourfold Rune Fusion Battle Formation - Three-Hundred-and-Sixty Degree Protective Field of the Wisdom Goddess): Runic Array: Frigg's Protection is an Enchantment spell which was developed and solely utilized by Annarose Antoinette, serving as a large bubble of magical energies fortified and produced by a combination of Annarose's strongest runes that not only protect her and anyone else that she chooses to affect with the spell, but also heals them while they are within the spell's sphere of influence - it can be considered a power which is equivalent to the member of the Three Great Fairy Magics known as . In any case, when activating Runic Array: Frigg's Protection, Annarose focuses her magical energies intensely, before projecting the supernatural energies which are dwelling within her frame outwards ever-so-slightly, allowing for a small fusion with the eternano particles ambient in the atmosphere - from here, Annarose calls the newly formed magical energies back towards her, centering the supernatural powers upon a singular point - more often than not, it's either her finger(s) or her weapon at the time, and in any case, the energies are focused entirely upon the tip of her finger/the end of the current armament that she is equipped with. Now, Annarose writes a combination of runes, specifically that of Yr, which means "yew" and is symbolic of nature, Nauðr, meaning "hardship and need" with a symbolism towards alloy-based magics such as Iron-Make, Óss, meaning "god", and Yngvi, an alternate name for the god Freyr - all of these are carved in the four cardinal directions around her body. This results in a quartet of symbols manifesting around where she is standing -  ᛦ/Yr is to the north, ᚾ/Nauðr is to the south, ᚬ/Óss is to the east, and finally, ᛜ /Yngvi to the west - once these symbols have been inscribed within the solid surface below, Annarose channels her willpower into the manifested rune, thus bringing out the power of the words inscribed within the surface - this takes the form of a quartet of streaming magical energies which ascend from the earth like a volcanic eruption, allowing the energies to channel the power of Frigg, the Norse Goddess of fertility, love, household management, marriage, motherhood, and domestic arts before these energies are forcibly molded into the shape of a bubble-like sphere which not only covers Annarose, but anyone that she deems to be worthy within it's area-of-effect as well, covering her and her allies. As Runic Array: Frigg's Protection is referred to as a "non-Fairy Tail member version of Fairy Sphere"; further powering this barrier is Annarose's own feelings (the feelings of others optional), which are converted into magical power in order to strengthen the barrier beyond one's wildest dreams, taking the form of a sphere of varying colours with a mark and a stylized pair of wings emblazoned upon it.The barrier does not function only on a sole individual, rather by using Annarose as a base, the barrier effect extends around the vicinity. The range of Runic Array: Frigg's Protection is dependent upon the reach of the magic produced by Annarose and any enemies within that range will suffer an alteration that weakens the power of their magics. However, because the barrier is created through magical energies, a weak point is created as Runic Array: Frigg's Protection's defensive power is reduced the further one gets from Annarose. But even though this effect decays over distance, even at the very edge of its range it will not completely disappear, so from a tactical standpoint it is possible to safely position auxiliary support. Runic Array: Frigg's Protection, like Fairy Sphere, on which Runic Array: Frigg's Protection is based, protects Annarose (and her allies) from any evil; serving as an absolute defense spell which can even defend against time by acting as a stasis chamber, a place in which time stops, thus everyone within the sphere is stuck in a frozen state in which they don't age. While under the effects of Runic Array: Frigg's Protection, those whom Annarose chooses has magical energies into their open wounds while surrounding their bodies, and spheres of energy rise up, purifying all allies while purging their existences of all injuries, excluding those that are away from sphere by completely restoring their magical energy and stamina and curing them of any status ailments before finally granting them a stat boost, making Runic Array: Frigg's Protection a perfect mixture of defense and supplementary might.

