Homura Aikawa

Homura Aikawa (ほむら相川, Homura Aikawa) is a middle-aged woman born in Crocus Fiore and a former member of the Solis Knights; Once taking the position the position of Venus, a fitting title for the flirtatious woman. She is a user of Take Over magic and is well versed in the use of Tomes. Her main tome being one of duel element, utilizing a combination of Fire and Earth magic to devastate her foes.

Appearance
Homura is a beautiful woman despite her age with long, silky blonde hair normally pulled up into a high ponytail. When not set in this position her hair extends down past the small of her back, however, when pulled up it normally only reaches about down to the middle. She keeps her hair in a ponytail not only because it is easier to manage and more comfortable but also because it is more suited for combat, keeping it out of her face and making it so that the enemy must get behind her to grasp onto it. While she knows, due to having been told over and over again by the others, that she wouldn't have to worry about it being grabbed at all if she'd only cut it to shoulder length, she remains adamant that she'd rather die than let her precious locks be taken from her. Her bangs are long, hanging down just above eye level though they are combed over a bit to the side as to not obscure her vision. Homura's face consists of smooth, flawless skin, completely untarnished by age. Partially hidden behind her square, silver rimmed glasses are a pair of deep purple eyes known to hypnotize men and women alike rest perfectly spaced out on her face above thin, straight as an arrow nose. Her lips are a soft pink pigment though few know this due to her tendency to wear lipstick, her preferred shade being a deep red. The lips normally sit curled into an inviting smile, beyond lies a set of straight, healthy white teeth. To either side of her face can be found a pair of rounded cheeks leading downward to a pointed chin. Homura's head as a whole can be described as triangular shaped.

Homura possesses a thin neck with well-defined collarbones. Homura's arms are long, ending in soft-palmed hands and long fingers with sharp fingernails painted the same deep shade of red she wears on her lips. Her body is hour glass shaped, fitting the general stander of what the major populous is said to consider beautiful. Her torso, much like her face and the rest of her body consists of nearly flawless skin as she is deeply obsessed with her own physical appearance and how others view her. Homura possesses an D-cup bust, a flat stomach along with wide hips leading toward into silky legs ending in high arched feet. Homura's toenails are painted the same red as her fingernails, a deep shade of red matching the shade of lipstick she wears.

Homura's style consists of mostly formal wear, her most common outfit to be seen in is a purple dress suit with a white button up shirt underneath with matching heels and black tights. However, she possesses many different suits of a variety of colors that she may pick from depending on her mood. Her wardrobe is filled with many other more causal outfits which she may wear around the house or whenever just going out with friends.

Personality






Equipment
Gale-force Reading Glasses: Homura possesses a pair of Gale-force reading glasses which allow her to read at a far superior speed than the human eye could ever hope to achieve. The glasses themselves have no real unique features aside from a wing-like accessory which extends off from the left frame of these glasses. On this wing can be seen heart shapes being featured near the bottom of the last of the three feathers. The glasses are a mildly dark shade of red, possessing elongated oval shaped frames. These glasses can be worn over prescription grade glasses as the glasses themselves are not meant to improve the users vision, meaning those who require glasses would not be able to see through them without the use of their own prescribed pair. There are several different types of gale-force glasses of varying quality, the lowest only allowing the user to read at twice the speed of the average human. The highest quality allowing the user to read at over one hundred times faster than an average human. This astounding feat is achieved by infusing the glasses with a wind Lacrima. Homura possesses the highest quality of these glasses, allowing her to quickly read through her tomes to locate the spells she needs if she ever forgets their place.

Tomes are books infused with different elemental magics, allowing user's to wield and utilize these magics at will, similar to a magically charged Lacrima. The pages of the tomes themselves are filled with spells holders can utilize, these spells often being written by powerful mages and wizard scholars who have devoted their lives to writing these large books. While these tomes can indeed be utilized in battle, their original purpose being to further the magical knowledge of mages all over the world, each spell being accompanied by said spells history and a list well known user's from the past. A several page table of contents found at the beginning of the tomes help wielders quickly locate spells. Any damage caused to these tomes renders them completely useless, leaving the wielder defenseless. Damage caused during a wielder's casting of a spell will result in said spell backfiring on the user. This is the risk users take when wielding these items. This item is best utilized alongside Gale-force reading glasses to make for quicker reading and casting. In a safe place such as a library, tomes can last upwards of four to five hundred years before degrading. However, constant usage on the battlefield causes these tomes to degrade rapidly, only lasting a few months to a year at best.

