Alice Vroman

Alice Vroman (アリスフローマン, Arisu Furōman) is a young woman from Crocus, raised in the Vroman household, a highly regarded family for their production of incredibly intelligent offspring. Alice is one of two twins, she is often recognized as the oldest despite only being born ten minutes before her twin brother. Alice was always diligent in her studies, preferring to do so rather than play like normal children often do. This was considered a bit odd, even within the Vroman family, though her high grades and the endless compliments from her teachers saw to it that her parents never bothered her. Alice graduated from a highly prestigious institution at the age of eighteen years old with a masters in magical studies. While both her and her brother were highly regarded as prodigies, everyone knew that Alice was the most intellectually advanced of the two. Two years after graduating, Alice and her brother decided to leave their home. Both leaving together despite doing so for different reasons, Alice wanted to further her studies by traveling the world whilst her brother wished to start a legal guild and fill it with powerful mages. In the end, it would seem that it was her brother who got his way. The two founding the legal guild Galdrabók. Despite it being her brother's idea, Alice was the one tasked with being the guild master. That being said, her brother remains the face of the guild, Alice preferring to stay hidden away in her office or the guilds massive library, continuing her studies, leaving only to attend meetings and other public events.

Appearance
Alice is a beautiful young woman with a mesomorphic body type who stands at approximately five foot, seven inches tall with silky, straight, just above shoulder length red hair. Her face consists of mostly soft features including a sharp chin, pinchable cheeks, a pair of deep brown eyes that have a tendency to intimidate those who look directly into them, a small round nose, and pink lips normally curled into a defined scowl though she does not tend to wear this scowl on purpose, it being the natural way her face sits whenever she is in deep thought. This meaning it is the face most will see as her mind is always moving a mile a minute. The skin on her face is flawless, naturally so, but further boosted by her hygienic tendencies.

Alice's body consists of a long, thin neck that leads down into rounded shoulders followed by thin arms filled with undefined yet still present muscles ending in long fingers with long, sharp, unpainted nails. Her palms consist of smooth, soft skin. Her touch often being described as quite motherly, soothing to those who have been blessed with the opportunity to feel them. Her torso consists of smooth skin, a B-cup bust size and a flat stomach, with no well defined muscle structure, ending in thin hips. The skin of her torso, much like that of the rest of her body, fair and nearly flawless as a result of her constant upkeep which she does for no other reason than for hygienic purposes. Her legs are long, like the rest of her body, consisting of fair, smooth skin, slightly paler than the rest of her body as she tends not to wear shorts or any other exposing clothing.

Alice's wardrobe consists of several different outfits, though she can normally be seen wearing what one might call traditional witch's clothes. A black and gold, short sleeved tunic with a small flap extending just past her knees. Underneath this tunic is a long sleeved black undershirt with metal guards around her wrists, a black cape cascades down her back, ending just above her knees. A large leather belt holds up a pair of green and tan over sized pants tucked into a pair of thick, brown leather boots which serve to increase her height slightly, bringing her up to almost five foot, eight inches tall. Her most noticeable article of clothing she wears would have to be the giant, black witch hat she wears atop her head. A small metal guard sets atop the brim of her hat. Her outfit is made complete thanks to a pair of red rimmed glasses that rest perfectly on the bridge of her nose, further boosting the intellectual aura she naturally gives off.

Personality
To the naked eye, Alice appears to be incredibly standoffish. The unwavering scowl that adorns her features coupled with her cold gaze has a tendency to intimidate most people, especially upon making eye contact with her. This appearance also makes her come off as snobbish and somewhat condescending. This standoffish, snobbish appearance has unknowingly cost Alice several friendship and romantic opportunities, not that she really minds though as she tends to enjoy her alone time, normally spent partaking in some of her favorite hobbies which include things such as reading and writing, authoring several volumes of Tomes in the "Hellfire" and "Gaia's Protection" Series. Alice is also a fan of chess, having been the captain of the chess team at her old university. When participating in the activity of reading, she tends to come off as more relaxed, one may even see a soft smile replacing her scowl as she thoroughly enjoys this hobby and takes it on as a more relaxing activity than her other two hobbies.