Basic Spells

 * Mauvette Roar (, Mōbetto Roa lit. Conviction of the Hereditary Purple Garden Roar): Mauvette Roar is an Enchantment spell that is exclusive to Persephone Tray which allows the caster to launch a concentrated stream of purple arcane energy towards the opponent, the properties of which are affected by whatever the spell passes while in motion. In any case, when performing Mauvette 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 Mauvette 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 violet texture in accordance to the caster's own magical energy. From here, the caster cusps their hands together while still keeping their hands open, their fingers in a clawed position as they throw their hands to their sides. From here, the caster focuses the cloud of purple energy as to force it to converge at a single point between the user's hands, 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 hands, with the glyph transmogrifying into a serial of Magic Seals in the shape of circles and squares not unlike that of . 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 purple 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 anything it comes in contact with, seriously damaging anything with even a glancing hit while annihilating any and every form of defense, crossing the distance of three hundred kilometers in the blink of an eye – anything that the blast of violet 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 gale-force hurricanes. With the assistance of another Enchantment spell referred to as Escalation Install, Mauvette Roar can take upon various alternate properties depending on the types of energy absorbed prior – for example, if Escalation Install had been used to halve a powerful Fire Magic spell and give its power to the caster, the resultant spell would annihilate anything it touches through intense flames capable of incinerating the caster's targets.
 * Extension: Mauvette Atomic Flare (, Ekusutenshon: Mōbetto Atomikku Furea lit. Additional Attack: Hereditary Purple Atomic Fire Wave High-Speed Cannon): Extension: Mauvette Atomic Flare is an Enchantment spell, which, as the name would ever-so-subtly indicate, is an extension of Mauvette Roar activated through the Reaction Force method - it allows the caster to launch a concentrated stream of purple arcane energy towards the opponent, taking upon the properties of a (relatively) concentrated nuclear blast that deals non-elemental magic damage which ignores defense and evasion. In any case, when performing Extension: Mauvette Atomic Flare, 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 Extension: Mauvette Atomic Flare, 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 violet texture in accordance to the caster's own magical energy. From here, the caster cusps their hands together while still keeping their hands open, their fingers in a clawed position as they throw their hands to their sides. From here, the caster focuses the cloud of purple energy as to force it to converge at a single point between the user's hands, 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 hands, with the glyph transmogrifying into a serial of Magic Seals in the shape of circles and squares not unlike that of . 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 purple energy to pass through the numerous Magic Seals – during the process of passing through the numerous sigils, the caster induces nuclear fusion through Reaction Force by forcing the masses of particles to collide violently, creating newer and heavier eternano nucleuses as the lost masses from the heavy particles' previous form is changed into enormous quantities of energy that the caster mentally directs forward, and upon reaching the final seal, the beam comes into its own in the form of a two energy beams in purple textures- one is a burning purple ray of magical energy that moves straightforwardly, and the other is a deeper violet beam that coils around it in a constant spiralling motion, giving off the visage of being similar to that of a screw. This violet two-score beam of energy quickly spirals outwards upon release, producing intense amounts of heat and energy that does not result in an explosion, instead being a contained release of energy which fully exposes the enemy to the source of the blast. Upon contact with the enemy, the energies which compose Extension: Mauvette Atomic Flare collapse in on itself as they expand outwards rapidly towards the opponent with astounding destructive power; though thanks to taking upon the appearance of a screw of sorts, Extension: Mauvette Atomic Flare is capable of piercing through anything and everything in its way, grinding and tearing straight through all that could be considered an obstruction like a drill eating away at bedrock, as it moves faster than the eye can see. When amplified by the Reaction Force method, the trajectory at which Extension: Mauvette Atomic Flare travels at can be altered, allowing the user to strike more than one opponent and the whiplash of the attack can be quite huge, usually blowing apart anything behind the caster at the time of attack. Not only this, attack has a delayed effect if the initial blast should fail, wherein the target will be blasted by residual effects left over by the beam.
 * Navy Pressure (, Neibī Puresshā lit. Overrunning of the Deep Blue Pressure): Navy Pressure is an Enchantment spell that is exclusive to Persephone Tray 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 Navy Pressure, 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 Navy Pressure, 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, Navy Pressure 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 Navy Pressure forwards, the caster summons a gigantic fist for an enormous sweeping punch that has incredible horizontal range, pulverizing anything in its path. When projecting Navy Pressure 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 Navy Pressure 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 Navy Pressure 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 Navy Pressure only hits in front of the caster, it has a large vertical range.
 * Chartreuse Banisher (, Sharutoryūzu Banisshā lit. Removing Invalidation of the Blue-Green Wave Change): Chartreuse Banisher is the name of an Enchantment spell which allows the user to project a wave of molecular energy that can nullify opposing attacks and discharge them within an area away from the user. When performing Chartreuse Banisher, 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 – in the case of Chartreuse Banisher, the caster draws the affected molecular structures back towards them, stopping this flow of energy mere centimeters away from their body – at this point, the user gathers and condenses the particles upon their hands; not by an overwhelming amount, but not a miniscule amount either, settling on an adequate quantity of particles being compressed, at least to oppose the incoming attack. Integrating their own magical energies within these molecular collections, the user concentrates the particles at a single point, allowing the numerous energies to gain an edge as the aura around the point becomes blue-green in texture as befitting the name of the spell; as per Enchantment's origins in alchemy, these energies invoke the alkahest, which is a much-sought after universal solvent that has the power to dissolve every other substance, including gold; allowing Chartreuse Banisher to induce dissolution upon anything it comes into contact with, barreling through the opposing collection of eternano that composes the offending spell, causing everything else to be shoved aside into fragments of eternano, essentially breaking it into pieces, nullifying the enemy's attack and dispersing its power at the point of contact. Additionally, when performing Chartreuse Banisher, the user has a very ample radius in which the spell may be employed from; meaning that essentially, they can cast it from any angle that they wish, allowing a three hundred and sixty degree defense, but the drawback is that the user can only nullify one spell at a time, but the user can nullify an opposing attack by simply waving the assault away, or using their limbs, such as their elbow, to nullify a spell; additionally, with Chartreuse Banisher, the caster is able to dissolve any sort of organic cells, including plant, bone, or even fertile dirt and dissolve them, destroying them at a cellular or even protein level, allowing them to destroy their targets, either by a specific part or outright disintegration, even negating the likes of Healing Magic. The addition of Chartreuse Banisher into their arsenal allows the caster to strike straight through any obstacles and defenses which would give any other magician a difficult time.