Physical and Mental Abilities
Above Average Intellect:

Charisma:

Keen Senses:

Acrobatics and Parkour mastery:

Magical Abilities
Magical Prowess:
 * 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 of 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.
 * Canon_Monster_Aura_BD1.gifMonster Aura (未力の魔霊気, Miryoku no Mareiki): The 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. This aura, like an S-class aura, can negate most weak magical attacks and throw most forms of projectiles off from their initial trajectory. The approximate radius of this aura is said to be around ten feet when fully released. Being that Alice is an incredibly powerful wizard as well as a guild master, it only makes sense that she would possess such a powerful aura. Alice's magical aura is a deep red color, the phantom-like figure that replaces her upon the full release of her magical aura resembles a giant witch, pointy hat and all with glowing yellow eyes. The wind caused by the release of her magical aura is said to sound like the cackling of a witch.
 * Second Origin (二原, Nigen): The second origin, due to the nature of the magic origin, is wrongly named as it is simply the full extent of a mages power. Therefore, the activation of the second origin is simply the unlocking of the mages total possible magical reserves. There are a few different ways in which a person can go about unlocking their second origin. The first of which is through a sudden surge of willpower during a moment or time of immense stress. The body's natural instinct to survive causing a sudden increase in magic power and forcing the second origin open. The second way in which one might be able to unlock their second origin is through the usage of Arc of Time, aging the origin until it has unlocked. This suggests that if left alone, the second origin will eventually open on its own. Regardless of how it is opened, there are several passive effects that immediately take place upon its unlocking. In the case of Slayers, their physical prowess and magical potency will dramatically increase. In the case of standard mages, an immeasurable burst in magical power will occur, allowing them access to magic and items that have the ability to rewrite the laws of magic. However, it should be noted that such statements are still up for debate. If one wished to activate their second origin without suffering the passive effects for whatever reason, they need first place a seal on a portion of their magic origin. Due to the fact that magical energy is so intertwined with one's own emotions and willpower, this must be done via a method know as the pact. The pact is made once the user has reached the full potential of their magic origin, something that is known to take a considerable amount of time of emotional distress. The pact seals away a portion of the mages magical power behind several magical seals that can only be unlocked once the pact has been fulfilled. In past cases, this has happened when a mage feels their life or the lives of those they care about are being threatened. This sudden burst of magical energy, while extremely useful, leaves the mage utterly drained immediately after its use. Once the pact has been met and the seal having been broken, it can never be recreated again. The full potential of the origin now being accessible to the mage at any time, increasing their magical reserves and base stats by a considerable amount.

Take Over
Take Over: Beast Soul (接収:獣王の魂, Teiku Ōbā: Bīsuto Sōru):

Partial Takeovers

Take Over: Golem Arm (接収: ゴーレム手, Teiku Ōbā: Gouremu te):

Take Over: Tiger Claw (接収: タイガーつめ, Teiku Ōbā: Taigaa tsume):

Take Over: Lizard Eyes (接収: リザードおめ, Teiku Ōbā: Rizaado ome):

Take Over: Fish Gills (接収: さかなえらこきゅう, Teiku Ōbā: Sakana erakokyuu):

Take Over: Cheetah Legs (接収: チータかきゃく, Teiku Ōbā: Chiita kakyaku):

Full Body Take Overs

Take Over: WereBear (接収: くま, Teiku Ōbā: Kuma):

Take Over:WereTiger (接収: タイガー, Teiku Ōbā: Taigaa):

Take Over: Werewolf (接収: 狼男, Teiku Ōbā: Ookamiotoko):