Alice dislikes those who actively participate in acting in an unrefined nature, believing it to be incredibly rude to do so in the presence of others. She tends to overlook such behavior in children, believing that their age excuses them for the most part despite herself having been expected to act in a dignified nature from a young age. She will actively avoid conversing or simply being around those who do not "act their age" so to speak. Their childish behavior being one of few things that can frustrate her to the point of actual anger. This anger rarely manifests itself verbally, though she has not qualms with putting others in their place is she feels it is necessary as she does posses a sharp tongue capable of cutting others down quiet easily, though she prefers to avoid using it as she tends to see it as "dropping down to their level".

While Alice does have a tendency to come off as a bit snobbish at first glance, it can be noted by those who have taken the time to get to know her better, namely her brother and some of her guildmates, that Alice is quite the sweet, kind, albeit Shy individual who simply has a hard time expressing her feelings. Alice, while preferring to spend her time alone, she does not necessarily dislike the idea of social interaction, though it can be noted that she will rarely initiate these interactions of her own accord. Alice can easily be described as a resolute woman, never giving up once she puts her mind to something. This strong-willed nature has allowed her to take on the many responsibilities she's been tasked with as both head of the Vroman family, and as Guildmaster of Galdrabók, a position she was somewhat forced into by her brother. That being said, she does enjoy her job as Guildmaster. It occupies her time and stimulates her brain, which is a good thing as she hates being bored and not having anything to do.

Whenever a situation like this occurs, she will begin cleaning. Alice can be described as a bit of a neat freak, seen both in the organization of her belongings and her overly hygienic tendencies. The books found both in her office and in the guilds library are all organized alphabetically, the non-research or record books are all sorted by genre. Alice can often be seen restocking the libraries shelves, reorganizing them to put them back in their proper places. Despite this behavior, no one would go so far as to say that Alice suffers from O.C.D as she truly does these things on her own volition. She experiences no stress or anxiety in the event that she does not do these things. This was clearly shown in an event in which her brother began purposely disorganizing some of the shelves in an attempt to annoy her, after a week of constantly reorganizing said shelves, she simply gave up. Despite her brothers apologies, Alice refused to return to organizing the library for several weeks, leading to the normally well organized and neat place to become a complete mess. Alice did eventually return to her duties as the guilds librarian after the persistent begging of her brother.

Alice enjoys the drinking of tea, her favorite being Earl Grey. Unless interrupted by an urgent matter or meeting of some sort, Alice will often make a pot of tea in her office at precisely twelve thirty in the afternoon, often drinking a cup or two alongside her lunch. She will again do the same around ten in the evening, replacing the Earl Grey for Camellia to help her sleep. She also has a tendency to serve tea whenever others visit her, whether this is to be polite or just as an excuse to drink it? Even she isn't sure. Alice enjoys sweet foods, shying away from spicy or sour foods of any kind. On occasion she may enjoy bitter things such as dark chocolate, but such occasions are rare. Once a month, on no exact date, Alice takes the mile journey to Peace village, where she will purchase two pieces of cake from a local bakery. These cakes are often of differing flavors depending on her mood that particular day. These trips are normally done in secret as her love of sweets is somewhat of a guilty pleasure that she doesn't intend on sharing with anyone.

Equipment
Gale-force Reading Glasses: Alice owns a pair of Gale-force reading glasses which she uses to read at great speed, something she must be able to do in her line of work. These glasses, like her regular pair, are red in color. The only real difference in these glasses physical appearance from her regularly worn pair is a small wing extending off of the left frame of the glasses. The pair Alice owns is of the highest quality, allowing her to read at one hundred and twenty times faster than she could normally. This is possible through the use of a wind lacrima which is infused with the glasses themselves. These glasses allow Alice to read large, several hundred page books in only a few minutes, a feat that would have taken a full day and a half of non stop reading to accomplish without the help of the glasses.

