Uepon Mausu

Uepon Mausu (ウエポン マウス Uepon Mausu), is the acclaimed Guild Master of Herboren and the current fourth seat of the powerful Magic Council, where he serves pridefully as he watches over the countries of Ishgar, mainly Seven where his guild operates dutifully. Thanks to his power over the settlement of Harmony, Uepon has been able to improve international relations with Ishgar all around Earth Land, since Harmony is considered one of the most important trade spots in the entire world alongside other settlements. Uepon however also serves an important role in the country over, Mys as his presence as the guild master of Herboren, which has risen to become one of Mys's most trusted guilds, is accepted by not only the people but as well as the emperor despite Ulo's distate for the people and power of Ishgar, mainly the Magic Council. But what is most interesting about Uepon, is that he is the very first Spirit-Infused human in all of history, having been blessed this ehancement by the Elder Spirit Kuro, after successfully convincing the Elder Spirit to share his power with the young mage.

Thanks to recieving his Spirit-Infusement centuries ago, Uepon has been able to retain his young natural looks, but his views and attitude have definetly changed over the period of time he had been operating in Ishgar and the world of Earth Land, coming to both hate and love the world for what ot has changed into as well as become extremely careful of the people he meets over time. Uepon despises his immortality, for he has met several friends and allies that he has developed close relationships with, only to see them pass on by the power of time and old age, a major fear of Uepon and a reason to why he had chosen to take the immortality in the first place in his young days. He treasures his guild Herboren greatly, seeing every single one of his guild members as family and children as he watches members join and leave, still retaining his love and care for these members no matter their reputation to the guild of Herboren. Besides the mass amounts of wealth that the guild recieves, Uepon has still not changed into a snobby and selfish nobleman who cares little for the society and only for himself and his greed, but a caring and tender old man who will do anything in his power to protect the ones he cares greatly for.

Uepon has been living in the life of luxury ever since establishing his guild, as owning one of the most important trading spots in the whole of Ishgar if not the world has earned him mass amounts of wealth and income, and also power as Uepon has the ability ultimately close down Harmony and shut Ishgar from the world if he feels like it. Luckily, Uepon doesn't as being on the Magic Council requires him to cooperate with the well-being of Ishgar and keep order and tranquility among the residents and citizens of the countries. A native of Seven, Uepon is used to surviving on his own, as over the years he has become independent in his endeavours and has taught himself how to survive within the harsh realities of the real world, coming to develop suspicion on those that do not seem friendly or neutral as his arrogance and ignorance have been able to prove him right many times. His wealth has allowed Uepon to afford many expensive gimmicks and tricks that he utilises when needed, from weapons of mass destruction to impenetrable armours, money never is a problem for Uepon, as he has earned a reputation in Mys as one of the richest beings in the whole land, just next to the House of Hogi.

Over time, Uepon has earned him a variety of nicknames and epithets that relate to his many capabilities and powers that Uepon has developed and practised over the years, with the most notable name of his being The Banker (ス バンカー su bankaa) which relates to his immense wealth and power over Harmony, being someone who tends to money most of the time and the keeper of Herboren's wealth. The Child of the Flame (チルド オフ ス フラム chirudo ofu su furamu) refers to his excessive use of Fire Magic, which is his prominent magic used besides his Requip which holds the reason to another name that Uepon has been known to be called as well. Finally is the name of the Black Knight (ブラック クニト burakku kunito), referring to his armour called Armour of Teresa which has many capabilities in the use of Darkness Magic and Shadow Magic. With the Black Knight being his most feared name, Uepon takes this epithet and identity solely for when using his Armour of Teresa, where a more dark and twisted personality is let out which can still be considered as Uepon.

Requip
Requip (換装魔法レキップ, Rekippu lit. Express Equipmentary Magic), also known as Ex-equip, is a Caster Magic and a type of Spatial Magic related to the summoning of various types of equipment. This Magic allows the user to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. It is said that the user summons the items from a pocket dimension; the notional place that things come from when they are needed, and where they go back to when not. The actual location of where they summon the items is very hard to determine. It contains only a few things, not because it is limited in capacity, but because that is all it is ever used for - for example, this is where the user normally summons the armor and their equipment; withdrawing things even during battle, which gives her a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used for simple or for combat-related purposes; and the user may just choose to use it to change their clothing, capable of using it in the midst of battle. The user would often pull any items that they had collected out of nowhere and then they would just vanish without any physical means of transporting them. However, there is a limit to how much the pocket dimension can store. It is also to be noted that Requip users can mix-match any and all equipment or weapons they store in this pocket dimension. Uepon primarily uses his Fire magic just as much as he uses his Requip, as his most notable armour, the Armour of Teresa is his strongest and most deadly weapon to be confronted with.