Take Over: Lizardman (接収: リザードマン, Teiku Ōbā: Rizaadoman):

Take Over: Apeman (接収: 猿人, Teiku Ōbā: Enjin):

Take Over: Sharkman (接収: さめにんげん, Teiku Ōbā: Sameningen):

Take Over: Ahool (接収: バットマン, Teiku Ōbā: battoman):

Take Over: Frog Beast (接収: フロッグマン, Teiku Ōbā: Furogguman):

Take Over: Golem (接収: ゴーレム, Teiku Ōbā: Gouremu):

Terra Nova
Terra Nova is a series of tomes divided into several volumes of Tomes written by one of the members of the Vroman Family, this series of tomes details the history, description, and instructions for casting several offensive and defensive spells of both Earth and Fire magic. Terra Nova is a special addition, being one of less than two hundred duel element tomes ever written. The one in Homura's collection is the last remaining copy of the original text, many reprints have been made but all lack several of the tomes most powerful and ancient spells.

Terra Earth Magic (土魔法, Tsuchi Mahō): Earth magic is a form of Caster 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 a 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 sand storms 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 (地球感, Chikyū-kan): 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 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 earths 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 in 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 (地球カッター, Chikyū kattā): 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 cause 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. The 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 arguable 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 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 (地球ガイザー, Chikyū gaizā).

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), 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. 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.

Earth-Make: Cannon (地球メイク：キャノン, Chikyūmeiku: Kyanon): A pretty basic offensive spell of earth-make magic, normally the first learned by new users gives them the ability to create different sized cannons that can be, and normally are, used for long-range projectile attacks against enemies. These cannons can take on several different shapes, normally modeled after the types of cannons used by the military of the country the user was born in for obvious reasons. These cannons, as stated above can be created in varying sizes depending on the need for them, large cannons being able to fire large projectiles capable of crushing small units of enemies fairly quickly. Small cannons being far more accurate at pinpointing single targets, it's firing and reload speed being exceptionally faster than its larger counterpart. The projectiles fired from this weapon normally take the form of stone cannon balls, shot at high enough speed to tear off limbs and shatter bones, though, it should be noted that different types of ammunition can have different effects on the target, magma rounds can be shot out to catch the target and nearby objects on fire, sand rounds do well to create large dust clouds that hang over areas for several minutes, allowing the user cover to attack or retreat depending on the situation they find themselves in. Mud rounds can be used to blind enemies or put out fires, making them versatile round types.

While these cannons are indeed powerful, it has been discovered that full sized cannons are not the most practicle weapons to use in fast paced battle. It was this amount of common sense that led to the creation of the sub spell Earth-Make: Hand Cannon. Working very much like the technique of casting its parent spell, the difference being that the user gathers the stone in their hand, creating one of two different types of hand cannons. Guns are the quickest and easiest to create, firing pebbles at incredibly high speeds, normally being enough to punch through the skull and come out the other side. The second type of hand cannon is one that encases the arm from the elbow down to create a much more cannon looking weapon. This weapon has much more power behind it than the gun due to the fact that, because of where it is located, the user is able to withstand a much larger kick than before, shooting out larger fist-sized rocks that can easily crush bones when contact is made.

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.

Metallic Shield (メタリックシールド, metarikkushiirudo): An intermediate spell of earth magic that utilizes a master earth mage's ability to manipulate metal. The user casts this spell simply by locking onto any impurities in the metal they wish to manipulate, pulling it whichever direction they chose which in turn bends the surrounding metal. In this case, the user bends the metal into a shield, this shield is normally rudimentary, not taking on a very defined shape as it simply serves its purpose of blocking whatever attack it is meant to block.

Metal Whips (メタリックケーブル, metarikkukeeburu): An intermediate spell of earth magic that can only be utilized by those who have mastered the magic allows the user to bend and manipulate metal. In this particular spell the user is creating whip-like objects to strike their enemies. These can be created using anything from pre-existing wires to bending a sheet of metal into a long rope-like object. The user can then use these whips to grab, strike, or tie up opponents. They can also be used to grasp and climb things, wrapping around objects before pulling it toward them or themselves toward it.

