Morgan Vroman

Morgan Vroman (モーガン•ブロマン, Moogan Buroman), formerly Morgan Springer, is the future guild master of Galdrabók. Born in the Fioren capital city of Crocus, Morgan was the daughter of a convicted murderer and a Courtesan. Morgan spent the greater half of her young life under the tutelage of her father, Otis Springer. Trained in the art of both Summoning Magic and Mask Magic, the two magic once utilized by members of her mother's family before their collapse, Morgan would advance in these two magics, using the two in conjunction with one another as they were intended to unlock great power though the bonds she formed and the power hidden deep inside her. At the age of eight years old, her father would be caught and arrested for the crimes he'd managed to keep hidden from both his daughter and the world for several years. Left without a caretaker, she was placed in an Orphanage before eventually finding herself in the care of the Vroman family at the age of ten years old where she was placed under its head, Alice Vroman who was tasked with raising the child to be an upstanding member of society. However, left depressed by not only the loss of her father but the cruel treatment she endured during her time in several foster homes, she locked herself away for four years before slowly gaining the strength to open up after finding out she had been chosen as the next guild master of Galdrabók.

Personality






Physical & Mental
Great Intellect:

Observational Skills:

Tactical Prowess:

Sub-Par Strength:

Average Speed and Reflexes:

Hand to Hand Combatant:
 * Judo BD1.gifJūdō (柔道, Jūdō): Judo, meaning "Gentle way" is a martial art in which the objective is to throw or take down the opponent to the ground in an attempt to immobilize or otherwise subdue them. This can be done in a multiple of ways including joint locks, chokes, strikes, and arm thrusts. Defense against weapons is also taught in this form of martial art, disarming, and countering opponents. Users of this martial art are known for their ability to knock opponents off balance, grappling their opponents before throwing them to the ground with ease.

Magical Abilities
Magical Prowess: Despite the role and responsibility placed upon her, Morgan is not known to wield an incredible amount of magical energy inside of her body. Anything resembling natural talent in the magical arts is nonexistent in her, her magic origin being of average size when compared to the average mage, being far from what any would expect when looking for someone with the potential to hold the position as a guild master and yet it would be Morgan who was chosen to inherit such a high ranking position. Not due to her talent, or even the hard work she puts towards bettering herself but due to the way in which she utilizes what little power she has to give herself an advantage. Eventually mastering both Summoning Magic and Mask Magic, two magic that requiring little magical power to wield effectively, the act of summoning only using magic to call and summon the creature or object to them. Since her magic is normally utilized to summon beasts, this allows her to utilize only a small fraction of her power before relying on the strength of her summoning creature to aid her in battle. Masks wielded through the use of her mask magic allowing her to negate her limited magical power and break free from those chains as it is the beasts' soul that is utilized to perform the feats made possible through the usage of mask magic. These things allow Morgan to make the best of her minuscule magic power and take on tough opponents.
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A magical aura is the exertion of magical energy around the user's body. Encapsulating the user in an aura of a color befitting their personality. Colors and potency of Magical auras are various. This aura is normally accompanied by a pressure of sorts, the strength of this pressure depends on the level of magical aura the user wields. Depending on the level of ones magical aura as well as their control over it, it may also be used as an intimidation tactic or even as a way to negate weak attacks. Magical aura come in three different forms, a standard aura which is exhibited by those of weak or average magical power. These auras are often weak, only being able to intimidate none mages. The second of these auras is an S-class aura which is exhibited by those whose level of magical power is equal to or greater than that of an S-class mage. This aura emits and overwhelming pressure that most anyone might find intimidating. The final and most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color. Despite being a guild a future guild master, Morgan's magical aura manifests as a standard aura with the likelihood of it ever reaching what many refer to as an S-class Aura possibility out of her reach. Morgan's aura is green in color.

Magic
Summoning Magic (召しの魔法, Meshi no Mahō): Summoning magic is a form of caster magic that, as the name suggests, allows the user to summon objects ti them. These objects can be anything from swords and armor to full on vehicles. However, a rule of thumb being that these objects must have the seal of the user placed upon them. These seals can take on any shape or form so long that the user's magical energy is placed inside of said seal, however, many users tend to use the same seal over and over again like marking their property. Unlike Requip, a very similar magic, the objects called upon using summoning magic are not pulled from a second dimension but instead, these objects are pulled from the different places in the world, often these objects are kept in a secure location hidden away from others. When summoned, these objects will disappear from their former location to that of the user who called on the weapon or object. The larger the object, the more magical energy needed to summon said object. Again, unlike Requip, the user possesses the ability to summon living creatures as well, these creatures forming contracts with the user, aiding them in battle for any reason. These reasons could be anything from rewards to having a deep respect for the user but regardless, the more trust between the two there is the stronger the contract will be. Advanced users can use a technique known as reversed summoning, a technique in which an object without a seal can be transported to an area that does. This is often used to allow the mage to teleport, placing their seal on objects and even projectiles that they can summon themselves to later regardless of how far away that seal might be which can be handy in a pickle. Genbu=
 * Genbu:

Water Magic (みずまほう, Mizu mahou): Is a form of Caster and Elemental magic that allows the user to manipulate or create water to caster powerful spells. This water can be created via the user's own magical energy or simply manipulated from preexisting sources such as bodies of water. Mages who use this type of ,magic are connected to their element, being able to sense and feel its flow around them in all three states. Users can manipulate the pressure of the water they are using to attack, making cutting through steel an easy task for those who utilize this incredible magic. Users also possess the ability to control the temperature of the water they are utilizing, sending down barrages of freezing cold or boiling water onto enemies. They can raise the temperature to the point that water becomes steam, allowing them to burn opponents, though it can be noted that they cannot control water in this form, only changing it between the states of matter. They may also lower the temperature of the water to the point that it becomes ice, though, they cannot manipulate this ice beyond its simple creation and destruction in a similar manner to their restrictions when it comes to steam as they are able change its state of matter but only manipulate it in its liquid form. Despite this, the ability to create ice is one that is not to be underestimated, frozen projectiles, slippery surfaces and icy prisons are deadly possibilities when dealing water mages. Masters of this form of magic have also be rumored to be able to take control of others using the water found within the bodies of humans and other animals, possibly even ripping the very water from their body to cause rapid dehydration and ultimately death.