Fire Magic
Fire Magic (火の魔法 Hi no Mahō) is a Caster Magic and Elemental Magic that enables the caster to generate and manipulate the element of fire. Fire Magic is said to be the most basic of Elemental Magics and perhaps one of the simplest magics in existence, as it is more often than not the very first magic that many magicians discover. Fire Magic allows the user to control and manipulate the kinetic energy of magical particles to generate, control or absorb fire, being able to manipulate it for general purposes. As magic is well-known to be influenced by the willpower of those who can manipulate the particles that composes the concept, when inducing Fire Magic, the caster pulses their magical energy hewn from their Magic Origin outwards rather subtly, forcing domination over all eternano ambient within the atmosphere as they use their willpower in order to excite the movements of the eternano, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming orange-red flames that burn exuberantly, flickering wildly and continuously as long as the caster has control over them. Skilled users can induce this process upon not only eternano in the vicinity, but also solid objects and even oxygen particles. Interestingly, more often than not, a user of Fire Magic harness the particles of the supernatural solely for the generation of fire; this makes one of the most basic magics a sharp contrast to the other forms of Elemental Magic, which usually involve already present sources of their element, though a caster of Fire Magic can also control or enhance flames nearby if given the chance. From this point, the user of Fire Magic is capable of controlling and moving the flames, casually forming fire-based attacks which can be used both in melee and as a ranged form of offence; more often than not, a caster of Fire Magic possesses a fairly aggressive attacking style with very little defensive spells, regularly attacking with powerful bursts and torrents of flame- though there are a few exceptions to this rule, and it should be noted that intelligent users of the magic can alter offensive spells to serve defensive purposes. The generated flames can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency by manipulating the ambient eternano in the air. The user can form fire into long streams, spheres, or even more complex shapes like letters in skywriting; molding them in any way that they deem suitable- this form is called Fire-Make. These blazing objects will only remain in their designated shapes as long as the user concentrates their energies upon them. The objects will only burn for about three minutes before expiring unless the user continues to infuse them with magical energy. The temperatures of these fiery projections are generally around two thousand, eight hundred Fahrenheit, near the melting point of iron. Not only this, as mentioned above, a user of Fire Magic can also control the size and intensity of any nearby flames and can draw them in order to manipulate them at will. One of the better usages of Fire Magic is to amass a large amount of fire upon the caster's feet or palms before releasing these flames in order to induce high-speed movement via jet-propulsion. It should be taken into consideration that anyone who possesses a certain degree of power over fire-based powers is known to be much, much stronger whenever they can draw energy from all kinds of heat- indeed, like most forms of elemental magic, a user of Fire Magic can immediately turn the tables on the opponent if the weather is hot enough; it is also said that fire manipulation powers become much more powerful during the day, reaching the peak of its destructive power during noon. With Fire Magic, the caster is capable of controlling heat, allowing them to heat a wide range of liquids and metals or melt ice. The flames formed through Fire Magic seem to be unaffected by water, as the user is able to create flames even when submerged in water. As with all forms of Elemental Magic, a caster of Fire Magic is capable of modifying these fires in any way that they deem suitable, including the shape, heat and even colour; as long as they put their mind to it, anything can be done, and they can even change more obscure properties such as the smell and taste for different effects- these are more often than not signified by the fires changing colour- this is referred to as Rainbow Fire. Finally, a caster of Fire Magic is capable of charging up their spells by drawing more and more eternano towards their bodies, which then undergo the excitation process to form more flames to add to the collection already amassed.
 * Heat Control: Any user of Fire Magic with knowledge on how its inner mechanics function is capable of progressing from 'manipulating fires' to 'manipulating the heat that is part of those fires', going down to the bare essentials of heat-based supernatural powers. When inducing heat manipulation, the user of Fire Magic simply focuses upon the fires they have already manifested or anything else in the vicinity, raising or lowering the properties by increasing the kinetic and thermal energy of the atoms that compose the flames and thus making things hotter, ranging from subjective feeling of heat to absolute hot. A user of this power can additionally absorb heat, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power or using it as power source for a brief period of time. When using this technique, a caster of Fire Magic is capable of heating a wide range of liquids, not limited to but including any body of water or tea in any quantity, allowing them to evaporate it to nothingness at higher levels of intensity. A user of this ability can also heat metal to scalding temperatures or even melt any form of ice, whether it is natural or generated through the supernatural. A common and practical method of performing heat control is by redirecting via absorbing heat through one limb, allowing it to pass through the caster's body, before being expelled out the other hand. Finally, using heat control, the caster is capable of superheating the surrounding air, causing the particles that compose both the heat and the oxygen to split due to reactions; thus causing a combustion with the atoms of hydrogen. This enables the user to create, shape and manipulate explosions, with the magic which is focused around such a feat referred to as Explosion Magic.
 * Fire Bullet (ファイア・バレット, Faia Baretto) is a Fire Magic Spell that allows the caster to fire a bullet-esque sphere of flame towards the target. Fire Bullet is known to be exceedingly basic in execution and it tends to be the first spell that those who take up elemental magic learn; indeed, it is near universal to the point that more often than not, any fire-elemental magician possess it within their arsenal. Fire Bullet itself harnesses the very fundamentals of spell formation to result in what could be considered an embodiment of what it is to make a magic into a spell. In any case, when performing Fire Bullet, the caster expels magical energies from their body, causing eternano in the vicinity to be drawn towards these energies like a magnet, resulting a the typical fusion of eternano and magical energy- from this point, the caster harnesses Shape Transformation in order to knead these energies into a sphere of varying sizes, typically as big as the user's upper body before using their Fire Magic to excite and speed up the motion of the magical energies through willpower alone, manipulating the kinetic energies of said particles to ignite them, resulting in the formation of a smoldering sphere of flame. From here, the caster launches the fireball at their enemy through either a physical motion or mental command. In any case, this orb of roaring flame shoots right towards the target at relatively high speeds, resulting in the fireball displaying a punching force which flies forth in a straight line at high speeds. Because the particles which compose the Fire Bullet are completely compacted, the projectile functions in a similar manner to that of a drill, boring into anything that is unfortunate enough to get in the way of the spell, dealing multiple hits up to a maximum of five, followed by a medium-sized explosion upon contact which causes relatively notable amounts of damage and destruction, while also serving to knock the opponent back, leaving a sizzling crater; it can also blow apart solid, reinforced walls- though Fire Bullet itself seems to fizzle out after a distance of fifty meters in flight unless the caster continuously pours magical energy to reinforce its composition. Exceptionally variable when compared to many other spells, Fire Bullet is known to be capable of being fired from any range and standing point, even in the air- though underwater makes it impossible. Fire Bullet can be modified into all sorts of sizes and can be manipulated into almost any formation deemed necessary, even having the spheres orbit around the caster to form a defensive barrier.
 * Flame of Rebuke (咎の炎, Toga no Honō) is a specialized Fire Magic spell that is extremely rare, and also highly powerful; creating golden flames. When unleashing the Flame of Rebuke, the user raises the motion of a target's eternano through telekinesis in order to ignite it; adding in their own magical power in order to cause the generated flames to take upon a golden colouration. These flames are highly versatile, and upon contact with normal beings, the flames suddenly become alive, so to speak, and latch onto them, sucking up their energy which allows the fire to intensify; and the user can shape the flames into numerous structures in order to attack. These flames are unable to be extinguished nor are they able to be taken control of by a secondary-source; they move and burn according to the will of the user. The flames act completely separately to regular flames, and pursue an enemy relentlessly with great speed, accuracy and strength. They are also hard to douse, as they continue burning even when struck with a large amount of water. When faced with opposing fire spells, the flames consume them in order to boost their strength and quantity. What is interesting to note is that the golden flames known as the Flame of Rebuke are said to be as powerful as the Magic Satellite: Etherion, something that was revealed later on with another magician harnessing their power. The Flame of Rebuke, while simultaneously leeching magical energy from the opponent upon contact, also pulverizes them viciously, leaving them with the feeling as if they had been hit by Etherion point-blank, as the flames destroy anything that they touch in a wide sphere-esque formation, literally tearing holes in anything that the flames come into contact with. However, as a drawback to this immensely powerful spell, the Flame of Rebuke sucks up virtually all of the user's magical power, meaning that it should be advised that they are used as a last-resort against powerful enemies. Last, but not least, if a Slayer Magic who practices fire consumes the Flame of Rebuke, they will immediately enter their respective "Force", as they will become supercharged with magical energy and stamina.
 * Flash Fire (閃光火 Senkōka) is a simple, highly effective Fire Magic spell. Its function is slightly different when compared to the general paradigm of Fire Magic spells. Through emitting the magic at one's finger, using it the point of focus, the user charges, and subsequently compresses Fire Magic at their finger tips. Mimicking that of a gun, the user fires the spell from the tip of their middle finger, emitted in linear path, similar to that of a bullet, however, unlike a bullet, this spell is laser-like when projected. Even without mastering the spell, it moves at speed that most opponents cannot perceive. This spell serves as means to attacking Mage's using speed enhancements, and to efficient method rendering defenses useless, due to its speed. If a user manages to master the spell to the point where they can manipulate this spell into different shapes, rather that the general circular beam, one can render nearly all magical defenses useless, seemingly regardless of its potency. If a user manages to penetrate a defense, even slightly, that is all that's needed. For when the defense is damaged, even a little, the user can expand this spell outward, literally destroying said defense from the inside out, and anyone within it. The weakness to this spell is that one cannot change the trajectory of this spell, while still retaining the precision, and accuracy. This spell can also be projected through weaponry, in the same exact manner as it is expressed through the fingers. Through the use of the Second Form of Uepon's Armour of Teresa, Uepon can make the effects of Flash Fire much more deadly as the shot is larger and much faster than the normal use when Uepon is not wearing the armor, as a shot of Flash Fire from the Armour of Teresa can nearly blast through a quarter of the normal human body size which is extremely dangerous when used only if Uepon targets the right spots.
 * Infernal Body (, Infanaru Bodi; lit. "Satanic Body Forged of Underworld Flames") is a supplementary spell derived from the basic aspects of Fire Magic; though it belongs in such a category, it's usable by various Mages well-versed in either fire manipulation or any magic dealing with the element, including Lost Magic such as Slayer Magic or Subspecies Magic such as Sun Magic. This spell allows one to gain a form of immunity using the element of fire; however, this trait is shown in all elemental magics — thus not exclusive to just fire. In order to properly execute this simple spell, the user ignites the eternano in their bodies — done through high-paced friction & spreads it all over the body at a rapid pace. This causes it to gain momentum, thus igniting into small conflagrations. The small embers causes the body to slowly heat up until reaching a certain point. By adding more of their magical energy, the user excites  both the body's now-abnormal temperature and the embers even more until they become one, amplifying each other in an endless cycle. This causes the user's body to be alighted as a result, a clear sign being flames igniting from various parts of the body. At this point, the body's temperature exceeds its original point. To a non-fire mage, this can be seen as dangerous — the risk being that they could burn themselves alive or evaporating all the water in their body, becoming de-hydrated as a result. However, this serves as a different story to those well-versed in the element of fire. It's stated that it's difficult to get near to a person who uses this spell because of the intense heat it gives off. The main purpose of this spell, as explained before, is to give its users a form of immunity. Because the user is clad in flames and gives of intense heat, they're protected from most spells and projectiles such as bullets & arrows. In fact, such spells and weaponry would inevitably be burned to its core upon making contact with the user's body clad in this deadly spell. Only high-levels spells can possibly affect the user, but to a certain extent. This spell has other usages that's only limited to the caster's imagination because they're manipulating pure fire — albeit contained in & around their bodies, thus having no given form. One such possibility — albeit a common one, is the boosting of their other fire-based spells. It's recorded that spells influenced by the effects of this one are magnified, becoming twice as powerful & destructive. This gives it the ability to overpower stronger spells while dealing wanton damage to their surroundings, covering it in a sea of flames. Another possible usage is enhancement of one's martial combat skills. By focusing the flames to a certain part of the body — alighting it as a result, the user is able to burn their opponents with each strike while dealing heavy damage. It's said that if the opponent were to ever dodge a blow covered in this spell, they would surely be affected by the heat coming off of it. Physical attacks cloaked by this spell is able to aggregate injuries and cause second-degree burns. Albeit something not normally seen, the user is able to utilize the spell for flight. This is similar to Flameflight, albeit with stark differences. Unlike the former, the user utilizes the flames that they already have. By propelling the flames from their feet or hands, they can sub-sequentially fly in the air. It's known that while in flight, they are covered in a flame-like aura that protects them from outside influences. This makes it difficult for most beings to come near them. Because the heat gets even more intense in flight, as the user is constantly igniting magical energy to stay afloat — they unconsciously create vacuums, which is caused by the heat severely affecting the airflow. Such vacuums can draw beings in — causing major damage to them as a result, or create slipstreams, accelerating the user's movements even further. However, as this usage expends more magical energy than Flameflight, it doesn't long. But, when this spell is mastered, it's possible to lengthen the flight time. In short, this spell has many advantages that it grants the user. Though the spell cost much magical energy to employ for beginners, it serves as an asset to those that are able to master it. This spell serves as a staple to most fire masters, seeing it as a sign of their given mastery of the element in-question.
 * Fire-Make Magic (火メイクの魔法; Hi Meiku Mahō) a Caster Magic using the element of fire to create various items/creatures for fighting or defense. Usually starts with the command 'Fire-Make'. Like all Fire Magic, Fire-Make Magic is obviously weak to Water Magic or strong enough Wind Magic and the Fire (insert creature here) Slayers. Fire-Make is performed using both hands, as most Make-Magic is, being held in the simple alchemic symbol for fire, a triangle pointed upwards. The user can use their own magical energy to create the fire, however this has obvious drawbacks of quickly depleating the user's magical energy and overtime causes sever burns on the user's body. But Fire-Make can be perfomed using any amount of fire, from raging infernos to the smallest spark, and enough magic energy to perform a spell, the bigger the source of fire the less magic energy is needed to add to the fire. Shaping the fire still requires its own amount of energy, the simpler the shape the less magic is needed. Due to Uepon's mastery over Fire Magic, a notable change to his Fire-Make, as they are extremely stronger than the normal Fire-Make mages in the world, as his show much more power and strength against those of lower skill. Take for example two Fire-Make giants, made by Uepon and an opposing fire mage who has also learned the art of Fire-Make, now comparing compaing both creations to one another, Uepon's giant is much mor sinister and hellish looking compared to the other, as well as being extremely more dense and hot as the heat from Uepon's Fire-Make creations can be felt metres away from the actual location Uepon and his craft are located at. This can tell alot about how strong Uepon is with the flames and so people should be weary when battling Uepon when the man is wielding his Fire-Make, as this power gifted to a man who is very creative with what he does can be one of the most dangerous men in the land if not the whole world.
 * Static Fire-Make (スタティックファイヤーメイク Sutatikkufaiyāmeiku): Static-Fire Make is one of two methods to utilize Fire-Make- it is characterized by the creation of inanimate objects, more often than not weaponry and tools to suit the situation at hand. For many Fire-Make users, Static Fire-Make is more often than not their main usage of the magic, as weapons are relatively easier to manifest and keep in-action for long periods of time in contrast to the summoning constructs of the Dynamic version of the magic. Generally, each construct is capable of matching a real steel weapon blow-for-blow without shattering- Static Fire-Make can be utilized to form almost any weaponry at all; it is capable of conjuring anything from nothing. Close combat weapons such as swords and spears can be created effortlessly, though due to the intricate workings of existences such as guns, they are slightly more difficult; shields and staves can be reproduced with a much greater struggle, as the cost in magical energy is high, two or three times greater than a bladed weapon. However, these struggles have seemed to disappear thanks to six hundred years of experience and use of the special magic, as Fire Magic has become Uepon's most used magic in his whole career as a mage, as well as a mage serving in the Magic Council of Ishgar. Uepon's most favoured Fire-Make creation in this style of the magic seems to be either Fire-Make Rockets, projectiles that are shot out in an alarming pace that can deal large areas of damage to the enviornment must Uepon wish to, even having accomplished obliterating part of a town with several of his Fire-Make rockets shot at them. And his other favoured creation looks to be Fire-Make Wall, a spell that creates a ginormous wall that is created to seperate both Uepon and his opponent from eachother as the wall's heat and density is enough to make sure that attacks do not go through or even the fighters getting too close to it, for the Fire-Make Wall will immediatly burn anything living into ash as soon as they enter the flaming gate to hell.
 * Dynamic Fire-Make (ダイナミックな火災メイク Dainamikkuna kasai meiku): Dynamic Fire-Make is the second form of Fire-Make Magic; it involves the user creating familiars forged from ice. These familiars are formed when the user focuses more magical energy into the formation of their Fire-Make magic seal while envisioning a proper 'guardian', at which point, the user can manifest them from their magic seal- these fiery beings take upon a reddish-yellow colouration and emit a soft glow. While Dynamic Fire-Make focuses on fiery animals, human body parts and the like can also be formed; skilled users can manifest full humanoid beings. Dynamic Fire-Make is said to be more quickly cast than Static Fire-Make; though they generally cost more magical power to maintain due to Dynamic Fire-Make summoning beings which more often than not requiring the user to direct and command them. With Dynamic Fire-Make and a good memory, the user has the ability to summon avatars of the foes that they've defeated, the stronger they are the better.