Light Armor: Alongside her regular, everyday clothing, Alice wears a set of light armor meant to add to her defense while not depriving her of her acrobatic capabilities. Alice wears a silver colored titanium forehead guard meant to protect her head from attacks coming form above. This can be anything from a kick to an arrow, the shape of the guard is meant to deflect objects to either side of her. Alice's cape is fire proof and infused with nullification magic, being long enough to cover most of her body if need be. This cape allows her to nullify most forms of projectile magical attacks, the cape also making a cozy blanket if she is ever in a cold environments. Cuffs around her wrist are made of the same material as the guard atop her head, meant to defend her from any damage she may take from blocking attacks whether they be punches, kicks, or even a blade of some sort. Layered leather flaps are buttoned to the sides of her pants, in the middle of each of these flaps is a plate of light weight, flexible metal to protect her from both blunt and cutting damage. Alice's boots are steel toed with a leather wrapped titanium guard acting as the tongue of the boot which extends to just below her knee.

Swords
Shinatobe:

Lances
Indra:

Mental Abilities
Hyperthymesia: Alice suffers from Hyperthymesia, a rare medical condition and extremely detailed form of Autobiographical memory that gives the person the ability to remember and instantly recall information they have gained throughout their lives. This is perceived by many to be both a blessing and a curse as it is basically the inability to forget, meaning any bad or otherwise traumatic experiences those who suffer from this condition will stick with them for the rest of their lives. Luckily, Alice has been spared such experiences. Alice makes the best of her condition though, using her amazing memory to memorize her tomes, allowing her to quickly turn to the spells she wishes to cast.

Genius Intellect:

Master Tactician:

Physical Abilities
Keen Observational Skills:

Peak Endurance and Stamina:

Astounding Speed:

Parkour and Acrobatic Mastery: At the age of ten, concerned about her social skills, Alice's parents forced her to partake in one of several physical activities offered to her. Alice considered them all carefully before deciding to go with gymnastics, believing it would be the best choice to further serve her in the future, much more so than something like dance or volleyball ever would. Alice took eight years of gymnastics, each year her skill in the sport grew as did her the abilities said sport is meant to help improve and build upon, participating in several competitions against other schools all over Fiore. After graduating Alice dropped the sport, no longer feeling obligated to participate in it for her parent's sake now that she was old enough to support herself. That being said, Alice did not dislike the sport, nor does she in any way regret participating in it as it did serve its purpose of conditioning her body to that of a gymnast's, lean and slender though now not as well defined as they once were. Thanks to all of those years of hard work and training Alice has incredible flexibility coupled with unbelievable acrobatic skills which allow her to gracefully change directions in mid-air. The many years of training also resulted in Alice having amazing control over her own center of gravity, allowing her to achieve what some would call "perfect" balance, able to walk long tightropes with little to no effort. Her reflexes and agility are said by her brother to be nearly unmatched by any he has ever witnessed, reacting to changes in her environment at twice the speed of an average mage. Alice also utilizes these skills in the preforming of Parkour, a sport in which is able to fully utilize her amazing agility. Unlike her brother, the "sport" of Parkour is by no means a hobby of her own, however, she felt it to be a necessary skill to learn, never knowing when one must be able to make a quick escape or catch a fast enemy.