Boiling Breath: Boiling breath is a slightly more advanced version of one of the most basic water magic spells in existence, hydraulic Screech. The difference between the two simply being that boiling breath utilizes a water mage's ability to control the temperature of the water they are using. In this case, the water is scalding hot, leaving third-degree burns on human flesh if the opponent is exposed to it for two seconds. The user casts this spell similarly to how any breath attack works, they will take a large breath of air before exhaling into a magic circle that will use the mage's own ethernano to transform the air into scalding water that will fly toward the opponent in a straight line at high speed as if the water were pressurized. This can also be turned into a spit attack if the user substitutes air for actual water (this can include their own spit), spitting water into the circle which will heat and pressurize it into a water bullet and thus allowing for rapid fire as well as a much more accurate firing system. This spell's range varies depending on several factors. more concentrated streams will go farther than a single large breath. The latter normally only reaching about twenty feet while the former can reach up to one hundred. Rapid fire spits are fast, clashing against gravity with its forward momentum which allows it to travel much farther, having a range of three hundred feet.

Aquatic strike: A basic spell of water magic that allows the user to deal devastating physical blows to their opponent. The user begins the casting of this spell by focusing their magical energy into their either their fists or feet depending on which they'd prefer to strike with. They will then either create or manipulate pre-existing water to coat their hands or feet. The user will then infuse the water with their own magical energy, allowing it to spin around in a similar manner to a drill bit of some kind. The water also taking on a bludgeoning effect as the user strikes the opponent with the equivalent force of someone being hit by high-pressure water, normally knocking them off of their feet as well as knocking the wind out of them. If the user is abe to pin the opponent, they can use the spinning water like a drill to dig into them, causing massive damage as the water rips through flesh and muscle rather easily. Kicks are often the more brutal between the two different ways this spell is normally cast, shattering skulls and other bones with relatively easy, the water becoming almost solid when experiencing shock being applied to it, feeling similar to be being hit by a concrete slab.

Shark Fin Barrage: Another basic spell of water magic that allows the user to throw sickle-shaped projectiles at targets. The user often begins the casting of this spell by either creating water in the palm of their hand or manipulating the pre-existing water around them. Either way, the user will focus their magical energy as well as the water into their hand where it will begin to spin rapidly, during this time the user may utilize the water as a melee weapon, using it like a circular saw to cut through different objects. This has come to be known as a sub spell created through the usage of its mother spell called Hydro Saw. Once the water has reached the desired speed the user may throw the object. The speed and force in which the object flows causing the circular object to bend out of shape, taking on the shape of a curved blade. These are normally fired rapidly, three or four being released at a time. The water sickles will fly at the target with great speed, the curved blade being sharpe enough to cut through solid rock. Once the blades have made contact with the object it will regain its circular form and begin to rapidly around the opponent in an attempt to cut through armor or damage the target in some way. The duration of this spell normally only lasts around five seconds from the moment the blade makes contact but the sharpness of the blade means that it doesn't need much time to have the possibility of causing serious damage to anyone hit by them.

Kraken's Reach: A basic spell of water magic that allows the user to create a pair or several water tentacles that can be used to whip, grab, and crush enemies depending on their size. The user begins casting this spell by covering their arms in water and attaching spheres of water on the locations they wish for the tendril to sprout from. The user will them manipulate the water, letting the water move outwardly to grow in length to create long, whip-like appendages capable of breaking the sound barrier when swung to whip and smack at opponents. These tentacles can vary greatly in length depending on the user's own magical power and wishes. The whip-like tentacle is capable of extending and retracting at will, it's sharp, drill-like tip making it the perfect tool in impaling opponents as they water becomes very blunt on impact with any other object. Each tendril is capable of producing enough force to crush an average human, acting very similarly to an anaconda in the sense that they coil around the target before beginning to squeeze down on them. However, unlike an anaconda that tries to slowly suffocate their prey, the tendril loosens and then tightens its grip on its target rapidly, letting it go for only a moment before tightening around it again with more force than it had the last time as it attempts to crush bones and organs to cause a quick death for victims.

Posiden's Current: A basic spell of water magic that allows the user to create a wave capable of knocking opponents off of their feet and dragging them underwater. The user begins the casting of this spell by taking control of the water in the area or by creating the water themselves, collecting a large amount until a giant sphere of water is formed. The user will then direct this sphere at their opponent, watching it collapse into large wave that will rush at the opponent with great speed before crashing down on top of them and often sweeping them off their feet to be carried along with the wave which will often continue to move for another hundred feet. The damage caused by the wave crashing down on opponents can range from getting the air knocked out of them, crushed bones, and even getting completely knocked out if their head hits the ground due to the force of the wave. More damage can be expected if the wave smashes into a wall or other objects after sweeping away the opponent as the opponent is thrown into objects with bone crushing force.

Vortex Shield: A very basic defensive spell of water magic that involves the user creating a flat vortex of spinning water with a slight blunt effect to it which allows it to act as a shield while also possibly throwing the opponent off balance. Opponents who attempt to strike the vortex will have their weapons tossed to the side as the vortex spins rapidly counter-clockwise, possibly disarming them if their grip was not well placed. While inherently meant for defense, users may utilize the shield as an offensive weapon if they wish to. Shield bashing opponents and even using the edge of the blade like a saw to cause cutting damage upon throwing the shield.

Steam Cloak: A basic spell of water magic that allows the mage to release a large amount of steam from their mouth the cloak the area in a nearly impossible to see through cloud of hot steam. The user will cast this spell by taking in a deep breath of air into their lungs the air in their lungs will turn into water, filling them to the brim with the liquid and leaving the user unable to breathe while casting the spell. The user will then exhale the water in the form of hot steam that will immediately fan out and cloak the area within a one hundred foot radius of the user. The steam is hot and will burn the skin, though, not enough to cause any serious injury and only being enough to slightly flush the skin and irritate those trapped inside. This steam will hang in the air for approximately thirty seconds before dissipating and clearing the field of vision once again.