Black Arts
The Black Arts (, Burakku Ātsu lit. Black Magic Techniques), also known as  (黒魔法, Kuro Mahō) are a forbidden type of magic which stems from most Dark Magicians, however, it is said to gained notoriety from a certain. The Black Arts, like the derived Darkness Magic, seems to draw its own power from the negative feelings of the user, making it a magic the polar opposite of Light Magic. While extraordinarily powerful, the Black Arts have been known to have terrible consequences if one misuses or overuses them. The Black Arts are an exceptionally dangerous set of magics which enables the user to manipulate life and death; a power considered forbidden ever since the beginning of magic as magicians wished to avoid incurring the wrath of the god of life and death known as ; whom would punish those who broke the rules of life and death severely with a rather tragic Curse known as  (, Ankuseramu Burakku Majikku lit. Contradictory Curse); an extremely sinister ability which caused the afflicted to release deadly miasma which killed everyone around them while keeping the user immortal and destroying their minds. Despite this, some certain unsavoury individuals managed to master the Black Arts and create several unique magics derived from it; even the most notable user, has shown that the Black Arts can bring forth calamity- indeed, a certain Black Wizard is said to have used the Black Arts in order to make the world a darker place for years. The Black Arts is supposedly nothing but pure evil, and it is constantly said that the black magic results in the loss of people's souls if they overuse the Black Arts, as it suppresses their inner goodness and erodes their mind as it feeds off of primal emotions of the caster such as revenge, hate, greed, and fear. In the process, it makes those it affects experience and exhibit these feelings while constantly making those feelings stronger, resulting in the mental transformation into a demon; not only this, as the user keeps harnessing this malefic power, their body begins to undergo a drastic change, with their eyes turning from red to gold continuously instead of staying a single colour and over-users tend to mutate, becoming grotesque and violent caricatures of their former selves who only crave more power. It also has a nasty effect on the environment, killing flora and fauna while transforming the vicinity into a desolate wasteland; indeed, those who follow the path of a Black Mage will usually gain untold power at the expense of something of their former selves. Though the Black Arts is mostly used by Dark Magicians and dangerous criminals and is believed to be pure evil, it is not entirely malevolent; however, different characters have different views on the Black Arts; both Legal and Independent Magicians regard it as nothing but "hate and rage,"; an evil beyond all compare which goes against the idea of magic itself- while some philosophers argue that light and darkness are interdependent and cannot exist without one another. Though it is not necessarily "evil" magic per se, dark arts focus toward destruction, harming, cursing and otherwise complicating the lives of other people while advancing the user's own state, embracing magical techniques and practices that would traditionally be viewed as taboo and are generally willing to go farther than most would even consider if it serves their ends. Black Arts are aligned with fear, hatred, aggression, and malice toward all living things- while like all magic, the Black Arts' position on the morality scale depends on who's using it, it certainly is destructive, something that's almost impossible to change. However, despite all of this negativity which comes part and parcel with being a practitioner of the Black Arts, there are a scarse few whom are capable of using the magic instead of the magic using them; in order to utilize the Black Arts properly, the user must have a an important revelation; a realization important enough to have an influence in the way the user sees magic. Since the usage of powers is related to the magician's emotions, the process of gaining "true" Black Arts could be described as similar to "maturing" or "growing up" mentally- depending upon the type of revelation, the power gained can be completely different; once this happens, once the magician accepts the Black Arts into themselves without allowing the darkness to consume them, they may wield its powers without succumbing to its influences; after this point, the user's long-time exposure to darkness renders them immune to its corrupting influence.
 * Living Magic (生活魔法 Seikatsu Mahō) is a form of Black Arts utilized by and various other mageswhich involves breathing life into something; this has almost countless functions, but by calling it 'almost countless' it would have implied that somebody tried to count what Living Magic could be used for, which renders 'countless' a bit of an oxymoron. Apparently an ancient, long forgotten form of Magic that brings things to life under the caster's control. Some creations of, mostly gigantic and powerful demons, have minds of their own, and continue his unknown evil quest. In "The Book of Zeref" it's written how to obtain and use this Magic. In any case, as stated directly above, Living Magic is a type of Magic that allows the user to bring life to something which is either inanimate or animate- it doesn't really matter if it's organic or not. When performing Living Magic, the user arranges a special type of Magic Seal referred to as the Brand of Death; which is common to all forms of the Black Arts; the Magic Seal itself is a dark purple and the numerous carved markings forming its center give off the visage of a demonic skull. The Brand of Death normally is highly corrosive, as indicated by the fact that once manifested into the current plane of existence, the skies darken and flowers begin to wilt. While in the skies, the Brand of Death begins to do something that normal Magic Seal is capable of- tap into the Ley lines (, Rei Rain lit. Dragon's Vein), a virtually untapped, raw source of magical power that has filtered through the depths of the earth for years on end- they are alignments between places of magical power. Drawing that power up from beneath the earth and into the seal itself, the Brand of Death corrupts the magical energies of the ley lines, granting the Brand of Death the power to use the life-granting capabilities of the ley lines' magical power in order to manifest life energy, but by harnessing the full capabilities of the dark magic seal, this energy is corrupted and distorted, resulting in the forging of numerous different creatures from inanimate objects. Multiple creatures can be created simultaneously, and the caster can give their creations distinct appearances, personalities, and abilities. Some given abilities can be Magic itself. In most cases, the caster is able to control their creations, though all creations will cease to exist if the user dies.