Metal Bindings (メタル束縛, metarusokubaku): As the name suggests, this spell utilizes metal to bind opponents. To begin this the user will need to have a pre-existing metal available such as the case with all metal spells found in earth magic. The user will then rip this metal into several pieces using their earth cutter technique before launching these pieces at their foes, bending them around limbs or other body parts. Once the metal has wrapped around one of these body parts the user will then be able to pull the person into the air or perhaps to the ground to restrain them. This spell is simply meant to trap foes, however, the user could tighten the restraints to the point of crushing bone if they so willed it.

Metal Blade (メタル剣, metaruken): An intermediate spell of earth magic that allows the user to manipulate and bend metal to create a blade. The user will do this by taking a pre-existing piece or sheet of metal that the user will then bend and mold into a razor sharp blade capable of slicing through flesh with ease. This blade can be as short or as long as the user wishes so long as they possess the necessary materials to create said blade. The handle is often simply twisted metal on one of the blades ends which the user can cover with cloth or something else if they so desire or simply attach to a gauntlet of some kind.

Metal Armor (メタル鎧, metaruyoroi):

Advanced Spells Earthen Titan (地球タイタン, Chikyū taitan): Considered an advanced spell based on scale alone, Earthen titan is very similar to its parent spell, Earthen Vessels, taking the idea of creating golem like creatures to an entirely new level as the user creates a sixty meter tall (nearly two hundred feet) humanoid creature made entirely of stone. The user begins the casting of this spell by placing the palms of their hands together before slamming the into the ground. Once this has been done the ground will begin to shake before rocks and stones of several different shapes and sizes will begin to rise from the ground and converge on the location either behind or in front of the user depending on the user's wishes. These rocks will quickly create the large golem-like creature, the absolute longest amount of time this process will take is ten seconds. The final piece of the golem to be created is it's head, activating with a loud roar upon its completion. The golem will then be able to move, its steps shaking the very earth itself as it attempts to fulfill whatever goal was installed in it during its creation. The golem is a virtual tank, shrugging off large amounts of damage as it moves forward toward its target. Its strength is incredible, picking up and throwing large boulders with relative ease.

This creature's appearance can vary depending on the user's preferences but it seems that most keep it on the bulky side which is to be expected, the extra rock layers helping to act as armor to raise the creatures durability. This creature towers over its foes, it's long, rocky arms being capable of crushing through most barriers with ease, its punches leaving large craters in their wake. It can be made deadlier still by combining it with the other earthen elements earth magic users are capable of manipulating, diamond or magma fists making fitting accessories for the creature. When the goal is met or the mage is no longer capable of keeping the spell up, the golem will lie down on the ground and crumble into small pebbles. Stone Labyrinth (ストーンラビリンス, Sutōnrabirinsu): Another earth make spell that is considered advanced based on scale alone. Like with all earth make spells, the user will begin casting this spell by placing the palms of their hands together before placing them on the ground. At this point, the earth will begin to rumble and walls will begin to form around both the user and its target, separating the two as it creates a massive labyrinth of winding corridors and dead ends. The design of the maze being made to disorient and confuse the target, upside down staircases, doors that lead to nowhere, and walls that move from time to time do a good job of this. The maze is also riddled with traps of all kinds, pitfalls and spike traps furthering the danger of venturing around inside of it.