Soothing Touch: An intermediate spell of water magic that allows the user to utilize the magical healing abilities of water to heal minor wounds such as scrapes, cuts, and bruises. The user begins casting this spell by coating their hands in a layer of water to look similar to that of a pair of mitts. The user will then place one or both hands over a wound they wish to heal. The water will begin to swirl lightly upon contact with the wound, cleaning it before glowing slightly as the wound begins to fade from sight. The healing process of small wounds may only take a few seconds but nasty or infected wounds may take a bit long. It should be noted that the user may leave the bundled water on a wound and continue forward, leaving the water to heal the wound while they continue fighting. While this does make the healing process take longer as the ethernano is no long being manuelly fed into the wound to close or heal it, it allows the user to stay mobile rather than remaining a sitting duck to be picked off.

Maelstrom Fury:

Water Body:

Slick Spot: A basic spell of water magic that utilizes the user's ability to lower the temperature of their water to that of freezing to create ice. This spell is normally used as a follow up to any spell that ends with pools of water being left on the ground. The user will freeze these pools of water to create several spots on the battlefield and hopefully beneath the opponents feet that are iced over, allowing for chances in which the opponent will slip momentarily and be left open for an attack to possibly finish them off.

Freezing Needles: An intermediate spell of water magic that allows the user to create shards of ice to impale opponents using their ability to lower the temperature of the water to its freezing point and lower. The user casts this spell by holding their hand into the air above them. At this point, several small magic circles will appear above the user of surrounding the opponent. These circles will produce several pointed ice needles created from the ambient moisture in the air that will be shot from said circles at high speeds. These shards of ice can vary in length, some can measure upwards of three to four feet while others can be as small as six inches to a foot long. Giant shards called javelins may also be created with the intention of completely destroying a target's internal organs. Needles are often aimed at strategic points on the opponents body, seeking to inhibit muscle movements by cutting through important tendons of cutting directly through joints. They have also been know to rip through Ethernano channels, the magic inside of the shards disrupting the ethernano traveling through the opponents body and making it difficult for them to cast spells for a time until the point can be repaired. Seiryu= Seiryū:

Wind Magic (風魔法, Kaze Mahō): Wind magic is a form of elemental and caster magic that allows the user to manipulate the element of wind to cast powerful offensive and defensive spells. Wind magic users use the air around them, combining it with their own magic power to change its properties which allows it to be utilized as a weapon. It should be noted that wind infused with a mages magic tends to take on a less transparent form, making it visible to others for a short time. The most notable change comes in the form of sharp and blunt wind, users of this form of magic being able to utilize the wind as though it were a physical object. This allows users to bludgeon or cut opponents depending on their choice of spell, quick slices of pressurized air bring as sharp as a razors edge which allows these dangerous attacks to cut through flesh with relative ease. Wind magic users also have the option of utilizing simple wind to create powerful gusts upwards of one hundred and seventy miles an hour to sweep opponents off of their feet before they even knew what hit them. Wind magic users also possess the ability to alter the temperature of the wind they are using, creating warm or freezing gusts. The temperature of the wind cannot be heightened or lowered enough to burn or completely freeze a human being but prolonged exposure to cold wind can begin freezing water. Burns are also possible but not because of the wind's temperature, friction burns can be caused by exposure to the incredibly high speeds of wind utilized by these mages.

Bellow of the Mountain Giant (青嵐, aoarashi): A powerful yet basic spell of Wind magic that, like most breath based attacks, begins when the user draws in a large breath of air into their lungs. A magic circle will then appear in front of them that they will proceed to blow into, the circle acting to enhance the attack, turning a simple breath of air into a hurricane force winds reaching speeds upwards of one hundred and seventy miles an hour, though, it should be noted that this spell can be weakened by the user to keep damage to the target at a minimum as well as preserve magical energy. These winds are normally powerful enough to knock most people off of their feet, sometimes even throwing them several feet back. This spell normally lasts between five and ten seconds, having a maximum range of sixty feet. A blunt or cutting effect can be applied to this spell, having a wall of wind slam into the target or several tiny sickle-like wind blades cut the target to shreds. The name of the spell itself was given to it by its creator due to the extremely loud, sometimes echoing noise that is created during it. Breath Taker (息吹盗賊, Ibuki touzoku): A basic spell of wind magic that allows the user to create a vacuum via the creation of a vortex around the opponent or opponents. The user will begin casting this spell by holding their hands out toward the intended target if they are indeed targeting an individual before making a pulling motion to extract the air from their lungs before using that same air to create the vortex, spinning it around the victim's head at high speed until a vacuum is achieved. At which point the user will continue to let the wind rotate around to the point in which the victim is left either dead or unconscious. This spell may also be used on a group of enemies, creating a literal tornado around them to create the necessary vacuum needed to incapacitate them. In order to escape this spell, a target must either reverse the winds direction to nullify its rotation thus destroying the vacuum or escape its range if it is the larger scale tornado which, thanks to the high wind, can be an incredibly dangerous task. The radius of this spell can reach a maximum of eight feet.

Fade: A very basic spell of any elemental magic is the ability to transform and completely embody their respective element. Taking the phrase, "Flow like the wind" to a whole new level, this spell allows the user to completely break down their body into the element of wind. The user does this by focusing their magic throughout their body until they have a thin veil of magic over them similar to their aura, the process of doing this taking under a second, being almost instant as the veil of magic covers the body and infuses with the user's own cells. The user will then use that magic to convert their body to that of wind, the user becoming completely invisible and impossible to trace as they spread themselves out into the air, perfect for covert missions that involve the use of complete stealth. When in this form the user is untouchable by any magic or physical means outside of consumption by a wind or sky slayer of some kind. Even heating up the air will have no effect on the user as they do not feel pain. The user can reform rather quickly as well, normally reforming body parts such as the appendages first allowing for them to exit the spell swinging. While this spell does allow for the user to quickly and easily get the upper hand in most fights the transformation from wind back into their physical body and vice versa uses up a lot of magical energy and it is recommended that one not abused the ability unless absolutely necessary.