Weapons Specialist: Hand to hand Combatant:
 * Fencing (フェンシング, Fenshingu):
 * Sōjutsu (槍術, Sōjutsu. Lit, Art of the Spear): Sōjutsu is a martial arts style that focuses on the use of the spear or lance in combat. Users of this form of martial art hold the bottom of the shaft with one hand, keeping the other one near the middle. While in this stance the user can keep the weapon between himself and the enemy, keeping them at a distance this stance also allows the user to move out of the opponent's range as well as easily return jabs and slashes.
 * Quarterstaff (六尺棒, Rokushakubō): Quarterstaff is a fighting style that utilizes polearm weapons. The weapon is held with the back hand a hand’s breadth from the butt end of the staff, and the other hand up to the middle of the staff. Of these the low guard is considered the central guard. Blows were primarily delivered downwards either directly or at angles. Parries of blows to the legs were done either by lifting the leg away from the line of attack or by thrusting one end of the staff into the ground and releasing the foremost hand which was in danger of being struck. Thrusts were often performed with the release of the forward hand and a step with the forward leg like a fencing lunge, stretching forward the back hand as far as possible. Longer thrusts were delivered with a full step forward with the back leg accompanying the back hand. It was recommended that when delivering a blow that at the end of it the back leg and foot should be compassed about so as to fall roughly into a line with the front foot and the point of the weapon. The same circling round of the back leg was applied to parries also.
 * Bōjutsu (棒術, Bōjutsu):
 * Baguazhang (八卦掌, Hakke tenohira): Baguazhang utilizes the idea of circle walking as they move around the opponent waiting for an opportunity to strike, often quickly changing directions all the while never taking their eyes away from the opponent. Baguazhang contains an extremely wide variety of techniques including various strikes. These strikes can be delivered in a multitude of ways including but not limited to by the palm, fist, elbow, fingers, kicks, joint locks, throws, and distinctively evasive circular footwork. As such, Baguazhang is not considered a purely striking or grappling martial art. Users of this style of martial art are well known for their ability to "Flow" out of the way of attacks
 * Jūdō (柔道, Jūdō): Judo, meaning "Gentle way" is a martial art in which the objective is to throw or take down the opponent to the ground in an attempt to immobilize or otherwise subdue them. This can be done in a multiple of ways including joint locks, chokes, strikes, and arm thrusts. Defense against weapons is also taught within this form of martial art, disarming, and countering opponents. Users of this martial art are known for their ability to knock opponents off balance, grappling their opponents before throwing them to the ground with ease.
 * Jeet Kune Do (截拳道, Jeet Kune Do): Jeet Kune Do is a form of martial arts that utilizes elements of other fighting styles such as Kung Fu, fencing, and Boxing. Users of this form of martial art are said to be able to "Move like water" which is a key element of the fighting style that is highly emphasized by masters of the art. Users efficiently deliver strikes at unimaginable speed while still maintaining the maximum force behind each and every strike. Deflecting and parrying strikes are also an important part of this art as users are known to use their opponents own attacks against them to open opportunities to deliver counter stikes. Like Aikido, Jeet Kune Do is a martial art meant to bring an end to the conflict quickly, meant to conserve the users energy while also leaving the opponent mostly unharmed.

Magical Abilities
Vampyre Enhancement (血液宣揚, Ketsueki Senyou): A strange ability that can be triggered by those who have the ability to channel and control their own bloodlust. This state is fueled by the adrenaline produced during combat. So long as they remain in combat, they can use this ability for approximately seventeen minutes. It is during these seventeen minutes that the ability is activated that the user will experience its effects. The most notable of these effects being a severely heightened pain tolerance, users often shrugging off broken bones and mortal wounds as they continue doing all they can to finish off the target of their bloodlust. This ability allows them to remain conscious even after experiencing pain that would force most other to pass out. There are several other abilities that come along with this ability. These extra abilities include enhanced durability to go along with their enhanced pain tolerance. This ability allows them to easily survive and continue fighting even after suffering severe physical impact or falling from several stories, the durability of those under the influence of this ability is said to be three times that of when they are not under its effects. Enhanced speed and strength are also part of this ability, the user being able to push their muscles to the max to preform extraordinary feats. Their stamina and endurance is increased as well, users being able to run at great speed or lift heavy objects for the full amount of time the spell is in effect. Their reflexes are also greatly enhanced by this ability, being heightened three times that as a normal human, thus allowing them to easily dodge attack delivered by those with magic that effects an objects rate of movement such as High Speed or Slowing Magic. When using this ability, Alice's scowl will transform into a sadistic grin that would send a chill though even the most fearless of individuals. She will also lose any and all of her normally calm and calculated demeanor, trading it all for the power to completely decimate her enemies until there is nothing left of them. Alice will refuse to use it unless she truly feels she has no other choice, it is considered her last resort.