 * AzuriteInfernoPer.pngAzurite Inferno (, Azuraito Inferuno lit. Cindering Flourishing Jailing Funeral of the Indigo Bronze Calamity): Azurite Inferno is the name of an Enchantment 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 Azurite Inferno, 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 Azurite Inferno, 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 Azurite Inferno, 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 Azurite Inferno.
 * Extension: Crimson Pyroclasm (, Ekusutenshon: Kurimuzon Pirokurisumu lit. Additional Attack: Tempestuous Maddening Blazing and Burning Extinguishing End): Extension: Crimson Pyroclasm is the name of an Enchantment spell, which, as the name would ever-so-subtly indicate, is an extension of Azurite Inferno – Crimson Pyroclasm allows the caster to transform the flame cage generated by Azurite Inferno into an ascending tower of flame with the Reaction Force method, resulting in the spell becoming a scarlet nuclear blast wrapped in a deeper crimson spiral that deals non-elemental magic damage which ignores defense and evasion. When performing Extension: Crimson Pyroclasm, 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 Extension: Crimson Pyroclasm, 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; from here, the usual motions and activation sequences of Azurite Inferno are engaged, until the designated target is trapped within the blazing glyph. Now, the caster uses the Reaction Force command in order to induce nuclear fusion by forcing the masses of particles to collide violently, creating newer and heavier eternano nucleuses as the lost masses from the heavy particles' previous form is changed into enormous quantities of energy that the caster mentally directs forward in the form of a concentrated, fiery shaped neon-blue beam of magical energy that is commonly mistaken for the release of high amounts of flame as per a spell akin to . This neon-blue beam of energy quickly spirals outwards upon release, producing intense amounts of heat and energy that does not result in an explosion, instead being a contained release of energy which fully exposes the enemy to the source of the blast. Upon contact with the enemy, the energies which compose the spell collapse in on itself as they expand outwards rapidly towards the opponent with astounding destructive power, resulting in a powerful detonation that annihilates the very souls of those that the caster designates as a target; this spell possesses incredible range, amazing power and pin-point accuracy, and it is easily capable of destroying several buildings in a single strike; reducing an entire desert to naught but a long-spanning sheet of molten glass; at full power, Extension: Crimson Pyroclasm can completely eradicate an island, imprinting a giant crater into the ocean.
 * Sea-Moss Gate (, Shī Mosu Gēto lit. Original Cask Gate of Emerald-Green): Sea-Moss Gate is an Enchantment spell that is exclusive to Persephone Tray which allows the caster to generate a three-hundred and sixty degree barrier of particles around their figure which not only protects the user from numerous attacks, but also absorbs the force of an incoming strike and projects it back at the target. When performing Sea-Moss Gate, 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 Sea-Moss Gate, the caster forces the structures affected by their Enchantment back towards themselves, breaking down the molecular compositions as to enable a smoother transition in the direction of the user's own frame, with their Magic Origin functioning in a similar manner to that of a positive charge to draw particles and all sorts of particles towards their body – once a sufficient amount of particles have been amassed, the caster then shapes these particles using their mastery over the arcane, the particles moving about and rearranging themselves in accordance to the user's mental commands alone into the form of a lime green force field that surrounds the caster's body from all conceivable directions as a protective shield of sorts. The Sea-Moss Gate provides the caster with protection against physical attacks and projectiles, even things such as shrapnel, and the protection granted by Sea-Moss Gate is sufficient to be impenetrable to most conventional weaponry, but it could be penetrated by high-powered arcane-infused weaponry such as, the superweapon commandeered by the that unleashes enormously destructive blasts of arcane energy. This field does not repel gases or energy based attacks as well. The Sea-Moss Gate largely absorbs and negates impact shock, thus protecting the caster from catastrophic events such as high-speed collision, serving as a filter that analyzes everything as harmful or not, with the caster utilizing the impregnability of the barrier to push away anything that could cause harm to themselves. Examples of these would be high-velocity vectors that are reflected, such as bullets, which a regular caster obviously could not consciously react to, as the speed of a bullet is immensely high. However, once a projectile so much as makes contact with the Sea-Moss Gate, the vector values of the attack are reduced to naught as the barrier absorbs the kinetic and supernatural force of the attack, suspending any projectiles that enter its radius. From here, with thoughts alone, the caster is capable of using the Sea-Moss Gate in order to redirect the projectiles back at their opponent with astounding speed and force, retaliating by returning them to sender, with the projectiles moving and taking aim at the target according to the user's will, allowing the user to fire without having to even touch them; they are shot with enough force to repel a high-powered elemental spell. While it is possible to block many of the strikes, to do so can be seen as suicidal, and being struck by a single redirected projectile can lead to stagger and thus the rest will hit the enemy.
 * Escalation Install (, Esukarēshon Insutōru lit. Magic Transference: Magical and Physical Factor Amplification): Escalation Install is an incredibly powerful Enchantment spell that is capable of being used by only a select few users of this power which revolves around the manipulation of power, both of the physical and the supernatural, allowing the user to halve the physical and supernatural power of anything that they deem to be a target and absorb it, thus doubling their own power. When performing Escalation Install, 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, allowing the caster to alter them. Through alteration of matter and energy ever-so-characteristic of Enchantment, the majority of Escalation Install's might, which is said to be at least one hundred times a standard magician's normal physical and supernatural parameters, if not even moreso, the user of Escalation Install is able to induce the amplification of power through absorbing other sources of power, and from there, numerous side-effects of a sort can be harnessed. The process of Escalation Install is induced by the caster transfixing their arcane power upon anything in the surroundings, with the caster's Magical Aura being exerted to its fullest extent as to allow the area-of-effect to dramatically widen, affecting everything in the vicinity around the caster for a one kilometer scope, with the caster mentally excluding what they wish to leave out of Escalation Install. Once targets have been designated, Escalation Install is put into practice, with the spell inducing a suction effect which transforms and breaks down anything that could be said to be composed of particles through the theft of electrons. This allows the caster's power to slowly increase by using the power of Enchantment in order to take electrons from their foe every minute, which has the added effect of halving their foe's power or the power of their magic, while utilizing said electrons to make an "energy shell" full, in order for them to become less, if not completely unreactive and utterly stable, allowing the caster to consume that power and make it their own, allowing the caster to gather more and more energy, which they can utilize as if it were their own might. Generally, the caster always keeps a fragment of the absorbed power from their foe so that they can unleash it on a whim. The time that Escalation Install activates is every minute; however, it can be reverted to the starting point if this spell absorbs too much energy and boosts the caster too much, overloading explosively and giving all the assimilated energy to their foe.