Whirlwind Twister: An intermediate spell of wind magic that allows the user to create a powerful tornado to devastate both opponents and the landscape as the winds ravage everything in its path. The user begins the casting of this spell by creating a magic circle on the ground in which the air around it will begin to spin, faster and faster until it becomes a visible swirling vortex. This vortex is capable of sucking up objects and kicking up massive amounts of debris such as dust anything else that so happens to be in the area such as humans. The inside of the vortex is a vaccum, meaning that any living objects within the vortex will be unable to breath. That is the least of their worries however as a cutting effect can be added to the wind to make the edges of the twister into a vortex of blades capable of cutting deeply into the flesh of those who get too close. Suzaku= Suzaku:

Fire Magic (火の魔法, Hi no Mahō): is a form of caster and one of the most basic forms of elemental that, as the name suggests, allows the caster to create and manipulate the element of fire. Despite how basic the magic truly is it is also the most destructive and difficult to control as fire as a tendency to go out of control. Users are able to create fire through the manipulation of kinetic energy ethernano particles to spark these fires, from there the user can grow or extinguish these fires with little to no effort. It is only once they have used these flames to set other objects ablaze that the controlling of this element can become complicated as the flames no longer require the user's own magical energy to burn, instead feeding off of whatever object or objects they have come in contact with. This can result in the creation of nearly unstoppable, raging infernos that have the possibility to cause major damage to the environment around it. While these types of situations normally turn people away from the usage of this form of magic it can be noted that the complications stated above do not extend to those well versed in the usage of this magic, advanced users begin able to pour their own magical energy into flames that have found other sources of energy and have grown too strong for weaker fire mages to regain control over them to the point of even being able to completely extinguish them with little to no effort. Users also have the ability to create explosions from long distances up to around six to seven hundred feet. Manipulating the kinetic energy of the ethernano particles in the air, forcing them to heat so quickly that they ignite with enough force to cause massive explosions capable of causing a great deal of damage to anyone standing near the site of the blast. Little more than the size of the explosion and intensity of the heat can be controlled by the user meaning that fires normally break out after the usage of the explosion technique. While some may consider this a good thing, it prevents the usage of it in places where collateral damage must be kept at a minimal. Advanced users can create controlled explosions where the flames only appear for the duration of the explosion before quickly disappearing, causing the same amount of damage while limiting the amount of damage caused to the environment. Though, witnesses have seen scorch marks left as a result of its usage by even some of the most advanced fire magic users meaning that regardless of one's own level of skill, because of the unpredictability of fire, damage to the surrounding area may be unavoidable. Fire magic has always been linked to the user's own emotions, anger and willpower can be harnessed by users to increase the power of their flames and the intensity of its heat. Fire magic users can manipulate their flames in any nearly anyway, allowing them to change its color though the color of these flames does not change its effects the way flames found in the subspecies magic, Rainbow Fire. The shape and solidarity of a user's flames can also be changed, allowing users to beat and bludgeon opponents with their flames. Flames utilized by fire magic users can also be molded into different shapes and forms, allowing users to create rudimentary shields or weapons, unable to create the finely shaped and detailed objects users of the subspecies magic, Fire-Make can create. A cutting effect can also be given objects meant to be utilized as swords or other sharp objects, allowing these flames to slash opponents through wounds caused this way are normally cauterize instantly meaning opponents cut in this manner will most likely not bleed but instead, simply be burned.

Hellflame Voice (ヘルファイアいっせい, herufaia issei): One of the most basic spells of fire magic as well as one of the most entertaining, the hellfire voice, often called fire breath, is an offensive spell that has the potential to melt iron as adept user's fire can reach upwards of 2,800°F. The user can initiate this spell by taking in a deep breath through either the nose or mouth, the actual intake being the only important part before exhaling loudly through the mouth. A magic circle will then appear in front of them, the air exiting their mouth becoming a blast of fire after passing through this circle. While absolutely deadly at close range, this spell can also be used at mid-range, having an approximant range of around one hundred and twenty feet, though, its heat is enough to singe off hair five feet past the range of the flames which means that simply avoiding the fire will not always spare you from damage.

Infernal Strike (地獄のストライキ, Jigoku no sutoraiki): An incredibly basic spell of fire magic that utilizes a fire magic user's ability to withstand high temperatures without getting burned as well as the bludgeoning effect. The user will begin casting this spell in one of two ways, the first being to place their hand over their other, casting fire over one or both of them. The second being to simply set their foot ablaze. The user will then enter close combat with their target, utilizing the flames as weapons to bludgeon and burn their opponent. The actual strength of this attack is dependent on the user's own skill in hand to hand combat, the flames only seeking to act as a buff to their attacks in a similar manner to how brass knuckles might.

Flicker (ちらつき, Chiratsuki): A basic spell of Fire magic that allows the user to create explosions from a distance with the snap of their fingers. This spell requires a bit of marksmanship, the user picking a spot in the air they wish for the explosion to take place before snapping their fingers toward said target. At which point the air within a two-foot radius of that single spot will become superheated in the matter of a few moments before a sudden flashover will take place, causing a massive explosion with enough force behind them to cause internal damage to those standing near it. The flames caused by this sudden explosion burn at a temperature of around one thousand six hundred degrees Fahrenheit, causing horrific third-degree burns to those who make contact.

Demonic Wingburst (夜叉爆破, Yasha bakuha): A basic spell of fire magic that allows the user to create flaming wings capable of firing several projectiles at targets with pinpoint accuracy. The user begins the casting of this spell by focusing their magical energy into their back. This magical energy is then ejected from the body from the shoulder blades in the form of flames that will take the shape of wings, the exact shape and size of those wings depending on the user's own preferences. These wings normally hover two to three feet away from the user's back, preventing any damage to their clothes. They can burn nearly any color depending on the emotions of the user upon the spells casting. The temperature in which these burn at can reach anywhere from five hundred degrees to two thousand degrees Fahrenheit, capable of causing third-degree burns after only a few seconds of contact. They can be used to physically attack their opponents, becoming large blunt objects that can bludgeon opponents. It can also be used as a long to mid-ranged attack, shooting flaming, arrow-like projectiles from the massive wings which can fly toward opponents at tremendous speeds, often exploding on impact. These objects can be fired a few at a time but may also be rapidly fired in a hail of continuous fire bullets until the flames that make up the wings are expended.