Weapons and Armour
Armour of Teresa (アーモア オフ テレサ aamoa ofu teresa) is a powerful armour utilised by Uepon Mausu that has the enhanced capabilities that relate to the magics of Darkness Magic and Shadow Magic, as it was formed and designed to be able to manipulate these magics with ease as well having magic stored within the amrour within small lacrimas built inorder to control and harness the powers these magics hold. With many unique and modified spells that only users that wield this armour can do, it is no wonder that Uepon has made this his favourite armour to wear when feeling like to battle in the special suit, as not only can he utilise the Dark and Shadow magic within, but he can also use the magics that he has learnt as well for the Armour of Teresa is a suit made to also do just that. When using the armour, Uepon can combine his Fire Magic with Darkness Magic or Shadow Magic to deliver devastating blows and hits that can severely damage the targets, as well as give off different other effects that the combined magics can do, coming up with new and improved ways to use the magics to their full capacity. To describe the appearance, we should start off with the headpiece, which is simply a metal helmet that takes more of a rounded shape to it's appearance, with an extremely long head tail that reaches his calves and even below, whoch he mainly uses as to distract the opponent whenever he rushes around the arena to take out foes. The is a simple medium cut slit in the middle of the helmet to allow Uepon to see where he is going as well as having cross slits on both sides of the single line just for the decoration of the helmet which serves no other use but cosmetic. Metal plates put over one another makes up this helmet to help the defense against any kind of physical attack done against the armour, as well as hard hitting magic attacks that Uepon must face whilst inside this suit of armour. Moving onto the torso bit of this fulll set, there is so much here to describe as it would take a whole Per paragraph to even do it, so the only things here I'll be talking about is the sholuder pads as well as the arm wear, and maybe even some capabilities that are built into this torso bit of the armour. The shoulder pauldrons fit well onto Uepon's shoulders, and surprisingly do not limit the mpvement of his arms to go more outward despite the shoulder pauldron's length and size to his body, with two spikes pointing outward that makes it dangerous if Uepon was to ram into you with his side, depending on where his shoulder pauldron's spikes hit though it is still very much dangerous. His arm wear is basically covering the whole of his arm, but the same could be said aith the entire suit as there is nothing but armour covering Uepon from head to toe. With metal plates over lapping and such, the gauntlets are extremely powerful, durable and thick as they can block nearly any attack coming his way provided that he makes it in time to block it, but still can be said with the rest of the suit of armour due to it's ability to block nearly all physical attacks. All over his arms are pieces of metal spiking out to give Uepon more defense and offense when using the weapon, as he can use them to slam onto opponents like small daggers that can easily penetrate the skin of a human being. I could talk so much more but then it would be all too much for one armour, so I'll stop here so I can talk about the magical properties built within this armour. The magic within this armour in unbelievable as it has many lacrimas built into the metal that amplifies the magic used, giving magic attacks a larger scaled and more powerful hit when used against targets of the magic attack, such as making Uepon's Fire Bullets larger and denser as the heat of them is remarkable, with only few even surviving the blast to tell the tale. But lacrimas that allow Uepon to utilise Darkness and Shadow magic are the most notable aspect, as they give Uepon the chance to cast both magics with mastered skill, giving Uepon the stored knowledge and teachings to cast all the Shadow Magics and Darkness magics programmed into the armour. At times on command, Uepon can light up the inside with a mysterious red light from an unknown source to give the armour a more threatening look, as Uepon is slowly coming to appear more of a demon than a fighter for the wellbeing of the world and Ishgar. His more sinister look can be developed more and more as Uepon exerts more magic energy into the suit of armour, a capability he can do due to the limitless magic power he has thanks from the Spirit-Infusement from Kuro, as he lets out enormous amounts of energy in a single go to activate the ultimate appearance of the Armour of Teresa. There are three stages that the Armour of Teresa can reach before entering it's final form, the first stage being where the armour is at appears now, it's normal look with no great enhancements activated, which Uepon uses to deflect attacks coming his way as it serves only to defend Uepon at the moment whilst he casts his spells. The Second Form is much more enhanced, as the magic lacrimas built within now do their job as Uepon can now cast the Darkness Magic and Shadow Magic that proves much more useful in this armour, as well as the amplified effects of the magic given off by lacrimas, as they become much more stronger than they used to, but the most notable effect other than the increase variety of magics and the improved power given to the spells is the unique effect of haziness. Whenever a user on the battlefield tries to look at Uepon when he is in this armour, a dizziness and distorted effect is given off when ever looked at, no matter who, as the person trying to see Uepon becomes extremely light headed as they can barely even look at Uepon without getting sick, only being able to make out the red light from Uepon's helmet slit as it swings around frantically thanks to the dizziness of the effect. This becomes extremely useful when dealing with long ranged attacks, as enemy mages cannot focus an attack on Uepon without missing their shot, relying on luck to be able to hit Uepon however this is but an extremely rare chance to be able to do it. As said before, this hazy effect can work on anyone no matter their relationship with Uepon, as even allies who dare look at Uepon in this form have been able to become light headed theselves as they stumble across the field. The Third Form allows Uepon to really shine, as the red light just like the one in his helmet shines through smaller cracks within the armour as red lines cross Uepon, with also the small whip like things on the back of his head also can glow red with heat, enhancing them greatly as they can be swung around to hit the opponents with a branding sort of effect, as the metal tips of the whips can burn and brand the enemy when hitting them, though it'll be lucky must the enemy be hit and cut woth the burning whips, though not really unlucky due to the cut being simultaneously burning at the same time of the whip piercing the opponent skin. During the second and third forms of the armour, black smoke can be seen radiating and drifting from the armour to give it more of a threatenng appearance, just like the red light within the helmet of the armour, though besides the cosmetic use, those who unfortunately breath in the black smoke must realise that it is a string toxin that can weaken those who do extremely as their body fuctions give out, nearly killing them leaving Uepon victorious if the opponent had breathed in a good dose of the black toxin. The only way that opponents can actually harm Uepon through this armour is to resort to using a form of Light Magic or any extremely powerful magics that use up large amounts of magic, as this armour is very powerful as it has required only the finest and most expensive to afford and create, something that people that are the same as Uepon's level of wealth can do.