Advanced Spells

 * EnchantmentFlaxNurture.pngFlax Nurture (, Furakkusu Nāchā lit. Greater Growing Promotion of Brave Yellow): Flax Nurture, also referred to as Body Enchant (, Bodī Enchanto lit. Internally Applied Magic Transference), is an Enchantment spell that is exclusive to Persephone Tray which allows the caster to create a powerful defensive armour composed of particles affected by the power around the entirety of their frame, resulting in their physical and arcane parameters being tremendously amplified - in a way, Flax Nurture can be considered to be an Enchantment version of Dragon Force, Drive, Full Throttle, or anything similar as all of them serve the purpose of taking what the caster already has and pushing it beyond the limits to create a power that's seen to be unrivaled. When performing Flax Nurture, 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,, 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. In any case, when inducing Flax Nurture, 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 armour 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 – in accordance to the caster's willpower, the molecular armour can take upon a solid structure, morphing itself into the form of a stylized armour designed through the user's imagination. With the armour of Flax Nurture activated, the caster can infuse and accumulate all sorts of energies into their body as long as it is classified as a particle, resulting in their parameters all across the board being exceptionally amplified through a continuous "collect and use" method of release, spreading the gathered particles to all bodily joints while keeping a large amount focused in their torso, which reacts with their Magic Origin and figure, drastically augmenting it and granting the user an enormous boost in their parameters all across the board by constantly and instantaneously releasing the gathered magical energy and thus, the particles affected in order to reinforce themselves and their movements. This takes upon the physical manifestation of a jet blast of pure power, bolstering their movements in any range, effectively turning them into more a force of nature than a solo fighter. However, to activate Flax Nurture for sustained periods of time requires a truly enormous amount of magical power, meaning that witnessing it being utilized in the heat of battle is a rare sight. With Flax Nurture active, the user's body permeates with magical energy, resulting in a surging aura surrounding their body and their weapon, and when the spell is activated, the user's power increases with their available energy, so by default, the user can gain a boost in power and speed six times the energy used, which can only increase if further measures are taken. The user is capable of harnessing the influx of energy gained by the spell for all sorts of combat, defensive measures, and movements, meaning that even a physically weak person can prove problematic to the toughest of opponents, allowing them to fight head-on with all sorts of enemies, even Wizard Saints and above.
 * Extension: Amber Raider (, Ekusutenshon: Anbā Reidā lit. Additional Attack: Ending and Lamenting Raid of Just Yellow): Extension: Amber Raider is an Enchantment spell which, as the name would ever-so-subtly indicate, is an extension of Flax Nurture – rather, it's an instantly activated boost-type spell when is automatically cast upon the user equipping the Flax Nurture armour, allowing the caster to manipulate their own 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. The power of the Extension: Amber Raider, which allows those whom possess it to manipulate kinetic energy, allows the user to use the movement energy of anything they wish to affect other types of energy such as chemical energy, thermal energy, electromagnetic radiation, gravitational energy, electric energy, elastic energy, nuclear energy, and rest energy. Considered an advanced combination technique as it merges the concept of fa jin, which is a sudden release of energy obtained by the coordinated movement of the entire body as seen in some forms of Chinese martial arts with the reduced earth method of high-speed movement that involves a sudden movement into an enemy's space or blind spot in order to attack, the Extension: Amber Raider allows the user to harness the momentum that they produce in any sort of environment –not limited to but including the seas, the air, and the ground- and the user of the technique can channel the forces produced by their movements for various applications, including lightning-quick offensive and defensive measures. These techniques and abilities that are only available through the user's mastery of their body's momentum and top speed are highly varied, with almost countless applications at their disposal. Darting around at astounding speeds, the user of Extension: Amber Raider is able to transfer the momentum generated by their movements into kinetic energy through numerous parts of their body, resulting in each and every one of their blows possessing a rather explosive amount of force – this is a major reason why most users of the ability display such incredible strength despite their seeming fragility as their attacks and movements impart the kinetic energies that build up with their speed into each point of impact, often releasing shockwaves that radiate across the flat surface accompanied by a small explosion as the user lands on a solid surface; this also enables the user to instantaneously blast off and shoot forth like a speeding bullet from a stationary position while casually unleashing a furious flurry of strikes that land at amazing speeds rend anything that they come into contact with in twain. The kinetic energy manipulation ability bestowed upon the user of Extension: Amber Raider also increases in intensity and overall area-of-effect for each strike dealt successively, meaning that as long as they continue to assault their opponent while refusing to have anything to interrupt their onslaught, the might of each consecutive blow is doubled in comparison to the previous strike. However, for all of its strengths, the power of Extension: Amber Raider does possess a rather significant weakness – the kinetic energy gathered while the user of Extension: Amber Raider accelerating forth is modified once their momentum also becomes altered, meaning that once the user stops moving, the kinetic energy in their body that is built up through their movements vanishes.
 * Second Extension: Energy Barrier (, Sekando Ekusutenshon: Enerugī Baria lit. Additional Attack Number Two: Three-Hundred-and-Sixty-Degree Kinetic Energy Field): Second Extension: Energy Barrier is an Enchantment spell, and, as the name would suggest, is an extension of Amber Raider, which itself is technically an extension of Flax Nurture – Second Extension: Energy Barrier is a field of molecular energy that is compressed upon the caster's body that allows the caster to nullify any form of kinetic force which is directed against them. When activating Second Extension: Energy Barrier, the caster focuses intently, before using the control over their kinetic energy bestowed upon them by Extension: Amber Raider in conjunction with their skill in Enchantment by projecting a portion of the magical energies dwelling within their frame outwards – this motion is 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, with the caster using Enchantment in order to break down numerous molecular structures and draw the constituent particles towards their body, harnessing their skill in arcane manipulation to convert the particles into kinetic energy, amassed upon their frame which wraps around the caster's body in the form of a wafer-thin field of kinetic energy that absorbs all kinetic energy that's directed against the caster – this absorption property is known to be highly variable, as it allows the caster to resist the effects of organic and inorganic objects such as solids of all shapes, sizes, and properties, as well as resisting that of energy and fire and even explosions, effectively rendering the user of Second Extension: Energy Field nigh-invulnerable as it's almost impossible for them to be harmed, instead bounding around the vicinity, launching off of numerous objects without any loss or a transference of momentum. Additionally, the caster is capable of manipulating the kinetic field that enshrouds their body in order to project it outwards for the purpose of offense and defense, slamming into opponents and negating incoming projectiles respectively – by doing so, the caster is able to release a tremendous pressure which can push anything in the immediate vicinity away.
 * Second Extension: Saffron Shockwave (, Sekando Ekusutenshon: Safuran Shokkūeibu lit. Additional Attack Number Two: Force-Generated Destruction Wave of Flowing Yellow): Second Extension: Saffron Shockwave is an Enchantment spell, and, as the name would suggest, is an extension of Amber Raider, which itself is technically an extension of Flax Nurture – Second Extension: Saffron Shockwave allows the caster to absorb energy from the surroundings before releasing these energies in the form of explosive blasts of pure concussive force that can cause intense amounts of destruction. When performing Second Extension: Saffron Shockwave, the caster focuses their energies intently, before harnessing the kinetic energy manipulation properties of Extension: Amber Raider in order to absorb the energy from any incoming attack or the surroundings, such as kinetic activity, electricity, even arcane energies – once a desired amount of energy has been gathered, the caster then focuses a large amount of kinetic energy, which is the energy possessed by any moving object; into one or more of their limbs, gathering it in a single movement by making a movement with the selected limbs in question at high speeds to ensure that the ensuing blow would cause an intense acceleration of the kinetic energy to grant it amazing force as the user launches the extremity of choice from any direction – once their strike has made contact with something, they release these incredible amounts of kinetic energy from the "small point" known as the end of their limb, and as long as the medium is even slightly tangible, Second Extension: Saffron Shockwave comes into existence as a form of a high-pressure wave of pure concussive force that travels faster than the speed of sound and can propagate through the point of impact, shaking both the medium and anything around it, causing the objects around the point-of-impact to vibrate erratically in an extremely hard and fast wave, which causes other things that the material touches to vibrate too, resulting in a powerful explosion that does even more damage – it is called a "shock wave" because the wave of concussive force reverberates up and down like a crashing wave in the ocean. Upon releasing the shockwave, the wave of pure concussive of sorts more often than not damages the surrounding environment, blasting through the medium it was transferred through at astounding speeds in any direction that the user chooses upon release; these shockwaves can ripple through the ground or in the atmosphere, bringing mass destruction to anything that they come into contact with- they can repulse enemies away with incredible force while pushing over those on the fringe of the shockwave and shattering delicate substances; at the highest point, a shockwave can even cause minor earthquakes by shaking the ground or dislodging underground tectonic plates. The shockwaves can uproot trees, rend the earth, cut 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. As mentioned before, a shockwave can ripple along anything at all as long as it is even slightly tangible; however, not only this, the consistency and makeup of what this wave of pure concussive force runs through has a rather subtle effect on how the shockwave reacts – for example, while a shockwave that travels through the ground is an earthquake, a thick liquid such as an ocean would result in the shockwave having a wider area-of-effect, but in contrast, a thin material like air would have the opposite effect, though in all manifestations, a shockwave is extremely deadly as it is both fast and powerful, making it easy to use and practical.