Telekinesis (テレキネシス, Terekineshisu): Telekinesis is a form of Caster Magic that allows the user to manipulate both the ethernano within themselves as well as the ambient ethernano that can be found in the surrounding area to appear the move objects with their mind. User's do not need to move whatsoever when casting spells, spells being registered to single verbs and the need to visualize the object they wish to move as well as how they wish to move it. The object will then proceed to follow this visualization, moving as the user had imagined it. User's can lift both organic and none organic objects including themselves, allowing them to levitate themselves if they so choose. The weight limit for objects in which telekinesis users can lift, push, or pull is currently unknown, believed that the limit is different for everyone based on practice, talent, and magical prowess. Those with higher intelligence and cognitive function normally have an easier time learning and progressing in this magic. Alice is highly skilled in the casting of this magic, several tons with little difficulty though in cases in which she has lifted over five tons she has claimed to experience severe headaches for several days after. These headaches mean little, simply a side effect of the mental strain lifting so much at once causes.

Telepathy (念話, Terepashī): Telepathy is a form of Caster Magic that allows the user to communicate with others without speaking. This can be in large scale, the user communicating with large groups of people at once, or in small, more personal one on one situations. While the large scale is more common, guildmasters using it to speak to everyone in their guild at once without the need for speakers or the like, doctors may use it to speak to mute or deaf patients without the need for sign language. This magic is quite easy for even the weakest mages to learn though its full potential can only be unlocked by higher level mages. The ability to speak to a single person in a crowd is an ability that can be learned through hard work and practice however, higher level mages normally obtain this ability much quicker than their weaker counterparts. Another ability that those who practice this magic can unlock is the ability to read minds, allowing mages to gather information without ever having to talk to the person in question. If someone is aware of a user's ability to read their minds, said person may be able to speak to the user through the user's own mind reading channel. Such an ability is normally used by mages who work in teams, whether they are a stealth oriented team or not matters little as having the ability to speak to one another without ever uttering a work allows them to plan out their attacks in real time without having to fear their plans being exposed to their opponents.Alice is highly skilled in this magic, able to broadcast her thoughts over incredibly long ranges though anywhere beyond two miles results in a very choppy and unreliable signal.

Increased Regenerative Rate:

Magical Prowess:
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A magical aura is the exertion of magical energy around the user's body. Encapsulating the user in an aura of a color befitting their personality. Colors and potency of Magical auras are various. This aura is normally accompanied by a pressure of sorts, the strength of this pressure depends of the level of magical aura the user wields. Depending on the level of ones magical aura as well as their control over it, it may also be used as an intimidation tactic or even as a way to negate weak attacks. Magical aura come in three different forms, a standard aura which is exhibited by those of weak or average magical power. These auras are often weak, only being able to intimidate none mages. The second of these auras is an S-class aura which is exhibited by those whose level of magical power is equal to or greater than that of an S-class mage. This aura emits and overwhelming pressure that most anyone might find intimidating. The final and most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color.
 * Monster Aura (未力の魔霊気, Miryoku no Mareiki): The most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color. This aura, like an S-class aura, can negate most weak magical attacks and throw most forms of projectiles off from their initial trajectory. The approximate radius of this aura is said to be around ten feet when fully released. Being that Alice is an incredibly powerful wizard as well as a guildmaster, it only makes sense that she would posses such a powerful aura. Alice's magical aura is a deep red color, the phantom-like figure that replaces her upon the full release of her magical aura resembles a giant witch, pointy hat and all with glowing yellow eyes. The wind caused by the release of her magical aura is said to sound like the cackling of a witch.
 * Second Origin Activation (二原解放, Nigen Kaihō): The second Origin, while wrongly named, is simply the ability for a mage to unlock the full potential of their own magical power. There are many ways for a mage to go about unlocking their second origin: Naturally, which takes time but can be done in a number of ways or through the stress caused by crisis or catastrophe that causes the mage to have a sudden rush of willpower. Mages can release their second origin all at once in one powerful surge to give them an unimaginable, yet quickly draining, rush of strength and power. Once this is done however it cannot be achieved again as their new found magical power is assimilated into their natural reserves raising their base stats considerably. Alice has yet to unlock her second origin, never having undergone the necessary steps, or been put in a stressful enough situation to have unlocked said origin. This slight detail matters very little as Alice already posses enormous magical reserves.