Many fools believe that, due to the fact that the maze is indeed so hard to navigate, it would be best for them to try to smash their way out, breaking down walls as they try to make their way out. This is something any intelligent person would avoid, being that the maze is indeed an earth make creation, it is given a task it must achieve. This task being to keep the target trapped in the maze for as long as possible, meaning that it will retaliate if it feels it is coming close to failing that task. Normally this would simply mean an increase in traps but in the case that it is being attacked directly it will begin to directly attack the target, spikes forming out of nowhere and walls suddenly slamming together in and attempt to crush them where they stand. This task is also the reason why no path is ever truly safe even if you have walked it before, the maze being able to set up new ones whenever it would like. Seven Gates (セブンゲイツ, Sebun Geitsu): An incredibly advanced spell of earth magic that involves the creation of several gates created solely for defensive purposes'. The user activates this spell by placing the palms of their hands together befoe placing them on the ground and saying this incantation, "Rise from this earth beneath my feet like the great mountains, unmoved by any but your own." After this is said the earth will begin to shake violently and the gates will quickly shoot up from the ground. This spell is not only Alice's but Earth Magic's most powerful defensive spell, known for its ability to stop or block anything that dares to attempt to break through its barrier. Let it be noted that a user does not have to summon all seven gates at once as one is normally enough to block nearly any attack that would warrant the usage of this spell at all, the other seven merely being fail safes should some god-like power break through the first. The gates themselves are modeled after Rashōmon gates, large faces resembling oni are plastered across the front of each gate as well as flame like appendages spreading outward from each side. Each gate is a different color, the reason for this is because each color represents the gates role in the defense. While the first gate is indeed capable of stopping nearly any attack it is merely the first line of defense meant to take the blunt of the attack head on while each gate behind it is designed to slow down the attack until it reaches the stage in which it would be ineffective even if it was somehow able to make contact with the user. These gates store the energy they steal from attacks that make contact with them, meaning that the more abuse the gate takes, the stronger it will become, using this energy to repair and strengthen itself.

Nova 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 to 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 ones 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 users 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 any way, 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 users 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 though wounds caused this way are normally cauterize instantly meaning opponents cut in this manner will most likely not bleed but instead simply be burned. Homura herself is known for the utilization of purple fire in all of her fire based attacks.

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.

Flame Circus (ほのお サーカス, honoo saakasu): A basic spell of fire magic that allows the user to bombard the target with several flaming spheres capable of causing horrific burns. The use begins the casting of this spell by gathering his magical energy into six different spots surrounding them, causing the air and ethernano within those small spaces to explode into a roaring flame which he quick molds into the shape of six perfectly round spheres. Thanks to the flames being charged with their own ethernano, the user can add a bludgeoning effect to them allowing them to slam into opponents with great force. These spheres can be used both offensively and defensively as they circle around the caster, keeping enemies at a distance while allowing them to launch an attack from any direction around them. When launched toward the opponent the flames grow a flaming tail, similar to that of a comet as they barrel toward their target with enough force to crack ribs if thrown at maximum speed. Upon impact, after inflicting their blunt damage, the flaming spheres begin to burn the opponent, catching all clothing on fire before retreating back to its position in the ring around the caster. Several of these spheres can be shot off at once if the user so wishes, completely overwhelming the opponent with a brutal barrage of burning spheres. While normally thrown, the spheres are capable of many things, such as expanding to become a rudimentary shield to protect the user, or shooting own a flamethrower-like blast when enemies get too close. The user may also detonate the spheres at will, turning the flaming spheres into explosives capable of knocking opponents off of their feet. It should be noted that the name of this spell comes from the circus trick in which the performer would juggle fire, the ring looking very much like the circle produced while juggling when it takes a position behind the caster.

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.

Advanced Spells

Phoenix Tears (おおとり なみだ, ootori namida):

Heavenly Arrows (てんらい うちゅう, tenrai uchuu):