Alexis' Spells

 * AlexisFireMagic.pngDesperado Flame (, Desuperādo Furēmu, lit. Flame of the Bandit): Desperado Flame is 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.
 * AlexisPerEnchantmentDark.pngDarkout Spear (, Dākuauto Supia lit. Drilling Lance of Everlasting Darkness): Darkout Spear is a powerful Enchantment spell that's exclusive to Alexis Tenjouin- it involves Alexis manifesting an exceedingly sharp trident composed entirely out of darkness in front of her, impaling anything in her path. In any case, when performing Darkout Spear, Alexis focuses her energies intently, before pulsing her energies forth, which are dramatically bolstered by Alexis overlaying her Magical Aura upon her 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 Alexis' 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 her 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 Alexis 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 Darkout Spear, after her arcane energies have been transfixed upon a relatively small area in front of her as to enable a condensation of this borderline reality-altering power, Alexis invokes an activation sequence that's not dissimilar to the likes of such as Darkness Magic (and associated Darkness-Make), Shadow Magic, or even one of the Black Arts, with Alexis going the opposite of the 'magic = feelings' concept—by fuelling her magic with negative feelings, Alexis initiates the usual fusion of eternano and magical power, manifesting pure darkness, which is the polar opposite to brightness, the result of the condition of a very small amount or even an absence of visible light; this, when combined with the molecular/atomic manipulation that's universal with Enchantment and her incorporating principles not dissimilar to Molding Magic or Shape Transformation, results in Alexis Tenjouin manifesting a relatively ornate and medium sized spear that somewhat resembles a trident from the palm of her hand, as signified by it being released from a trio of Magic Seals that enshroud her arm - shooting forward from her palm at velocities that effortlessly match supersonic speeds, the Darkout Spear extends in both size and length at about more than one hundred and seventy thousand meters per second, often arriving at the jaws' destination in much less than a second - the Darkout Spear, thanks to a combination of speed and power, possesses overwhelming amounts of force while surging towards Alexis' target, busting through anything in its way as if it were wet rice paper; this spell can also make drastic turns and move about in wide arcs as to attack more than one opponent both simultaneously and swiftly. Additionally, Alexis has displayed the ability to utilize a variant of phase transition to launch the Darkout Spear differently, simply aiming her palm towards the opponent and from there, the trident manifests, piercing them instantly and dishing out a vicious one-hit kill to anyone whose defenses aren't enough to protect themselves.

Shared Spells
The Shared Spells for Enchantment are free use.