Armour of Lucia (アーモア オフ アーモア オフ ディアス (aamoa ofu diasu)チア aamoa ofu ruchia) His second most used armour, though still just as powerful as the Armour of Teresa, the Armour of Lucia might just as well be the opposite to the Armour of Teresa based on both the look and capabilities that the Armour of Lucia has to the Armour of Teresa. This armour set allows Uepon to both cast his own magics as well as the addition of Light Magic and Heavenly Body Magic which Uepon has learned to adapt to just as he did with the Shadow and Darkness magic provided by the Armour of Teresa. Just as the other armours, lacrimas built into the metal of the armour allow these additions of magic to be utilised as Uepon exerts his magic power into the armour to allow him to cast these spells. As said before, his Armour of Lucia also has the ability to let Uepon use his own magic which is most dangerous when combining his Fire Magic alongside Light Magic to deliver devastating blasts that can be even labelled as Sun Magic, but due to me not asking I can't link it here or even call it Sun Magic. Uepon's Armour of Lucia is a more interesting design but has the same effects as Uepon's Armour of Teresa, with both being extremely powerful and durable that it can take any hit from anybody except extremely powerful magic attacks. To start off talking about the armour, again we should start with the armour's head piece, where one's first inspection can instantly realise the golden details hat potrude from the armour's white metal as these golden designs are purely cosmetic but can serve as an effect when in sunlight, as they can use the sunlight to shine off the golden material in order to temporarily blind those that unfortunatly choose to lay their sight on Uepon in his armour. Am arch forming on the back of his head makes his figure seem larger and bigger to his enemies, as well as a symbol of his greater power to those serving underneath him, as the reason to this strange design is based off the olden times when head officials and soldiers in the army made themselves to look bigger to prove their superiority to the lower soldiers of the military. The bottom of the helmet has been made so that it nearly covers the whole neck area to stop blades from ever coming to pierce Uepon's neck in this armour, just as how metal always covers Uepon's body in every armour that he has acquired. Two small eye holes are cut where Uepon's eyes also are to allow the wizard to see where he is going, though compared to the single lined slit of the helmet of the Armour of Teresa, there are two eye holes that are just big enough to let Uepon see clearly, just as how the lemet in the other armour worked, though the light within the helmet, which is a golden light that originates from an unknown soruce within the armour shows two smaller eyes than what used to be, and just like in the other armour can be switched on and off but serve as torches to allow Uepon to see at night, giving the suit a more angelic and holy look to it's design.

Armour of Deus (アーモア オフ ディアス aamoa ofu diasu)

Physical Abilities
Magical Aura (魔力の霊気, Maryoku no Reiki) A Magical Aura is a common term given to the exertion of magical energy into a form outside of Uepon's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains, or is purposefully released by Uepon. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections. A standard aura is produced by mages with a moderate level of magical power within their body. By exerting it outward, it forms a thin layer of pressure that can cause one to be intimidated if they aren't a mage, or if they are a rather weak mage. This is generally demonstrated by individuals of S-Class strength when they are holding back, or when standard mages are showing that they are entering their full reserves of power. It should be noted that the density of this aura, by a S-Class mage, can cause physical attacks to be repelled with notable ease.

Ki no Michi (木の道, Ki no Michi lit. "The Way of the Tree") is a martial arts style created by the monks of the Minstrel Mountains. It is said that the monks created it to be an integration of their martial arts practices and the personal expression of their philosophy to "live like that of a tree. Staying sturdy with deep roots, even in the face of a growing storm or scorching sun." This fast paced, flexible style of martial arts focuses on neutralizing an attack early on or using Mago momentum and predicted trajectory to dodge said attack for a counter. It emphasizes a majority of throwing techniques and joint manipulations, although the use of a mages Ki, later realized to be eternano, is of great importance when delivering an effective block or counter. Also of particular importance is the timing of a defensive technique, either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. This means that a mage must be of fast body and mind in order to read an opponents intentions and movements in order to effectively block.
 * God Cedar Cranial Descent (神杉頭蓋降下, Kamisugi Tōgai Kōka): Working best as in immediate counter move to follow an opponent's momentum, however, this move does require a great deal of strength to aid in the execution. As an opponent comes in for an attack, the mage will target the leading foot and scoop one the opponents thighs with their free hand. Using the opponents momentum to aid in their ascension, the mage will lift their opponent upside down so that their head is the closest point of contact to the earth. The mage will then proceed to drop to their side or back, driving the opponent into the earth on their neck and shoulders, or on the top of their head. If executed properly this move will follow one fluid motion and can leave the opponent with severe dizziness, a concussion, cracked cranium, paralysis, or even death if the opponent happens to land in such a way.
 * Great Banyan Dance (大きなガジュマルの踊り, Ōkina Gajumaru no Dansu): Beginning with an ethernano pulse from a low rise kick to the opponent's sternum, a mage is effectively knocked up into the air. Afterwards, the practitioner's moves will differ based on the opening they see. They will typically swivel gracefully to land a kick to the left side of their opponent. This will shift the opponents center of gravity on their fall to cause them fall on their side. On the opponents decent, a backhand strike to the face will shift the opponent's body to be parallel with the ground. It finishes with a ethernano infused punch to the gut upon the opponents impact with the ground. This final blow has been seen to break ribs, and never fails to knock the wind straight out of their lungs. Mages have been seen infusing their own magic into the hits to make this dance much more lethal and powerful.
 * Jaya Sri Maha Kick (ジャヤスリマハキック, Jayasurimahakikku): Once the practitioner is able to see an opening, they focus a great deal of ethernano into their leg for power, while also maintaining their center of balance and delivers a kick at the opponent's weak spot. The only major weakness of this technique is that Uepon has to focus a great deal of ethernano into their legs, forcing them to lower the power given to their arms; this can be covered by an X guarded stance, or use the free leg to block as well. With the swiftness and power concentrated into the leg, this is easily break bones if an opponent holds no defensive protection. This is also a versatile skill that can be used to launch a practitioner into the air with a vertical distance of 45 feet.
 * Jōmon Sugi Thrust (縄文杉の推力, Jōmon Sugi no Suiryoku): This technique begins with an open palm uppercut to the opponent's chin at close range. Once the hand is placed against the opponent's chin, the free hand is then used to strike the connected elbow. The force created from both hands is now behind a single point that's in contact with the opponent's chin. Since the hand is already in contact with the opponent's chin, they won't be able to evade the second hit. This is a skillful move to evade a grasp, as your opponent is within range and would not be able to stand the backward force to their spinal column without releasing their hold.
 * Chankiri Revenge (チャンキリ復讐, Chankiri Fukushū): With one arm cocked back, and the other extended forward, the practioner throws a punch from the drawn-arrow stance. The mage delivers an swift punch forward to the chest, using a pulse of ethernano to knock the wind out of the chest. A swift turn of the hips will send the other hand to dig into the heart with wrist bent and elbow facing downward. The end result can lead to cardiac arrest from blunt trauma to the heart. This move does take a great skill of precision to deliver the second blow through the spacing of the ribs. So a mage must practice on a multitude of targets before delivering such a fatal blow.
 * Kannimara Chord Cut (カニマラコードカット, Kanimara Kōdokatto): while in a fighting stance, the lead fist is thrown straight ahead and the arm is fully extended. With fingers extended outward, Uepon covers their hand in a coat of ethernano; at the moment of impact, the pronated hand is generally held in a horizontal orientation with the palm facing the ground. The power of this attack comes from it's ability to cut the vessels of it's opponent when executed with enough force. Using two fingers can cut off blood flow until the pressure is released, three can cause severe bruising, four fingers can cut superficial nerves and vessels, and 5 finger can damage muscle fibers.
 * Tembusu Mania Blitz (テンブスブリッツマニア, Tenbusu Burittsumania): This strike follows a downward push of the target's own strike by applying fierce pressure to the joint's of the target's striking limb and causing it to lose it's consecutive momentum. Afterwards, fighter had to stiff his body to it's utmost limits on the moment of impact. When the practitioner uses it at the right moment in a strike, all of his joints will be fixed. Although difficult, if done correctly,they will strike with the weight of their whole body. When the strike is covered in ethernano, and comes in contact with the water that makes up the human body, it sends a shock wave through the body that can temporarily paralyze the target.