Burning Rain (バーニング・レイン, Bāningu rein): A basic spell of fire magic allows the user to rain down fire upon their target. The user begins the casting of this magic by creating a magic circle, whether this circle is large enough to cover the entire battlefield or just the area above the target depends on the user's own personal choice as well as their magical ability. Once the desired magic circle is created, the user can then begin sucking air into the skyward facing part of the circle which is combusted and shot down toward the ground from the other side in the form of a flaming sphere the size of an average softball. These softball sized balls of fire can rain down rapidly onto their opponents, allowing for severe burning and blunt damage as the target is bombarded with the flaming spheres which explode on impact. It is a destructive spell that can be very dangerous in the hands of a novice user as the flames can spread quickly if not kept under control. The exact length of the spell is up to the user, however, the average length for a single volley is about three seconds. During this time, over fifty flaming spheres can be launched from the circle. Byakko= Byakko:

Earth Magic (土魔法, Tsuchi Mahō): Earth magic is a form of Caster and Elemental Magic that allows the user to utilize the element of 'earth' to cast powerful spells. This "earth" can mean a variety of different types of stone, mud, sand, and even magma, making this magic highly versatile in combat. Users can cause powerful earthquakes or create and throw "earth" at targets at high speed through the use of their own magical energy. Users of this magic can tunnel through most forms of dirt and rock with ease, allowing them to escape sticky situations and strike the target from below.

Earth magic users can create things such as dirt and stone, allowing them to smash and hurl these heavy, sometimes massive objects at targets with great ease as their magic allows them to lift these objects telekinetically. Earth magic users magic effects any and all types of stone and dirt, including but not limited to Limestone, Granite, Marble, Soapstone, Slate, Clay, and even the many gemstones found in the earth such as diamond. This ability to manipulate earth also extends to things such as mud and sand. As mud is simply "wet dirt", earth magic users can manipulate this soggy soil into devastating attacks such as whipping the mud at opponents to slash them. Because this dirt is also filled with water, earth magic users can drown opponents in mud similarly to how a water magic user might do with their water. In muddy environments, earth magic users also have the ability to harden the mud, banish the liquid from the earth they intend to use. Advanced users can do this on a large scale to turn swamp areas into plains or deserts if they so choose, but doing so requires a lot of magical energy despite how simple the task sounds. Because sand is simply ground up siliceous (as well as several other kinds of) rocks caused by erosion, earth magic users are able to take control of the tiny grains, turning them into a truly destructive force as they can be crashed down onto enemies from above to bury opponents alive. In sandy environments such as deserts, earth magic users can easily create powerful sandstorms and twisters known as sand devils, giving the sand a cutting effect to completely rip apart opponents. Users can also use these sand storms to hide or disorient enemies, using their earthen sense to locate and take out the blinded opponents. Due to the fact that magma is made up of molten and semi-melted rocks, earth magic users can also take advantage of that form of earth, manipulating it with ease just as they can do to mud and sand. This is arguably the most dangerous and destructive form of earth that earth magic users can utilize. With the temperature of magma being anywhere between 700 °C to 1300 °C, the hottest ever recorded being 1600 °C, earth magic users can use magma to burn through metals such as steel and quickly burn targets to a crisp. Due to the fact that magma can be thousands to millions of times more viscous than water, said magma can also be used in blunt attacks, smacking into the opponent with more than enough force to break bones rather than washing over them like a wave of water. It is this combination of things that makes earth magic user's ability to manipulate magma one of their most dangerous abilities. Earthen Sense (だいちいしき, Daichi Ishiki): Earthen sense is an incredibly basic spell, usually the first mastered by those practicing earth magic. This spell allows users to track and locate others that are touching the ground, making this spell utterly useless against flying opponents. Users can initiate this spell in a multitude of ways, so long as a part of their body is striking the earth in some way, shape, or form. Upon striking the ground the user will send out a pulse of their own ethernano into the ground. This pulse will spread out in every direction for several hundred feet with a maximum range of eight hundred and forty-six feet. The pulse will move outward from the target until it comes in contact with other objects such as rocks or trees, or other vibrations created by objects moving along the earth's surface. Upon coming in contact with objects, the pulse will return to the user, giving them an incredibly detailed map of the objects and individuals around them. This spell also penetrates three feet into the ground, allowing users to easily find landmines and other hidden traps within the ground. This spell makes hiding from earth magic users nearly impossible, opponents who attempt to do so are easily discovered and dispatched. While this spell can be used while wearing shoes, most prefer to use it without them as the spell is normally much more accurate when the user maintains skin to earth contact. Users also tend to close their eyes when using this spell as the clash between their visual interpretations and the information obtained through the use of earthen sense has a tendency to confuse and disorient the user. This spell works very similarly to echolocation, the vibrations sent out are returned to the user with information about the environment they are in. Earth Cutter (だいちカッター, Daichi kattaa): An incredibly basic spell, normally the second learned by those who chose to practice earth magic. This spell allows users to cut and dig through solid stone no different than one would be able to do to fresh powdery snow. The user is able to achieve this ability by wrapping their body or the body part they wish to use, which in most cases is either the user's hands or feet, in the ambient ethernano found in the air around them. The user will then send out a blast or wave of ethernano into the ground or stone they wish to cut through, the ethernano blast sent through the stone of dirt will break apart the molecular bonds that keep the object together, effectively breaking it down and allowing the user to easily cut or smash through. While this was originally created to be used for the purpose of things such as construction and therefore, unable to be used any further than close range.