 * Hexentia: Abyss Break (, Hekusenchia: Abisu Bureiku lit. Magic Transference Secret Art: Purgatory Breaking Wave): Abyss Break is a forbidden, uncategorized spell that is noted to be one of the most powerful spells to ever exist; it has consequences the magnitude of what its name might suggests; while it technically is uncategorized, this iteration of the spell is attuned to an Enchanter's usage of the Elemental Five, resulting it becoming even more powerful as well as transforming into an Elemental Magic Extremity. While never explicitly shown to be used in combat, its effects, as described by are that of a dark blast. Abyss Break uses the combination of four magic in order to be performed, each magic representing the four fundamental states of matter, with fire representing plasma, water representing liquid, earth representing solid, and air representing gas, all magics embodied as, ,   respectively, or any other appropriate derivatives of the aforementioned elemental magic - in the case of a High Enchanter utilizes four of the Elemental Five respectively. Uniquely, the spell absolutely requires the use of a Magic Seal, which is later seen as the four different magic are actually embedded into the said magical circle. Whilst the exact magnitude of the spell varies dependent on the amount of magical power within it, it may be theorized that the functionality of the spell works akin to that of a . Albeit, if one employs it by oneself, it can be called a "Self" Unison Raid; additionally, adhering to the Unison Raid his spell can be employed by four different users (such as the ) or a single user with mastery over the four elemental types. The spell, thought to be powerful enough to destroy the  because of its use, is clearly a disaster simply waiting to happen. However, since nobody has managed to properly fire it, nobody is fully aware of the sheer scope of its destructive power- though, of course, the caster is capable of utilizing its immense strength as casually as breathing through the unification of their quartet of Elemental Five. When initiating Abyss Break, 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 Abyss Break, the caster manifests four Magic Seals 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 fire is indicated by red with flame in the center, the wind Magic Seal that represents air is indicated by green with a windy scar in the center, the water Magic Seal that embodies water is indicated by blue with a raindrop in the center, and the earth Magic Seal which represents earth is indicated by brown with a rock in the center. Each of these Magic Seals begin to gather and converge eternano which is suspended within the atmosphere from the vicinity with the quartet of arcane crests acting in a similar manner to that of a positive charge to draw energy and all sorts of particles towards these seals, additionally absorbing sources of each element such as the ground, the skies, and bodies of water in order to enhance the sheer power and scope of the full blast. Once the charging period has been finished, the quartet of sigils align themselves in a row before the caster's body, taking upon the form of a serial of emblems in the shape of circles and squares not unlike that of , each Magic Seal constantly flashing and changing colours through a spectrum that represents all four elements that composes the spell. Focusing upon a target, the gathered energies pass through each Magic Seal with the quartet of seals charging coherent energies through the caster's magical energies in order to rapidly excite the constituent particles of elemental energies, 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 caster's willpower, using magical manipulation to mimic canalization, which is the process of introducing weirs and locks to a river so as to secure a defined depth suitable for navigation as to concentrate the release of energy into a single roaring beam of pure energy which is tinted a dark purple that annihilates anything in its path. Unlike most self-called lasers, Abyss Break is an actual laser instead of a (comparatively) slow-moving projectile forged from light. As one knows, a laser is an amplified, single-colour source of light. The beam of light from the laser does not get wider or weaker as most sources of light do; indeed, a laser is distinguished from other sources of light by its coherence, expressed through the output of Abyss Break being a narrow, almost-razor-thin beam rather than a gigantic light blast. As the laser is focused to an extremely tiny spot, it achieves a very high irradiance and a low divergence so that it does not lose power even after travelling a long distance. Abyss Break is known as a beam that burns through targets like a missile, causing everything metallic that it so much as glances through to disintegrate, vaporizing everything in its path, burning through clothing and melting defenses upon contact. Laser wounds are every bit as bloody as knife wounds, and upon connection with a flesh-and-blood enemy, Abyss Break causes the water in the body to boil, expand and rip the surrounding tissues apart, much like a high velocity bullet impact. The launching speed of Abyss Break is that of the speed of light, meaning that immediately after the sparse seconds that it takes to cast the spell, Abyss Break has reached its target, impacting instantaneously with no way to dodge or defend- to onlookers, it appears as if that at the moment of the caster beginning the spell, a brief flash of four elements exists in the mortal plane briefly as everything before the caster has a hole punched in it no matter its composition, if not being disintegrated entirely- the time that this takes is less than a fraction of a second. It doesn't matter what comes between the laser and the caster's target, any obstacles will simply end up taking the same damage the target takes as the laser tears straight through any form of defense, no matter the origin or the composition like it was wet tissue paper, displaying immense pushing force as it blows away anything it so much as grazes while grinding any obstruction to dust like a drill eating away at bedrock, barreling down and piercing through the opponent at light-speeds while cutting a path of flame through the ground; the full power of Abyss Break is capable of tearing through any defense, even those erected by highly complex barrier-type spells like wet rice paper, and it possesses enough force to turn an acre of desert into a sheet of molten glass, with the wake of the blast inducing decay in every atomic nucleus that the attack comes into contact with, causing them to devolve from a high energy state to a lower energy state, thus releasing incredible amounts of gamma radiation, an extremely high-frequency electromagnetic radiation that consists of high-energy photons and ionizes everything in its path through three processes: the photoelectric effect, Compton_scattering, and pair production, resulting in a devastatingly powerful spell that embodies the power of the abyss, which is the great gulf or void between the phenomenal world of manifestation and its noumenal source.
 * DeusSemaPer.png (, Deusu Sēma lit. The Godly Star that causes Cities to Crumble): Deus Sema is a powerful Enchantment spell and a variant of the advanced Heavenly Body Magic spell known as, attuned for usage by Master Enchantment – just like the original version, Deus Sema involves the magician bringing down an enormous meteor enhanced by stellar energy upon the immediate vicinity, resulting in mass devastation. In any case, when invoking the power of Deus Sema, the Enchanter 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 Deus Sema, the user of Master Enchantment taps into the symbolism inherent within all astronomical objects, from here the caster fueling their energies with positive emotions, initiating the usual fusion of ambient eternano that's saturated throughout the vicinity and their own magical power as to bring down said astronomical objects from the depths of space into the mortal plane, placed under their command as their magical energies which had fused with eternano undergoes the process of a chemical reaction as directed by their imagination, invoking the power of stars, self-luminous celestial bodies consisting of a mass of gas held together by their own gravity with the inward-directed gravitational forces are balanced by the outward-directed gas and radiation pressures – this flawlessly replicates the activation sequence of Heavenly Body Magic. At this point, the wielder of Deus Sema bows down and points their hands downwards, with all the fingers closed except the index and middle fingers. The user then begins to slowly move their right hand until it points upwards, focusing the stellar energies made manifest by nuclear reactions in the interior of the star, which in turn is balanced by the outflow of energy coming from the surface or a star as the clouds above them darken, forming a high-intensity cyclone as they transfix their magical energies upon the heavens and the space above, far beyond the planet, enthralling their very souls – their magical energies unleash a powerful gravitational pull that affects space, dragging a rocky/metallic body which travels through outer space known as a meteor under its thrall. Emitting immense gravitational forces, the caster begins to drag the meteor downwards – in the process, coating it with a layer of magical energy as to prevent it from suffering from a reduction in size while descending, falling quickly to earth from the upper atmosphere down towards a specific location on the ground. As it descends along a linear trajectory, it moves at such a speed that evasion is near impossible; as even though it is extremely telegraphed, the meteor is so large that it is extremely difficult to dodge it. As the meteoroid descends upon the vicinity, it very quickly picks up speed until it reaches terminal velocity, which is the highest velocity attainable by an object as it falls through the air – thanks to the capabilities of Master Enchantment, as the meteorite descends, the magical energies which coats the meteor rapidly expands air particles, causing those in the vicinity to have difficulty breathing. As well, due to the decrease in the scalar pressure of the air, all forms of matter held together by that pressure (which includes living bodies) begin to break apart. telegraphed, the meteor is so large that it is extremely difficult to dodge it. The user can also summon another meteor which will then collide with the first, ensuring that they crash into their intended destination. When the meteor manifested by the power of Deus Sema hits, the force is strong enough to create a large explosion, which engulfs a wide area and releases a strong hurricane of air, also leaving a large impact crater in its wake while obliterating an enormous battlefield and killing everyone upon impact; the impact forces millions upon millions of rubble debris to hit the ground, in a method not dissimilar to an actual meteor shower; with the resulting tremors being felt as far as an entire town away.