Raijin's Fury
Indra's Wrath: Indra's Wrath is a novel written and published by the Guild master Samarra Inari, set on teaching those the basic and advanced spells of Lightning Magic. It goes into detail of the manipulation of the Lightning element, while also giving basic exercise drills to improve accuracy and skill needed to advance a mage's abilities. Electroblade(エレクトロブラド Erekutoroburado): Molding lightning into the users hands, they are able to manifest a blade of lightning that is extremely durable, inhumanly sharp, and having the capability to simply cleave through even the toughest of materials, magical and non-magical in nature. This spell is easily able to pierce steel and destroy rock to rubble. Through advance manipulation and ethernano output a user's blade would be able to slice cleanly through a building of 10 feet across. The blade itself can extend up to a distance of 25 feet, with a thickness of 4 inches. The shorter the blade, the thicker it can become, as well as the more concentrate the electricity can become. When it comes into contact with a living subject, the lightning will cause immediate muscle contraction, triggering the voltage-gated channels on the targets muscles. These contractions can last for 8 seconds for every second of exposure from the blade. This is only a byproduct from the actual cutting power of the blade, as the high frequency of the lightning ethernano can easily cut through flesh. Should the user desire the need, they can even branch out the blade to impale multiple enemies at once. A maximum of 10 "branches" by increasing the ethernano output and concentrating on the points of output on the blade itself.
 * Luminous Cloak (発光マント, Hakkō Manto): The user coats themselves in a shroud of lightning that increases the damage of their attacks, as well as greatly increases her speed. This is due to the increased synaptical transmission speed in the action potentials caused by the electrical current surrounding her body. Their speed has been noted to increase six-fold, giving the appearance that they are merely floating on the earth, for their feet only touch the ground for milliseconds before exploding into another powerful stride. When wearing this cloak the light given off by the lightning can help blind the enemy, making it extremely useful, especially in close combat. The photobleaching of the opponent can last for over 2 minutes depending on the exposure, and direct visual contact with the cloak for over 3 minutes can cause permanent retinal damage. Although those who have an affinity towards Light or Lightning Magic are immune to its visual effects, as the ethernano that flows through their body has altered the physiology of their rods and cones, making it possible to withstand such intense lumens. An added benefit of this form is the resistance to lightning based attacks, as they become integrated with the luminous cloak, reinforcing it's properties. The strength of a punch in this lightning clad form is able to easily break through brick, stone, and weaker metals; but given the output of ethernano into the cloak, the power of a mages physical skill can be increased.
 * Raiton Dance (レートンダンス, Reeton Dansu): The user will concentrate their ethernano into the palm of their hand, causing a small glow to spread out as this technique is activated, encircling their hand in a crackling blue lightning as multiple streams of lighting are sent out to attack the enemy.The spread of these beams can cover a distance of 260 feet straight, and 35 feet across, making it one of most widespread and threatening attacks in a mage's arsenal. The beams themselves are always connected at the point of origin, allowing the user to alter the beam's direction after being shot by the aid of expert ethernano manipulation. This makes it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The beams start off at a thickness of 8 inches from their point of origin, and gradually get more thin as the travel down their path, ending at a mere quarter inch thickness at their maximum length. A unique trait about this spells is the ability to increase the number of beams to a substantially large amount, splitting them in half in the process. An initial attack can generate 15 different beams, each which can easily be controlled by the user. But should she desire to split them up towards their 480 beam maximum, the maneuverability of the arrows lessens, turning the attack into more of a barrage, rather than a pinpoint attack.
 * Static Detection (静的検出, Seiteki Kenshutsu): Users are able to detect all types of electricity: including electricity produced from living organisms, static, lightning, and electrical signals. A living being emits a constant, yet barely detectable wave of electricity through the air, allowing users to passively located creatures while maneuvering through the field. This has proven useful in darkened areas where sight is not easily used, and the user can rely on this to locate their target or evade their movements. The greater an object is moving, the more electrical impulses are sent off in their body to tell their muscles to contract; this makes tracking a target easier than searching out a stationary one, as the moving target will release a greater electrical “cloud” to make them easier to see. This power can even extend to predicting movements during a battle, as the muscle emits an electrical signal right before it contracts. With quick enough reflexes, they are able to evade typical combat moves from that of mages, even going so far as to evading S-Class combat attacks through the combination of their Static Detection and heightened reflexes. They are also able to do “active detection”, which is done by generating an electrical field and detecting any distortions within it. This gives them a clear image of the surrounding area that they can use to detect opponents or any other anomalies within an area of 35 feet. This comes across like a 3-D outline, giving a user the general shapes of masses, but not being able to draw out fine details. This is where the ability lacks, as it is useful in finding large objects, but should they try and use it to find an item smaller than 2 inches in diameter, like a trip wire for example, it will require a great deal of ethernano to focus on such a small object, sending out multiple pulses of the electric field to better reflect off all objects in the area.