Those utilizing this technique in battle have discovered a way to make this a mid-ranged attack, condensing the ambient ethernano pulled from the air round them into an invisible, flat, disk or blade-like object which can be thrown. This object will have a similar effect to the pulse of ethernano the spell normally takes the form of, when it comes in contact with something such as stone or any other form of earth it will cut through it. More advanced users have found a way to utilize the pulse as a long ranged attack, creating a "wall" from the ambient ethernano around them before sending it flying forward. This allows users to quickly and easily punch large holes in the ground or wall to make trenches or doorways, however, it can also be used to negate projectile attacks. For example, if a rock of some kind is throw at the user and said object comes in contact with the ethernano pulse fired by the user, the rock would quickly turn to dust. These earth cutter techniques allows users to easily cut and tunnel through dirt and stone, the showing of this ability is normally enough to intimidate most people as they watch someone crush solid rocks to dust as though it was nothing. While these pulses can be devastating to earth based attacks, it is completely harmless to humans. People who come in contact with any of these pulses will simply feel as though they had been hit by a quick gust of wind possibly strong enough to knock the hat off of someone. Earthquake Slam (地震スラム, Jishin suramu): A basic yet devastating spell utilized by earth magic users. This spell allows users to cause large tremors that leave behind large fissures in the earth. The user initiates this spell by concentrating a large amount of ethernano into either their hand, normally curled into a fist, or their foot before striking the ground with incredible force. The ethernano that had been concentrated into either the user's hand or foot with be instantly released into the ground upon impact. The sudden release of such a large amount of ethernano into the ground causes a sudden violent explosion to occur deep under the earth, the shockwave caused by this explosion will cause the ground within a twenty-meter radius of the user to begin shaking violently, knocking opponents off balance. The explosion is also released upwards, causing the ground to crack and push skyward, normally resulting in the rising of several spike-like objects from the ground which can further damage opponents. This attack also has a tendency to uproot trees, causing them to fall every which way causing further damage to the environment.

Advanced users can concentrate this attack for better accuracy and to cause less collateral damage to the environment around them. They will concentrate the condensed ethernano they have gathered into their hands into a form of a blast sent into the ground and toward their opponent with great speed causing fissures of earth to form along the surface of the ground before a larger explosion of earth occurs once the fissure has either reached the target or exceeded the spells range of exactly two hundred and fifty-six feet. This explosion will bring with it one of four things, it will normally be three large earth spikes that will jut from the ground in an attempt to knock the opponent skyward. This is normally the go-to thing because it is the most basic and normally the first learned by users who begin practicing this spell. The second is a large amount of mud that will shoot up into the air and then crash down onto the opponent in an attempt to disorient them. The third may be a large fountain of sand that will blast straight from the fissure and into the opponent's face, this is meant to achieve the same effect as the mud, to disorient the enemy long enough for the user to cast another, more damaging spell. The third and arguably the most powerful object that may come from these is magma, which is simply molten rock and therefore easily controlled by earth magic users. This magma will be released in a large wave which will crash down upon the target in an attempt to burn them. All four of these variants of earthquake slam are known as Earthen Geyser (だいちかんけつせん, Daichi kanketsusen). Earthen Armor (だいちよろい, Daichi Yoroi): A basic spell of Earth magic that allows the user to create an armor made from the earth around them to increase their defensive capabilities in combat. This armor can be made from a variety of different forms of stone, the strength of the armor depending heavily on the type of stone the armor is produced from. While it is possible for users to create these armors out of sand, mud, and magma, these choices are not highly recommended as both mud and sand are weak materials that tend to break fairly quickly when physical damage is dealt to them. Magma is not recommended for obvious reasons, while cooled magma may make for a good temporary armor, hot magma will have the same affects on the user as it would the target as earth magic users are not resistant to heat the way fire magic users are. Therefore, the magma would cause horrific burns and possible death to the foolish user. Diamond is considered the strongest material in which users can create armor from as it is nearly impossible to cut or shatter. While diamond armor is indeed considered the strongest of the possible armor sets earth magic users can create, the creation of said armor uses more magical energy than some would deem worth the effort. Though higher level mages have no qualms with using the magical energy required as their reserves are much larger than most others. Regardless of how strong or weak the armor may be, it will always suffer from the same weaknesses that have plagued all armor wears for thousands of years.

In order to allow the user mobility, the joints, waist, groin are not entirely covered by the armor and thus are the weakest points. A user can trade mobility for total defense by completely wrapping themselves in the armor including the aforementioned areas which would normally be the weakness of the armor sets. The user can, of course, free themselves from the self-created prison at any moment though they cannot move a single step in any direction while inside the armor. This is why this form of earth armor is rarely used unless the user is sure that reinforcements of some kind are on their way to help them, meaning said total defense is more of a time stalling mechanism than anything else. These "armors" can be placed around enemies though in a sub spell known as Earthen Prison (だいちかんごく, Daichi kangoku), trapping their foes. Users can also become their armors using the sub spell, Earthen Embodiment (だいちたいげん, Daichi taigen), which allows the user to become their element which in this case would be earth. Like all of the armor sets, users can become any form of earth, including diamond if they so choose.

While this sub spell is basic and incredibly easy to cast, done so by even the weakest of elemental magic users, it is maintaining the form that some have problems with as the form quickly drains the users magic energy before forcing them to reform into their regular body. While in this form, users will feel no pain and be granted a massive boost in strength. The variety of different types of earth that users can become makes this sub spell highly versatile in combat. Becoming sand allowing users to completely fade away into the air, spreading themselves out around the target to keep their exact location hidden even to those who are highly sensitive to the presence of magical signatures. Gaia's Reach (ガイアリーチ, Gaia riichi): A basic offensive spell of earth magic that allows the user to create one or more hands made any of the different substances earth magic users can manipulate such as mud, sand, gemstones, and magma, not to mention the several different types of dirt and stone. These hands can be created in large numbers to unleash a barrage of powerful punches down upon opponents or as giant hands that can be used to crush several opponents at once, making this spell versatile for both one on one fights, and as a crowd control attack. The user can initiate this spell is several ways, from placing their palm on the ground or striking it with their foot. So long as the user is striking the ground in some way, shape, or form. The user creates said hands by pumping their own ethernano into the ground, infusing the earth in the area around them with their own magical energy, allowing them to manipulate and transform said earth, this is normally done at the beginning of battle, before any fighting takes place as this infused earth is used in many other spells.These hands, while normally shot from the ground, can be shot from walls or other surfaces. Hands created through the use of magma can also cause severe burns to opponents, giving hands made from this material and added effect.