Forbidden Spells
The Forbidden Spells of Enchantment are restricted and are only written for the sake of it.
 * Hexentia: Ultima Elementia (, Hekusenchia: Arutima Eremenchia lit. Magic Transference Secret Art: Omnidirectional Dragon-Slaying Circle of Winds, Forests, Fires, and Mountains): Hexentia: Ultima Elementia is the name of what can be presumed to be the strongest Enchantment spell bar none; it is a combination of the four fundamental states of matter which are utilized to unleash a supreme combination with no equal; Hexentia: 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 Hexentia: 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 Hexentia: 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 her 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 is indicated by red with flame in the center, the wind Magic Seal that represents  is indicated by green with a windy scar in the center, the water Magic Seal that embodies  is indicated by blue with a raindrop in the center, and the earth Magic Seal which represents  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. Of course, the blasts are touted to chase their foes to the ends of the earth, no matter where the foe is standing, even if they possessed high speed, as they would catch their foe eventually - these spheres move at velocities that effortlessly surpass the likes of High Speed, Reduced Earth, and Slowing Magic. The blasts can move at impossible angles, that always manages to reach its target; they will always change their path around any obstacles or pierce through any wall in order to reach their target. 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, Hexentia: Ultima Elementia ends and the caster drops back down to the ground, completely unharmed, but drained of their magical power. It's said that Hexentia: 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.

World Reconstruction Spells

 * UniverseOne.png ( Yunibāsu Wan lit. World Reconstruction Magic): Universe One is the strongest type of Enchantment, though it's vague if it can be classified as a spell or a Subspecies Magic thereof, but it allows the caster to reorganize the geography of the focused area by enchanting it, thus inducing terraforming, which is the hypothetical process of deliberately changing the environment of an entire planet, moon, or asteroid to an entirely new environment which the caster deems to be more suitable in regards to the situation at hand. It should be noted that because of the incredible might of Universe One, only the strongest of magicians who are at least Archmage level are capable of utilizing it properly, and even then, these experienced wielders are unable to mitigate the side-effects of this overwhelming power. In any case, when performing Universe One, 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, allowing the caster to alter them; but in the case of Universe One, the caster imbues their magical energies within the earth itself, potentially affecting a scale as large as the whole of an entire continent such as . From here, the caster targets the Ley lines (, Rei Rain lit. Dragon's Vein) which are located all around Earth Land; Ley Lines are alignments between places of magical power; while normally, only Dragons and Dragon Slayers can tap into them to gain their powers; places where multiple lines intersect at nodes attracts magicians like moths to the flame; by thrusting their magical energy into the earth and grabbing ahold of the Ley Lines with Enchantment while utilizing their Magical Aura in order to discover the locations of the lines, the caster is capable of modifying the flow of the paths in any way that they deem fit; this renders the caster capable of casually manipulating the area in the immediate vicinity in any way that they wish; however, these changes may be instantaneous or develop over the course of the fight – the activation of this power is signified by a bright light to burst forth from the earth and engulf all caught in its area of effect. The activation of this supernatural ability grants the caster the ability to alter the outcome of the battle by bending the mystical forces of the world to their whim; superimposing their own might across the lands with help with the Ley lines in order to induce terraforming, which is the hypothetical process of deliberately modifying the atmosphere, temperature, surface topography or ecology of a world to be similar to the biosphere of Earth or other habitable worlds, in order to make it habitable to other species. The effects produced by Universe One forcibly altering the geography and environment of the lands deliberately through Ley line manipulation vary from creating new paths, drying up rivers to create more terrain, freezing enemies or reducing the movement of those stuck on the ground and increasing the movements of those who are airborne- at it strongest form, by utilizing Universe One, the caster is capable of terraforming an entire mountain range and causing lava to erupt forth from beneath the earth, which, of course, can melt damn near everything that it comes into contact with. By manipulating the very geography of the ground itself, the user of Universe One can alter the landscape by compressing the land, while given the ability to purposely send certain things or people to certain locations, and in a similar manner to Terrain Effect Magic, the caster is able to change any type of terrain to any other type, for example turn a mountain into a sea, desert to jungle, hill into a lake, etc, shaping the environment in accordance to their imagination as if they were utilizing Molding Magic. The power of Universe One isn't just limited to manipulating the lands through Enchantment, but the caster can also manipulate the climate, which is the weather/atmospheric conditions of an area as described over a long period of time that's in the area-of-effect of Universe One. The caster can change the climate of an area, and even make changes to climate over entire areas over a long period of time, affecting the enchanted area to induce various effects such as as if they were installing the might of atmosphere-influencing magics such and Weather Magic into the domain brought about by Universe One, allowing the user of this power to bring about various natural disasters such as floods, hurricanes, tornadoes, volcanic eruptions, earthquakes, tsunamis, and other geologic processes. However, there are major side effects to Universe One, as the inhabitants (including the caster), structures, and landmarks' locations are all switched at random. With Universe One, the caster can erect new mountains, monuments, natural ridge-tops, and water-fords; effectively, the terrain around the caster is under their absolute control- every case of manipulating the earth is accompanied by an immense release of crystalline magical energy surging from the ground, which wreaks havoc on anything it finds, rising up several meters in the air and shattering the earth it emerges from reducing it to small pieces. It has been noted, however, that Universe One needs time to be prepared, due to its magnificent power and ability to manipulate geography of such magnitude. As a side note, although Universe One is the most basic World Construction Magic spell capable of being utilized by an Enchanter and thus could be considered the stone from which all alternative forms of World Reconstruction Magic are hewn from, it's still extraordinarily powerful.
 * SamuelSwordBirth.gifWorld Reconstruction Magic: Army of One (, Āmī Ofu Wan lit. World Reconstruction Magic: Infinite Creation of Swords): Army of One is a powerful World Reconstruction Magic spell enabled by Enchantment, intricately linked to the use of Enchanted Arms, as everything else is a power displayed by the infinite weaponry manifested by Weapon Magic- Army of One is exclusive to Ulrich Evans and the power that gave Ulrich his moniker of the Wrought Iron Knight of a Thousand Blades (錬鉄騎の千刀, Rentetsuki no Senjin), unducing a power where Ulrich can temporarily overwrite the surrounding reality with a landscape representative of his soul, manifested into the current plane of existence by focusing his magical power, condensing it to its utmost limit before releasing it in a gigantic explosion of pure energy that radiates throughout the vicinity, shrouding everything within the area in Ulrich's magical energies; effectively putting anything and everything which steps into the area-of-effect of the release under his command with very few chances to break the hold. Army of One is the manifestation of Ulrich's true power, being the result of his Sword Origin finally being utilized for something that does not hamper his prowess in battle, being the true potential of Enchantment. Army of One itself is the manifestation of Ulrich's ideals, a being whose life was saved by a sword, coming back from the brink of despair through the knowledge of the blade; it's the irrefutable proof of his mastery over the ways of the blade.SamuelSwordBirthWorld.pngding the territory of destruction that their blade grants them 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, allowing the caster to alter them; but in the case of Army of One, the caster imbues their magical energies within the earth itself, their energy manifested as the only proof of him being capable of performing magic- a Magic Seal known as the "Carved Seal of the Sword Saint" (剣聖の刻印, Kensei no Kokuin); a Magic Seal which is dark-grey in colouration as the markings in the outer ring of the seal resembling fleur-de-lis and the marking in the middle resembling a sword. The Carved Seal of the Sword Saint expands from underneath him while invoking Army of One, extending outwards unto a three mile radius; the manifestation of the Carved Seal of the Sword Saint is a sign sent to the heart of Earth Land itself, telling it to cower in fear of the man known as the Wrought Iron Knight of a Thousand Blades. Being subjugated to Ulrich's will; the earth itself explosively reacts, allowing Ulrich to momentarily take possession of its ground, which spews forth an illusionary fire that doesn't emit any heat, but spreads out from the Magic Seal in order to form a boundary and wall for Army of One; this phantasmal flame illuminates the area for the briefest of moment as the immediate vicinity undergoes terraforming according to Ulrich's will, manifesting a barren desert as far as the eye can see as the clouds have been replaced with gigantic gears turning continuously within the heavens; countless hills of blades of any shape, size, and ability spread infinitely for every second that Army of One is active, turning the area into an eerie wasteland with an infinite number of swords rooted into the ground like grave markers. Whereas the purpose of Enchantment the manifestation of countless swords with numerous properties simply through molding and hardening Ulrich's magical power, Army of One takes this up to eleven- as it is a projection of Ulrich's mental world and thus his Blade Origin, the existence of Army of One's graveyard of swords serves as a steel manufacturing factory that produces infinite amounts of swords at the speed of thought and commands them to extend into the horizon, constantly producing swords and flinging them everywhere and anywhere across the mental world, erupting from the earth like a powerful fissure with a chance to attack enemy with brutal force through impalement, through more often than not, Army of One simply results in a plethora of weapons being scattered around the battlefield that only Ulrich can utilize properly without any of them actually hitting people upon the formation of the mental world- indeed, simply by willing it, he can summon these weapons to his body; because of this, Ulrich almost always has a sword in hand, or multiple swords ready for use; to expand upon this, Army of One makes it appear as if Ulrich has some form of Telekinesis, as he is able to make his swords float in midair, stick to his opponents, and direct them through willpower alone, enabling him to make use of techniques which include the use of a single sword, or even many swords simultaneously. While Army of One is active, Ulrich can utilize these countless swords for various purposes beyond just regular melee attacking, such as using them as projectiles, paths to walk on, stakes to prevent his opponent's movements, and also use for unleashing multiple simultaneous attacks on his foe. Not only this, the pain that his Armsbane Curse causes him is reduced to the minimum extent, but the power of the Breakblade side-effect is enhanced to the maximum output, resulting in every strike that Ulrich makes unleashing explosions which extend up to the top of the graveyard of swords and to the sides- while the explosions released don't destroy everything within the range of the energy release, they instead focus all of their power onto the point of impact, allowing Ulrich to defeat almost any enemy that is within the graveyard of swords through sheer power. Due to his speed and strength, it seems to the untrained eye that Ulrich can summon a multitude of swords of all shapes and sizes to wipe out his opponents with ease. In combat, it is not uncommon to see a flurry of swords materializing out of thin air and disappearing just as quickly, flying and attacking rapidly from many angles at once. The skill that Ulrich displays when Army of One makes its mark upon the world blurs the line between the physical and the mystical, conjuring mighty dragons born of blades to descend upon his opponents, or erecting nigh impenetrable barriers of blades as strong as the greatest binding spells.