Piguàquán (, Piguakuan lit. Chop-Hanging Fist), also referred to as Piguàzhǎng (, Piguachan lit. Chop-Hanging Palm) is the name of a form of martial arts which is focused around the use of palm strikes and explosive, long-range power. Piguàquán is a martial art which revolves around the use of palm strikes. Piguàquán is more often than not initiated by the martial artist whom wields its power assuming particular fighting stances, such as bending their knees and diagonally stretching their arms upwards, allowing them to assault foes with great force and accuracy with whipping motions from their heavy hands which are augmented by using all of the body's mass. The majority of the power of Piguàquán is derived from the forward surging kinetic forces produced by the user's arms as they accelerate forth while rotating – the user allows the laws of the world, such as gravity and momentum lead their hands forwards, keeping their arms relaxed while striking as to give the user the feeling of being light as a feather whereas their hands are as heavy as steel. As a martial art, Piguàquán's main purpose is that of unbalancing, throwing the opponent off-guard and open to attacks through strikes, locks, grappling, throws, and takedowns – however, striking is more often not the best "weapon" in a user's arsenal. Reduced Earth (縮地, Shukuchi) is a basic high-speed movement technique, developed long before magic became commonplace; effectively, through the user slamming their foot upon earth ten times in a split second, they are capable of kicking off the ground in the blink of an eye and live up to the technique's name of "reduced earth" as the technique shrinks the distance between the user and their target in a split second. When performing Reduced Earth, the user focuses the majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where the user is standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel the user forward at incredible speeds, at least akin to a master of High Speed and defying the abilities of Slowing Magic; accelerating at velocities that are almost untraceable to reach short or long distances near instantaneously- it should be taken into consideration that in order to perform the technique at all, the user requires a solid surface to kick into and thus produce enough thrust. When performing Reduced Earth, the user focuses the majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where the user is standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel the user forward at incredible speeds, at least akin to a master of High Speed and defying the abilities of Slowing Magic; accelerating at velocities that are almost untraceable to reach short or long distances near instantaneously- it should be taken into consideration that in order to perform the technique at all, the user requires a solid surface to kick into and thus produce enough thrust. According to the untrained eyes of those watching on while the user performs this technique, more often than not it appears as if the user has effectively teleported using sheer power and speed alone, moving faster than anyone is capable of following as they seem to reduce the earth between the themselves and the opponent in the blink of an eye.
 * Dān Pī Zhǎng (, Danpaichan lit. Single Splitting Palm): Dān Pī Zhǎng is a basic Piguàquán technique which involves the user lashing out with a single palm strike. When performing this technique, the user focuses for the briefest of moments, before striking outwards with an open palm that shoots forth like a bullet with a relaxed motion that's also quite limited as to ensure that the movement of the palm packs such a velocity that very few indicators of it beginning can be perceived even by the keenest of eyes; and while being launched towards the opponent, the user's arm rotates rather swiftly, generating a powerful force that grants the user's arm incredible penetrative and destructive power while still deceiving the enemy through its movements being as free as a river, giving off the visage of a lashing whip speeding towards the opponent. The motion also causes a rather prominent upsurge of gravel and the like from below the user as an exemplary trait of its incredible power and speed – with the force produced by the technique focused upon the striking open palm of the user, the attack connects with the user's target, producing incredible power that deals an enormous amount of damage, commonly winding the opponent if not straight-up blowing them away. The Dān Pī Zhǎng, as a Piguàquán technique, is capable of being utilized in various methods, such as the stationary manner, when the user is advancing, throwing the opponent alongside the move, bolstering the move with an uppercutting motion, evading and then striking, and stepping around the enemy before striking.
 * Afterimage Reduced Earth (残像縮地, Zanzō Shukuchi): A variant of the bog-standard Reduced Earth high-speed movement technique- Afterimage Reduced Earth, as the name would suggest, it allows the user to produce various afterimages while in motion. When performing Afterimage Reduced Earth, the user increases the amount of times they slam their foot down upon a solid surface from ten times in a row to fifteen- this produces much more thrust, which, while it doesn't increase the user's speed when inducing the technique as it logically should, it does have an arguably more useful function-the sheer thrust produced results in the user's swift physical movements instead form an intangible and transparent distorted decoy-like doppelganger of the user that follows their movements in accordance, remaining behind them at varying distances for the duration of the Reduced Earth technique. By themselves, the afterimages produced by this iteration of the high-speed movement are incapable of acting out of their own "will" autonomously, but rather, are an indication of the velocity that the user is moving at despite no real change in movement speed- however, that's where its true utility lies at. The afterimages produced by Afterimage Reduced Earth are capable of confounding opponents who are unable to follow the user's movements; often, it is common for an opponent to attack an afterimage in the belief that the decoy is the real deal and they are about to land a killing blow, only for it to vanish and scatter harmlessly to the winds, whereas the actual user appears somewhere else, commonly flanking the enemy's side while giving no indication of their movements, allowing the user to counterattack instantly with very little opportunity for the opponent to evade the incoming strike.
 * Water Walk Reduced Earth (水歩縮地, Suipo Shukuchi): Water Walk Reduced Earth is a variant of the normal Reduced Earth technique, which, as the name would ever-so-subtly suggest, enables the user to apply the Reduced Earth ability upon the surface of water, effectively allowing them walk, or rather, dash, on water just like some other guy used to do. When performing Water Walk Reduced Earth, the user, upon any body of water that appears as if it could support a person, allowing them to shift the majority of their bodily weight to one of their feet and kick down ten times in the blink of an eye before their body becomes submerged within the water, inducing a high-speed dash that propels themselves forward in the blink of an eye. When Water Walk Reduced Earth is activated, it effectively simulates the experience of simply performing the regular Reduced Earth on a surface, with the user's motions treating the watery body beneath their feet as if it were a solid instead of the actual liquid state that it is, calmly and swiftly moving across the water- while Water Walk Reduced Earth is engaged, anything across and below the water's surface is instantly repelled, as droplets and waves does not splash across the user's body as their motions step on the water, and any threatening animal such as a goddamn shark is knocked back down to the depths if it attempts to take a chunk out of an unsuspecting user; however, once the technique is disengaged, water physics return to normal and the user can be left vulnerable.
 * Water Walk Reduced Earth (水歩縮地, Suipo Shukuchi): Water Walk Reduced Earth is a variant of the normal Reduced Earth technique, which, as the name would ever-so-subtly suggest, enables the user to apply the Reduced Earth ability upon the surface of water, effectively allowing them walk, or rather, dash, on water just like some other guy used to do. When performing Water Walk Reduced Earth, the user, upon any body of water that appears as if it could support a person, allowing them to shift the majority of their bodily weight to one of their feet and kick down ten times in the blink of an eye before their body becomes submerged within the water, inducing a high-speed dash that propels themselves forward in the blink of an eye. When Water Walk Reduced Earth is activated, it effectively simulates the experience of simply performing the regular Reduced Earth on a surface, with the user's motions treating the watery body beneath their feet as if it were a solid instead of the actual liquid state that it is, calmly and swiftly moving across the water- while Water Walk Reduced Earth is engaged, anything across and below the water's surface is instantly repelled, as droplets and waves does not splash across the user's body as their motions step on the water, and any threatening animal such as a goddamn shark is knocked back down to the depths if it attempts to take a chunk out of an unsuspecting user; however, once the technique is disengaged, water physics return to normal and the user can be left vulnerable.
 * Wavejet Step (本職使い瞬動・噴射高速蹲踞疾走ウェーブジェット・ステップ, Uēbujetto Suteppu lit. Professional-Usage Instant Movement Technique: Jet-Propelled High-Speed Crouching Sprint): The Wavejet Step is a very useful high-speed movement technique that is classified as a martial arts-based ability revolving around the user's steps that can be performed as long as the user has some sort of supernatural energy fuelling their movements, whether it be magical power, curse power, or even good ol' fighting spirit- but what Wavejet Step is, is a jump that is canceled by descending instantly so that the user never leaves the ground, resulting in a sliding motion that produces smoke at the user's feet and a freakishly swift burst of brief acceleration for three seconds. It is regarded as a high-level advanced technique that only those deeply engrossed with close-range combat that is superior to all 'traditional' forms of speed-enhancing powers such as High Speed and Slowing Magic because it allows the user to perform any ground action while moving horizontally on the ground. In any case, the Wavejet Step is performed by the user ascending to the skies in an extremely short hop that ideally shouldn't have them raise more than ten centimeters above the ground- from here, the user gathers and condenses their supernatural energies of choice upon the soles of their shoes/feet, before they shift a majority of their weight to their legs, descending upon the ground as swiftly as they entered the air, giving off the appearance of never having left the ground- but indeed, upon contact with the ground, the shock of the impact releases an airhorn-like sound as it transfers the momentum that the user had accumulated via briefly hopping into the air into a swift strafing movement of ground-based movement, sliding long the ground without walking or running; resulting in a sliding motion that produces smoke of varying colours at the character's feet. The length of time that a user slides by harnessing Wavejet Step is determined by a number of factors: by the angle at which they charged energies into their feet -with low angles yielding longer Wavejet Steps- how close to the ground they were before charging -the closer the user, the longer their Wavejet Step- and finally, the character's traction -low traction yields long streams of movements, while high traction yields shorter slides. One use of Wavejet Step by itself is not particularly useful; it is when the move is repeated rapidly that it becomes both impressive and supremely practical, and it is capable of being harnessed for a near immeasurable amount of purposes- it is useful for quickly escaping from close combat with an opponent, and it can get a user to the end of an area to the other faster than any other type of movement; the Wavejet Step can also be harnessed in order to avoid anything in the user's way that would impede their movements, enabling each and every one of their actions and movements while under the effect of the Wavejet Step being precise as humanly possible. It can lead into many combos and techniques; and because by harnessing the Wavejet Step, the user is technically standing as they slide, they can perform any ground attacks that could normally be performed from a standing position while retaining all of their standing defensive maneuvers- a skilled user can use another high-speed movement while under the effects of the Wavejet Step as well. A skilled user can take the concept of maneuverability derived from the Wavejet Step a step further, harnessing the techniques to dodge enemy attacks and set up a counterattack; after a while, it becomes instrumental in characters' combos and their defense. Those who are slow can rely on the Wavejet Step in order to extricate themselves from difficult situations. Additionally, the concept of hopping into the air before descending instantly towards the ground provides a useful segue from a character's aerial combat to their basic ground combat. However, Wavejet Step can be interrupted, but mind-games and mix-ups can trick the opponent. All of this combined to make harnessing the Wavejet Step a very rapid mind-game aspect that is difficult to counter; generally, a fighter harnessing the Wavejet Step in rapid succession means that they possess above-average skills.
 * Boundless Speed-of-Sound Reduced Earth (无疆音速縮地, Mukyō-Onsoku Shukuchi): Boundless Speed-of-Sound Reduced Earth is a variant of Reduced Earth- no, it is the highest point of progression for the Reduced Earth technique, being touted as the "supreme form of ultimate speed" without any drastic modifications to the technique; and can only be used by a true master of the ability of "Reduced Earth"; effectively, it enables the user to move at the speed of sound, leaving a sonic boom in their wake. When performing Boundless Speed-of-Sound Reduced Earth, the user assumes the position of crouching their knees, leaning forward before they induce the usual Reduced Earth motions by transferring a majority of their weight into one of the feet, before kicking down on a solid surface- only in the case of this version, the user only kicks down nine times rapidly; after this point, the user performs a small hop up and down, dragging out the noise released by their foot slamming against the surface so that the sound of their feet smashing upon the ground isn't heard until after their feet have left the surface once more. Once the sound lag has reached the pinnacle of its existence, the user leaps forward with what appears to be the normal Reduced Earth motions, producing a powerful sonic boom that results in a shockwave resonating throughout the area, destroying anything that the sonic boom comes into contact with, uprooting trees and demolishing everything that its area-of-effect touches, effectively destroying anything in-front and behind the user with a powerful echo. The motion itself propels the user at five times boosted the regular speed of Reduced Earth, almost invisible to the naked eye at a velocity that gives the user the appearance of a supersonic bullet shooting towards the enemy at the speed of sound as the name would suggest; propelling themselves towards their target at inconceivable speeds, dashing across the battlefield while gliding over the ground. Because when inducing Boundless Speed-of-Sound Reduced Earth, the user moves faster than the eye can see, the opponent won't be able to react until after the user has already hit them. Unlike other iterations of Reduced Earth, the velocity gained by utilizing the Boundless Speed-of-Sound Reduced Earth technique also increases the user's strength considerably for the duration of the movement; allowing a user to defeat an opponent in one blow depending on the foe's strength level. This speed produced by this version of Reduced Earth is noted to be something completely different than mere speed-enhancing techniques; in fact, a "teleportation beyond teleportation".