Using a sub spell to Gaia's reach known as Earthen Spikes (だいちかすい, Daichi Supaiku), users can also sprout spikes from the ground to knock back and impale opponents, these spikes can be as thick or thin as the user sees fit. The spikes may take on different shapes depending on their opponent, for example, blunt spikes can be used to cause blunt damage, pushing opponents back or possibly breaking bones. Blunt spikes can also be used to create pillars of earth that can be used to push opponents skyward or set up future attacks, and even for defensive measures, giving the user and their allies cover as well as changing the environment to suit the user's needs. Pointed spikes can be used to cut or impale enemies, usually causing mortal wound and damage to internal organs depending upon where the target is pierced. Jagged, or serrated edged spikes can also be created to further the damage caused by these spikes and are normally used when the user has the intention of killing their opponent. The jagged, or serrated edges make them nearly impossible to pull from an impaled opponent without causing more damage to both the organs the spike has impaled and the tissue that surrounds the opponents entry and exit wounds.

These spikes can also be made into pillars similar to the blunt spikes, cutting those who brush by them on their way to the user. Spikes are also able to be combined with earthen armor to increase the armors offensive capabilities, jutting out from the armor's forearms and shoulders. All three different types of spikes can be turned into projectile attacks, the user being able to shoot them from the ground toward their opponent which cannot be done using the hands of its mother spell, but instead through the use of another sub spell known as Earthen Bullet (だいちだんがん, Daichi dangan). The projectiles can be fired a great speeds, normally reaching up to around fifty to seventy miles an hour though advanced users have been able to reach speeds upwards of ninety to one hundred miles an hour. Earthen Twister (ちたつまき, Chi tatsumaki): A basic spell of earth magic that allows users to create large tornadoes out of the various materials that users are known to be able to manipulate such as stone, clay, magma, sand, and gemstones. The user does this by infusing the earth they wish to utilize with their own magic energy which allows them to manipulate it. The stone twister is the most basic and common of the several different types, normally consisting of several different types of stone in various sizes. These twisters can vary in size depending on how the user intends to utilize them, both large and small twisters can become prisons if the twister is created around the opponent. If the opponent is foolish enough to attempt to break free from said prison, they will be met with a barrage of rocks, inflicting heavy blunt damage to opponents, rocks can also be filed down through the users own magical energy to allow them to cut opponents. The twisters have similar qualities when used against those outside of them, chasing down opponents in an attempt to bombard them with a hail if rocks. Rocks can also be shot from the twister at high velocity similar to earthen bullet described in the spell above.

Sand twisters, also known by many as "Sand Devils", can also inflict massive blunt damage to opponents, possibly burying them alive under several feet of sand. These sand devils can also be used to blind the enemy through a sub spell known as Sandstorm (砂嵐, Sunaarashi) which allows the user to create a massive sand devil to kick up all sand and dirt in the area into the air, disorienting opponents. The deadliest quality that these sand twisters exhibit is the ability to suffocate enemies, the sand forcing its way into their mouths and nostrils, blocking the opponents airways. These sand particles, like those of the rocks used in the stone twister, can be used to cut opponents. Each grain acting like a tiny blade that can slash and cut into opponents as they are caught up in the attack.

A magma twister, while not having as many abilities as its sandy cousin, is also considered one of this spells deadliest attacks. Though, due to the wind created by the spinning force of the lava, this attack may only last a few moments, cooling into solid rock. That being said, this spell can cause massive damage to opponents and the surrounding area, the hot liquid earth causing fires and burning nearly everything in its path. This hot liquid can then be quickly solidified around an enemy to trap them. Quicksand (流砂, Ryūsa): This is a spell that can be considered basic or advanced depending on how the user chooses to go about utilizing it. The most basic way to go about casting this spell is by collapsing the ground around the opponent so that the force of the fall is enough to lodge them into the small hole. The user will then begin to slowly push the earth around the opponent upwards while the earth that makes up the hole itself will begin to flow downward, pushing the opponent further down until they are submerged beneath the earth. At that point the earth which had been raised will collapse over them to fill in the hole, burying the victim alive. This process is incredibly painful for the victim, the rocks grinding all over their skin and causing large gashes and cuts to form as they are also slowly crushed by the earth pulling them downward. It is because of this that the spell is normally considered quite inhumane and therefore rarely used and is instead replaced with its sister spell, Pitfall (落とし穴, Otoshiana). Pitfall is very similar in the sense that it begins the same way, the ground beneath the target collapsing, however, the ground will collapse in a circle much larger than the one used in Quicksand, allowing it to affect multiple opponents at a time. The victim or victim will then fall into this hole. Depending on how deep the user has decided to make the hole the victim may die instantly, however, this spell is normally used to trap opponents for short amounts of time until backup can arrive to deal with them. There has been cases in which someone has been trapped by this spell and left to starve, but those cases are few and far between, normally being the result of a wounded mage dying before they could release the spell or call for backup.