Exclusive Spells

 * UltimaPer.jpgClamator Aethereus (, Kuramatōru Ēteriasu lit. Invitation from Beyond the Rumbling Empty Skies): Clamator Aethereus is the name of an exceedingly powerful Enchantment spell which is considered to be akin to in terms of power - it is a non-elemental spell that deals immense damage to everything and anything that the user designates it to affect. However, Clamator Aethereus requires significant vitality and power to cast and can backlash and kill the caster if they haven't prepared beforehand. In any case, when beginning to cast Clamator Aethereus, 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 Clamator Aethereus, the caster draws the energies pulsed outwards from their Magic Origin as well as using each and every one of their Magic Pathways as a fulcrum in order to absorb ambient eternano stranded within the atmosphere into their body before fusing it with their magical energy while flaring up their Magical Aura- effectively, this gives the caster of the spell the appearance of having countless multicoloured auroras flowing from their body, having pushed their magical output to its utmost limit as to enable the casting of such a high-powered spell. Once this slightly tiring process has been completed, the user shapes a portion of this magical energy into a Magic Seal known as the "Ultimatum Sigil" (, Arutimeitamu Shigiru lit. Supreme Ultimate Magic Seal) that is manifested above the immediate vicinity- this seal is of a multicoloured texture, changing spectrums every half a second as to signify its superiority over other forms of magic. The Magic Seal and the user's Magic Origin (and by extension, the magic they are emitting currently) possess a symbiotic link for this single spell, which enables the user to actually cast the overwhelmingly powerful attack by fuelling the majority of their magical power into it. The shine of the Magic Seal summoned into the skies illuminates the vicinity with its radiance, in some cases blinding those unfortunate enough to be near it. The Ultimatum Sigil, suspended several hundred meters in the air, acts as a magnet of sorts, producing a high-power suction effect which acts as a vacuum of sorts, drawing the user's foe(s) in, in addition to absorbing stray magical energy and particles affected by Enchantment in the immediate vicinity in order to bolster the power even more- generally, if this spell almost guarantees a certain-kill and has a chance of killing the caster through the backlash produced, then there would be no use in holding back; rather than simply killing the opponent, Clamator Aethereus should always be used to overkill them. Anyone and anything drawn towards the Ultimatum Sigil is lifted into the air with immense force until the seal is dispelled, meaning that once caught, it is damn near impossible to escape from this certain death about to be unleashed. As the spell is being prepared, the deepest pits in hell and the pinnacle of the heavens tremble in preparation for the absolute destruction about to be brought to life into this plane of existence. With the incantation, "Under the shining name of the lord, may the light of judgment fall as rain upon these impure souls!" (輝く御名の許　地を這う穢れし魂に　裁きの光を雨と降らせん., Kagayaku mina no moto, chi o hau kegareta tamashii ni sabaki no hikari o ame to furasen), Clamator Aethereus' immense power is brought to life. The power that is said to have split the heavens and earth is upgraded from mere fantasy into harsh reality by the incantation and the user's signal to the Ultimatum Sigil which takes the form of a simple finger snap, signifying the Magic Seal held in the heavens to begin to spin at quickly advancing speeds, releasing orange streaks of light which scatter from the outer ring of the seal- while this certainly isn't the effect of Clamator Aethereus and is simply a side-effect of the spell's casting sequence, these streaks of light can also burn through all sorts of objects if they land on anything, even by accident. In a flash of energy, Clamator Aethereus is unleashed from the Magic Seal in the form of two enormous spheres that are quickly released and flank the sides of the Ultimatum Sigil- the left orb of magical energy is light blue in the center with deeper blues and purples on the outer part; the energies swirl around in the middle of this orb at a high speed; it possesses a temperature that breaks physics by going below absolute zero. The right sphere is a blazing crimson with a deep orange in the middle, burning like solar flares. These two orbs of ultimate power release truly impossible amounts of magical power, with freezing and incinerating properties respectively, the dual spheres, both of opposing elements, simulate a paradox and inflict that impossibility upon the enemy. The energies released by the frozen sphere and the blazing orb compress completely while they smash against each other unendingly, simulating the rending of space and creating an artificial dislocation of the space-time continuum, allowing their power to act as a crushing torrent of pure power that extends from the heavens and the earth while annihilating both, affecting everything caught in-between these spheres while pulverizing anything unfortunate enough to be in the way of the spell, swallowing and crushing all in its path, with the dual spheres releasing a dazzling light that does naught but intensify as the spell continues. The power of Clamator Aethereus is said to reveal the "Original World" (原始の世界, Genshi no Sekai) , the state of Earth Land before life came into existence upon its foundation, tearing apart the azurite skies and brown earth in order to display naught but grey, the prototype Earth Land before life and magic was brought into existence by what can assumed to be The One Magic. Once the spell ends, the orbs displaying the truth of the world and Magic Seal which held the targets in place vanish into nothingness; though the state of the world remains fragmented and broken, Clamator Aethereus' impact made all too clear. In any case, in terms of statistics, Clamator Aethereus attacks an enormous area for non-elemental damage, ignoring defense, reflect and any other protections, meaning that no matter what, the enemy will receive the full brunt of the attack. The immense amount of damage that the opponent is dealt, alongside catching a brief glimpse of the truth of the world when exposed to Clamator Aethereus, ensures that if the caster deems it fit, the power of this spell can remove their very being from both the physical and astral planes of existence, destroying them until naught remains except the yin and yang of Clamator Aethereus, even vaporizing their essence and removing their souls from the cycle of reincarnation. Clamator Aethereus can be favourably compared to the Satellite Square: Etherion as a weapon of mass destruction which can wipe away an entire country in an instant; albeit Clamator Aethereus is on a completely different level and it is said that it could perhaps annihilate Earth Land if it was ever used at full power- for this reason, those rare few who can actually cast the spell only use a small portion of its world-shattering power. Naturally, Clamator Aethereus itself, due to its overwhelming power and the amount of preparation needed to cast the spell, drains the caster's entire magical reserves even if their Magic Origin was originally storing the maximum amount- indeed, it could be confirmed that in order to actually bring this overwhelming power into the current plane of existence, one would need not only a full magic container, but immense magical power levels akin to a member of the Ten Wizard Saints or even above. However, after the spell ends, the user, if they use it without a full magic capacity, will receive immense amounts of backlash which could possibly kill them by draining their life force.
 * Cardinal Nova (, Kādinaru Nova lit. Elected Command Purgatorial Nova of the Scarlet Cycle of Life and Death): Cardinal Nova is an extremely powerful Enchantment spell activated through the Reaction Force Method that induces a release of the energy in the nucleus of eternano particles and particles affected by Enchantment, unleashing an enormous amount of energy in the form of a positively massive explosion. When casting Cardinal Nova, 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 Cardinal Nova, the caster mentally bunches large clusters of eternano together, resulting in the formation of a mass of energy that is barely visible to the naked eye, with only brief azurite glows indicating that the thing exists. Once this step of the spell has been completed, the caster induces nuclear fission upon the masses of eternano, breaking the particles apart with the process of a nucleus of eternano splitting into smaller nuclei in the blink of an eye, releasing a quantity of energy unheard of in any day and age in the form of an enormous explosion that echoes outwards for several thousand kilometers or more, the impact of the powerful surge causes a large mushroom cloud to quickly rise upwards at the point of casting the spell. The casting of Cardinal Nova, as mentioned above, produces an enormous amount of energy and radiation that possesses the ability to reduce everything in its area-of-effect to nothingness, leaving naught but scorched earth and darkened skies in its wake. The radiation released by the explosion is that of countless x-rays which superheat the oxygen, producing a gigantic nuclear fireball, the expansion of which unleashes a wave that travels faster than the speed of sound for the briefest of moments that transfigures 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 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, destroy houses and building several kilometers away, and even cause earthquakes by shaking the ground or dislodging underground tectonic plates, thus causing earthquakes. Over time the radiation released by the spell can potentially kill people farther away how much radiation was released- it can also cause radiation poisoning that can make people extremely ill as well as radioactive debris. The activation of Cardinal Nova additionally releases fallout, a nuclear material and dust that has been irradiated and becomes radioactive, being blown away by the wind large distances from where the explosion occurred, and can remain dangerous for long periods of time. However, for all of its amazing power (and the fact that Cardinal Nova was the spell that ended a war), it can only be utilized once per year due to its massive drainage upon the caster's magical energy, but the strategic value of that single shot is not to be underestimated, and it must be used carefully, for a defensive spell can only protect the caster from the edges of a nuclear explosion.
 * Colourless Void (, Karāresu Voido lit. Judgement of the Supreme Ultimate Power that Splits Heaven and Earth): Colourless Void is an extremely powerful Enchantment spell, and, as the name would ever-so-subtly indicate, an extension of Universe One; unlike most extension-type spells, Colourless Void actually is an extension instead of an alternate usage method, with Colourless Void being unleashed immediately after Universe One has been cast - it can only be used after activating the Universe One, adding additional hits and damage in the form of the caster channeling the remnants of energy used to terraform the area-of-effect of Universe One, these arcane powers taking the visage of a massive veil of pulsing textureless energies that erupts upwards while approaching the user's targets, removing the vibrancy of the skies in the process, absolutely annihilating anything and everything which is caught within the area-of-effect of the spell; immediately after Colourless Void strikes, the energy continues to rise before dissipating into the sky. When activating Colourless Void, 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, allowing the caster to alter them; but in the case of Colourless Void, the caster focuses on the residue of arcane energies saturated throughout the vicinity, whether it's in the atmosphere, the sea, or the skies, or all three - these particles are left over from the casting of Universe One, and possess an extraordinary amount of potency as they were utilized to terraform the environment continuously through Ley line manipulation. Transfixing their magical energies upon the particle residue scattered within the vicinity, the caster uses the power of Enchantment in order to manipulate, break apart, and rearrange the molecular structure of the energies and shift them into something they deem to be more suitable, with the caster's own Magic Origin and functioning in a similar manner to that of a electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw, acting as a positive charge to draw particles and all sorts of particles towards their body; all of these energies converge into the form of a Magic Seal, resulting in a circular colourless 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, the radiance of the glyph illuminating the immediate vicinity with a dazzling light that forces those whom gaze upon it to avert their eyes, even if it's for the briefest of moments. Ready to unleash the full might of the spell, the caster swipes their hand in the direction of their designated target, signifying the magical seal to unleash its full might in the form of a massive wall of textureless energies projected downwards that overwhelms anything within its area-of-effect through sheer particle density and pressure, pulverizing and annihilating everything that it so much as brushes past, radiating across the battlefield before the sigil explodes, unleashing a serial of shockwaves which carry the overwhelming might of the spell even further; immediately after Colourless Void strikes, the energy continues to rise before dissipating into the sky.

Trivia

 * This version of Enchantment, obviously, took some inspiration from Fullmetal Alchemist, one of the author's favourite series (seriously go read it RIGHT FUCKING NOW), traditional alchemy in video games (aka synthesizing items), and probably some other things.
 * This version of Enchantment is the author's own interpretation of Enchantment, obviously.
 * Many, if not all of Persephone's Enchantment spells possess terms of colour in their names, with the exception of the Advanced Spells.