Expert Swordsman
 * Sword Pressure (剣圧, Ken'atsu): When performing the Sword Pressure technique, the user swings forward with their sword, swinging the blade so swiftly that it seems that the user is able to utilize air itself to slice enemies, focusing a current of wind to the point where it takes on a sharp edge, which the user launches at foes; sending it through the air towards the user's enemy. It is a powerful blade of pressure that appears as faint ripples of wind that is launched towards the foe at high speeds; this attack enables the user to assault things which are out of their sword's range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash. The person struck by the sword pressure is assaulted by countless invisible blades which happens so fast that they would normally be unable to properly react in time, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet; this technique possesses enough power to slice down many trees in a forest. This technique can deflect both physical and sound wave attacks and attack at the same time, making it both an offensive and defensive technique. These blades of wind possess incredible range and devastating power; and at its highest level of mastery, the sword pressure is capable of cutting through barriers of magical energy; and they can even remain floating within the air until the right minute to slash.
 * Sword Pressure: Blade Concealing Gale (剣圧・刃隠風, Ken'atsu: Jinkakupū): A special application of Sword Pressure. When performing this attack, the user gathers and condenses their magical power into one of their swords, before using it as a magnet of sorts in order to draw enormous amounts of air towards it—using Shape Transformation, the user molds it upon their blades, compressing multiple layers of wind into air of a super-high pressure onto the blade, which distorts the refraction of light and renders what's inside the multiple layers of wind invisible to the naked eye. The moment that the wind is molded upon the sword, it takes upon the shape of the armament and renders it as an invisible weapon that emits no secondary effect—not even sparks will fly off of it, and no clashing sound will be heard. The technique itself is known to be exceedingly simple in regards to its execution, but that, along with its effectiveness in combat, for the record, the winds compressed upon the sword are not a vacuum, so the air which is always whirling around the armament grants it a rather notable boost in power. Due to the slicing winds surrounding the armament, the damage emitted is increased, and so is the cutting power—and it also has the side-effect of being more difficult to evade, as the winds can expand their range at a moment's notice. However, its true purpose is what makes it so deadly—due to the sword being, well, invisible; it is indeed extremely difficult to counter for people whom are unfamiliar with the nature of the attack, as they are left unable to successfully defend themselves from a weapon which cannot be seen. The opponent would fail to analyze or discern the properties of the armament, which would leave them constantly on the defense against the user, relying only on their movements in order to develop a proper counter for their strikes—this causes them to become confused regarding the user's attacks and defending actions, and thus, they are required to stay out of the user's strike range in order to stop themselves from being defeated rather easily. Lastly, Sword Pressure: Blade Concealing Gale makes it possible to manifest the multiple layers of wind on something other than the user's weapon. For maximum effectiveness, Blade Concealing Gale is best utilized with a weapon that is capable of shifting its size, or a morphing weapon, adding another layer of unpredictability to this spell. At any time, the user is capable of releasing the layers of Blade Concealing Gale in order to activate one of two special attacks, as listed below.
 * Strike Gale (統帥風王の六重鉄槌ストライク・ゲイル, Sutoraiku Geiru lit. Sixfold Iron Hammer of the Supreme Commanding Wind King): Strike Gale is further extension of Sword Pressure: Blade Concealing Gale—when performing Strike Gale, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically, creating a vicious surge of air pressure as it diffuses into the air with enough force to knock people over and uproot trees with ease. The Strike Gale technique acts in a similar manner to a hammer which is composed purely of wind—the attack is capable of crushing and blowing away a multitude of people and it is also able to upturn asphalt with ease. Indeed, the air pressure unleashed by releasing the windy layers around the user blade take upon the form of large yet immensely sharp blades of wind which not only possess a large amount of pushing power, but they move so fast that the movements of the blades are invisible, and it truly seems like the user shoots their opponent with a bullet from all directions, except that the resulting impact is not akin to an actual pistol, but to a small hand-held cannon and powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge; connecting instantly with the target. This attack possesses incredible power, able to tear through non-magical armours with relative ease. The hit of this technique will have more of an impact on actual magical defenses since it is sharper and larger than regular blades of Sword Pressure. It is a very useful technique that can connect rapidly and accurately, which works well with their impressive speed and agile techniques. Strike Gale serves as a medium-to-long range attack with a consistent amount of damage that isn't influenced by the user's physical condition of the magical energies left within their magic origin; while it is capable of being deflected normally, it is best defended against by using a high level of magical energy. What should be noted is that Strike Gale applies enough knockback to force opponents out of range and away from the user within seconds, and can then keep them away from the user without hope of getting near them due to how it doesn't cause flinching—though this will only last for a few moments. Interestingly, after unleashing Strike Gale, the user is capable of re-summoning their Sword Pressure: Blade Concealing Gale by compressing the surrounding air to reform the invisible barrier.
 * Slipstream Accel (高速上空鉄砲弾歩スリップストリーム・アクセル, Surippusutorīmu Akuseru lit. High Speed Upper Air Gunshot Stride): Slipstream Accel is further extension of Sword Pressure: Blade Concealing Gale—when performing Slipstream Accel, the user assumes the position of crouching their knees, leaning forward, and holding one of their blades in a behind stance, with both hands grasping the sword's grip- in this position, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically; when this is done, the user does a short hop up and down, dragging out the noise so that the sound of their feet tapping on the ground isn't heard until after their feet have left the floor again. Once the sound lag is at its fullest, the user leaps forward with a powerful forward boost while the user charges forward, accelerating their towards their opponent, enabling them to move at thrice their regular speed, if only momentarily. This movement is known to be at exceedingly high speeds; almost invisible to the naked eye at a velocity that gives them the appearance of a supersonic bullet shooting towards the enemy at the speed of sound; it produces a sonic boom that echoes outwards for several meters, destroying everything in front of and behind themselves, propelling the user into their opponent at inconceivable speeds. Because they move faster than the eye can see, the opponent won't be able to react until after the user has already hit them. Slipstream Accel is excellent for getting the jump on the opponent. If working together with another person, the partner can use the vacuum left behind by the attack to immediately rush in behind it by using the surge of air taken in by the vacuum as a Slipstream.
 * SwordBeam.gifSword Beam (魔力剣波 (ソード・ビーム), Sōdo Bīmu lit. Magical Power Sword Wave) is one of the most basic Sword Magic spells to exist; while it is unknown, perhaps it is one of the first spells to be developed, as it is the basis for any magical attack that launches some sort of energy from a weapon; it allows the user to fire a wave of magical power from their sword. When performing the Sword Beam spell, the user infuses their sword with their magical energy, condensing it to its utmost limit, converging at a singular point—the tip of the sword; intensifying the kinetic energy that is about to be released by convergence and acceleration. This process can take from about half a second to a full minute, depending on the user's preferences or the properties of the blade; the caster is capable of compressing even more of their magical energy upon their sword to achieve a higher level of power. In any case, once this process has been completed, at the instant of the slash, the user swiftly releases the magical energy compressed upon the blade which magnifies the slash attack, unleashing it in the form of a wave of energy that flies forward at high speeds. The principal use of Sword Beam is to strike at adversaries outside of the sword's range, effectively nullifying the claim that swords are meant for close-range combat only. In any case, the Sword Beam spell, without any modifications, is extremely powerful, as it possesses great force that enables the user to unleash large-scale damage and destruction. Upon impact, the Sword Beam spell causes a large explosion with enough momentum to breach defenses; making it extremely powerful, ripping into the ground and destroying a very large prison building. A single swing of it is more than enough to disperse an entire rainstorm; as well as demolish a large radius of the surroundings and leave behind a huge crater in the wake of the attack. It can be utilized in many ways; striking at the ground allows the user to unleash the energy condensed upon their blade as an omnidirectional blade which can used as an impromptu shield for incoming attacks while upturning the earth before them; the debris of which crushes everything in its path. What should be noted is that the Sword Beam spell possesses homing properties; tracking the foe's heat signature in order to sniff them out and deal damage; curving until it reaches its destination; once fired, the user can move around as normal without any drawback. The attack requires about two seconds to travel a few hundred-kilometer distance, and the user can immediately fire the next attack after confirming a miss as long as they have magical energy left.
 * Heaven-Shaking Slash (動天斬, Dōtenzan) is a Sword Magic spell of considerable destructive power. The Heaven-Shaking Slash lives up to its name quite clearly; its a slash so powerful everything trembles in its wake. Unlike several Sword Magic spells, it can be utilized with any sword so long as the user is capable of manifesting the required energy to make use of it properly. The Heaven-Shaking Slash works by concentrating an excess of magical power into one's blade, creating surges of magical energy leaking out of the medium which the spell is being used from. From therein, the user makes a slash, generally vertical, against the opponent in question. The slash builds up an extraordinary amount of momentum from the movement that goes behind it, therefore releasing destructive shockwaves of kinetic energy which can slice through inanimate objects such as trees and even steel with some effort. While the spell is very powerful and effective, inappropriate use can easily lead to fatigue and unwanted destruction of the surrounding environment.
 * Sword Birth (無数刃の幻影創世ソード・バース, Sōdō Basū; lit. "Phantasmal Genesis of a Myriad Blades") is a Sword Magic spell of immense power, said to be one of Secret Arts (奥義, Ōgi) of swordsmanship; it allows a swordsman to accomplish a feat that no other thought was possible. It's mastered by a select few, with those being recognized as true master-class swordsman. The spell has been used throughout various instances in history — decimating the caster's opposition with ease and turning battlefields into desolate wastelands. It's because of this that the technique has been highly sought after, even in the modern era. It's known that there are variations of this technique used with other weapon-based magic — emulating the incredible power & versatility this one possesses. Also called the Thousand One-Blade Style of Ultimate Annihilation (千一刀流の杏都波, Senman Ittōryū no Kyōkuha) by many opponents due to the immense amount of damage it produces and using only blade as its catalyst. Said to be the penultimate of one's experience as a swordsman, it can be described as something as ethereal and phantasmal, while fearsome in both power and name. It's a technique that's only mastered by those who truly bonded with their sword to an extreme, completely becoming one with it in any given situation. It's a technique is versatile in nature and extremely fast that most don't have time to react, making it a potent surprise attack technique. the user first focuses magic power into their blade(s). Then, by imagining the radius of the area he wants to cover, they slams down the blade(s), forming a spell circle that encompasses said radius. Once that's done, the user activates the spell, causing numerous amount of copies of said sword(s) to violently burst from the ground, easily wiping out all within its range, making it indiscriminate to both allies and enemies alike. Each sword is said to carry half the power of the original, though powerful nonetheless. There have been few who've mastered this technique to such an extreme, thus there are none before and after them that can use it on the same scale has they currently can, or so it's believed. This technique can be used in a plethora of ways, going from mid-air combat to integrating it into their swordsmanship in order to give them the upper hand. They can also created many variations of this technique. One being that while in mid-air, by creating an arc, they can transform that single strike into a cascading wave of blades that shimmer into reality, launched at great speeds decimating all of its foes that are caught in the crossfire. It can also be used as an omnidirectional defense mechanism, creating a makeshift shield of blades that has enough power to easily disarm any foe that dares to stand up against it. A third variation seen is that they can cause the blades to easily multiply & increasingly oscillate every time they're destroyed at an astonishing rate, creating a distortion effect and can cause several forms of phenomena to happen, some not explainable by normal means. The possibilities of this technique are endless when wielded in the hands of a master. The current radius of this technique, while using minimum amount of magic power nonetheless, is five miles in total.