The second way to go about casting this spell requires that the user to have mastery over Earth Magic as the ability granted to one who has mastered it allows the user to control the viscosity of the ground itself so long as it fits into the number of different types of earth that users can control. The user, as in all spells utilized by earth magic users, infuses the ground with ethernano and then takes control of it, turning solid stone to a liquid state in mere seconds if the user sees fit. The opponent will then begin to sink into the now liquid earth similar to how one might sink into quicksand, though, it can be noted that the tricks involved with escaping quicksand will not work against this spell. Even if the opponent decides to remain still they will continue to sink as it is the user that controls this process rather than the movement of the individual or individuals involved. The opponent will sink until the user sees fit to halt the process, possibly resolidifying the earth as to trap the opponent. The user may also wait until the person is completely submerged before solidifying the ground again, completely crushing the opponent in an instant. Lava Breath (溶岩ブレス, youganburesu): An intermediate offensive spell that allows the user to shoot a wave of lava from their mouth. This spell utilizes earth mage's ability to manipulate lava to create this devastating attack. Like with any breath attack the user will begin the casting of this spell by taking in a deep breath. A magic circle will then appear before them. This is where this particular spell begins to deviate from that of regular breath spells as earth magic users cannot simply create lava from nothing. Within the magic circle there will be several chunks of rock which will spin around and rub up against one another at high speed until it reaches a molten form, this normally only taking three to five seconds. The user will then exhale into the magical circle which will respond by expelling the lava contained within it at high speed toward the intended target. This spell has a maximum range of twenty-five feet, the molten rock being far too heavy to continue moving forward after reaching that far. Lava Flow (溶岩流, youganryuu): An intermediate spell that utilizes lava to create a large wave capable of completely consuming a number of enemies at once. The user will begin casting this spell by holding a hand out in front of them toward the ground. At which point a magic circle with a radius of around six feet will appear before them as the ground begins to crack. The loose rocks from the cracked ground will then enter the magic circle. The user will then begin moving their arms in a circular motion that will cause the magical circle to begin spinning. The pressure and friction within the magic circle will melt the rocks and stone into a molten form before the user thrusts their hands toward their target. An enormous wave of lava will burst forth from the circle before crashing down on to the opponent which normally results in almost instant death not from the heat but from the crushing weight of the lava being slammed down on top of them. The wave will then spread out from the point of impact to cover the ground, pooling in front of the user for several minutes before eventually cooling and hardening. Magma Disk (溶岩円盤, youganenban): An intermediate spell of earth magic that allows the user to create a projectile weapon from magma. The user will begin the casting of this spell by placing several small rocks or one medium sized one into the upturned palm of their hand before placing the other hand slightly above it and casting a magic circle just above the rocks. The rocks will begin to float into the circle at which point the rocks will begin spinning in a similar manner to this casting stage of every earth magic spell involving the manipulation of lava. The circle will heat and pressurize the rock until it enters a molten form. Because the disk continues spinning after its creation a thin layer of ethernano is placed around it to keep the magma from spilling out everywhere. The user will then aim at their target before thrusting their hands forward, releasing the disk and allowing it to become a deadly projectile. The user can slightly alter the disk's course by tilting it, allowing the disk to curve if the user wishes it to.

The user may also cast multiple disks at once, by holding out their hand to lift one or several rocks from the ground into the air around them. A magic circle will appear wherever in the air these rocks come to rest, pulling the aforementioned rocks inside as the circle begins spinning to apply heat and pressure to the rocks until they become molten, at which point they will take on a disk-like shape until it is nearly flat. The user will then pick a target or multiple targets before aiming the disks at their respective destinations and firing them at a speed of around ninety-eight miles an hour. The first damage dealt to a target besides the obvious burning would be blunt damage, heavy molten rock having enough force behind it to break bones. The second damage dealt is a second wave of burning as the magma disk explodes into a gooey molten mess less than a second after the initial impact. The incredible heat of these disks can cause horrific burns on the body of anyone who comes in contact with them, even fire magic users have reported first degree burns after only a few seconds of contact. It should be noted that the user can re-use the same disk multiple times so long as they have yet to harden, simply manipulating the magma it a disk again and launching them at the opponent. If the disk has hardened the process of melting before firing must once again commence. Lava Shot (溶岩弾丸, yougandangan): Another intermediate spell of earth magic that allows the user to fire lava at opponents in a similar manner to that of bullets. The user will initiate this spell by holding out their hands over a rocky or dirt covered terrain. Several small magic circles with a radius of about six inches will appear across the battlefield, it is within these circles that the lava necessary for this spell is formed. Once the lava within these circles are formed the mage need simply to pull it from the circle and toss it at the opponent. This is normally done from above, the mage pulling the lava out of the circle at an angle to create an arched shot at their opponent. These shots are meant to slam into their opponents head or chest, relying on the blunt force to stagger their opponent just enough to ensure that their next attack can end the fight. The burns caused by this attack can be horrific and life threatening, this being the second phase of this attack, catching whatever clothing or skin they come in contact with on fire. Mask Magic (仮面魔法, Kamen mahou): is a form of caster magic that is often used in conjunction with Summoning Magic that allows the user to dawn a mask which grants them great power. These masks are often referred to as Masks of Rebellion as they allow the user to break free from the chains of humanity for a short time to utilize amazing and sometimes deadly powers. Similar to Take Over in a sense as the masks are formed as the physical manifestations of the souls of monsters and beasts that are either defeated or contracted by the user. This being the reason it is so often used alongside summoning magic as those creatures are already contracted to the user and thus can take the forms of masks when fighting alongside their master is not possible. As stated before, masks are the physical manifestations of the souls of different beasts and monsters, these masked being gained by the user when they are able to defeat a powerful beast in combat, stealing their soul as it permanently takes on a mask form or through contracts formed with those same beasts or monsters in which their souls can be borrowed for a short time, manifesting in mask form and being worn by the user. Upon dawning one of these masks, the user is allowed to utilize the strength, power, and magic of the beast whose mask they wear. Breaking free from the limits of their humanity to give them strength and speed unthought of to be wielded by the fragile bodies of humans. Effectively, they are rebelling against those limitations and taking on the power of monsters and beasts. However, this power does come at a price, breaking free from those limitations can have negative effects on the body, even upon taking the form of the beast the user will have to deal with the consequences of pushing themselves once the mask has been removed. These consequences often lessen over time as the user advances in the magic and trains their bodies to handle to abuse wearing one of the masks deals out but regardless the user may still feel sick upon removal. Forcing the body to continue using the masks beyond their allowed limit is still known to cause devastating results which is why it is in the user's best interest to remove the mask before that limit is reached to avoid that possibility altogether. While it is all but impossible for an opponent to rip a mask from the user's face, the user themselves can easily remove the mask. Souls that are burrowed can only be utilized for a limited time regardless of the user's proficiency in the magic as not only does it strain their own body but the that of the creature whose soul they wield. Taking on the form of the mask is a difficult task that requires an immense amount of will and trust in the user but despite all of that, their ability to remain in that form is limited as their soul can only produce so much power before the threat of it being snuffed out becomes a real danger. Beasts whose souls are stolen also have a finite amount of energy as the soul is no long attached to a physical body and cannot be replenished and thus will disappear once the entirety of the soul has been used up. When either of these two things occurs, the mask will crack and begin to flake away into the wind. Having this happen in the middle of battle can have deadly consequences and as such, it is important for users to understand and keep track of the time they can utilize with each of their masks as every soul is different. Data-Make:
 * Genbu:
 * Break Down:
 * Convert:

Trivia
Name means, Sea of Knowledge