Immense Strength: With the Esse Violentum blood in his veins and intense workouts that have been able to intense and metal-ise his muscles, Uepon is extremely strong when delivering hits, as shown as he can take down many opponents of lower caliber to him in just a single punch. In both his forms, Uepon is extremely strong as he is capable to breaking through rock and stone with his bare fists. His strength allows him to stand against more powerful forces against him such as strong winds and extremely strong strikes against his position, standing firmly on the ground after having collided with such power. He has also shown the capability of break apart long blades and even magical firearms in half with ease, also using his strength to meddle and mess up internal mechanics and machinery inside machines such as robots and even bombs used against him. He displays this power usually through denting the ground, which many mages of incredible show by usually slamming their fist or foot onto the ground which causes a small shake in the ground and atmosphere as small gusts of wind weakly push against those around them. This can also shown through the powerful clap as Uepon slams both hands against each other which can provide an extremely loud sound wave capable of eliminating another sound around his area, also eliminating any wind attacks coming his way as wind from the clap has the ability to cancel out air projectiles aimed at him. It also can clear out any gasses in the room, clearing out fog or smoke in just seconds if he finds himself blinded by dense collections of gas around him.

Immense Stamina: Along with his infinite like magic supply, that stops Mago from going tired too quickly Uepon also has an increase in stanima, making him less tired from a constant use of physcial activity. With this enhancement Uepon can outlast a standard melee fight against his opponents, without getting tired from throwing punches and dodging throws from the challenger. His immense stanima also plays a big role in his Manus energy as his Stamina, like his Ethernano thanks to the immense amount of training have made him able to last much, much longer just like his magic energy allowing him to spew out more physical energy for his Art of the Mystan Monks with ease knowing that he won't get tired at all in the battle unless using mass amounts of it.

Immense Durability: Besides his immense strength and stamina, Uepon's most identifiable aspect is his immense durability which allows him to take in several hundred hits to his body before breaking down in pain, allowing him to last longer in fights and outmatch his opponent must they share the same pain. This immense durability allows Uepon to easily stop incoming missiles of magic with just his body as well as high speed projectiles which he can stop with just the catch of his hand, creating the appearance of a god-like figure that is immune to pain. With this aspect Uepon can fall from several feet from the air and get back up as if nothing happened, allowing him to get back into the fight quickly as he brushes himself off from the fall. This Immense Durability can allow even all mighty powerful attack beams collide into his hand continuosly as he carried on to stand firmly on the ground against the powerful attacks, even going as far as to stand well against the mighty force of a Dragon Roar, only having been pushed back a few steps before gaining footing, showing how well Uepon has trained his body to be able to cope with situations like this.

Substantial Ethernano Capacity: Due to having blood relations to the mystical race of the Spirits, Uepon has inherited the Spirits' most dangerous aspect; their nearly unlimited magical energy supply that lets these Spirit beings cast spells to their heart's content, as they will easily outlast the normal human mage if the two were to consistently cast spells. This Spirit enhancement also allows the user to cast spells that not even the most power fullest mages on Ishgar could do, as most of these dangerous magics require mass amounts of concentration and vast quantities of magic energy, some of which these wizards do not utilize or are unable to attain. As another strength to this attribute Mago is able absorb mass amounts of Ethernano quickly to replenish his magic capacity, as his body keeps up with the standard time for ethernano replenishment but five times the energy consumption due to the sheer size of Uepon's magic capacity.

Trivia

 * Images of Uepon are of Stiyl Magnus from Toaru Majutsu no Index.