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

Earth magic users can create things such as dirt and stone, allowing them to smash and hurl these heavy, sometimes massive objects at targets with great ease as their magic allows them to lift these objects telekinetically. Earth magic users magic effects any and all types of stone and dirt, including but not limited to Limestone, Granite, Marble, Soapstone, Slate, Clay, and even the many gemstones found in the earth such as diamond. This ability to manipulate earth also extends to things such as mud and sand. As mud is simply "wet dirt", earth magic users can manipulate this soggy soil into devastating attacks such as whipping the mud at opponents to slash them. Because this dirt is also filled with water, earth magic users can drown opponents in mud similarly to how a water magic user might do with their water. In muddy environments, earth magic users also have the ability to harden the mud, banish the liquid from the earth they intend to use. Advanced users can do this on a large scale to turn a swamp areas into plains or deserts if they so choose, but doing so requires a lot of magical energy despite how simple the task sounds.

Because sand is simply ground up siliceous (as well as several other kinds of) rocks caused by erosion, earth magic users are able to take control of the tiny grains, turning them into a truly destructive force as they can be crashed down onto enemies from above to bury opponents alive. In sandy environments such as deserts, earth magic users can easily create powerful sand storms and twisters known as sand devils, giving the sand a cutting effect to completely rip apart opponents. Users can also use these sand storms to hide or disorient enemies, using their earthen sense to locate and take out the blinded opponents. Due to the fact that magma is made up of molten and semi-melted rocks, earth magic users can also take advantage of that form of earth, manipulating it with ease just as they can do to mud and sand. This is arguably the most dangerous and destructive form of earth that earth magic users can utilize. With the temperature of magma being anywhere between 700 °C to 1300 °C, the hottest ever recorded being 1600 °C, earth magic users can use magma to burn through metals such as steel and quickly burn targets to a crisp. Due to the fact that magma can be thousands to millions of times more viscous than water, said magma can also be used in blunt attacks, smacking into the opponent with more than enough force to break bones rather than washing over them like a wave of water. It is this combination of things that makes earth magic user's ability to manipulate magma one of their most dangerous abilities.

Earth-Make (土の造形魔法, Easu Meiku): Earth-make is a form of Molding Magic that allows the user to utilize the element of earth to create objects. These objects can range from simple things such as swords and shields or even armor to protect them, to much more complicated things such as clones and other moving creations that appear as though they are alive, such movement only being possible through the ethernano infused into the earth utilized by the user. These creations can cause devastating blunt force damage to enemies, cracking bones with unbelievable ease. Creations such as swords and other bladed weapons can so take on a cutting effect, their edges being molded to a sharp edge. Earthen Sense (だいちいしき, Daichi Ishiki): Earthen sense is an incredibly basic spell, usually the first mastered by those practicing earth magic. This spell allows users to track and locate others that are touching the ground, making this spell utterly useless against flying opponents. Users can initiate this spell in multitude of ways, so long as a part of their body is striking the earth in some way, shape, or form. Upon striking the ground the user will send out a pulse of their own ethernano into the ground. This pulse will spread out in every direction for several hundred feet with a maximum range of eight hundred and forty six feet. The pulse will move outward from the target until it comes in contact with other objects such as rocks or trees, or other vibrations created by objects moving along the earths surface. Upon coming in contact with objects, the pulse will return to the user, giving them an incredibly detailed map of the objects and individuals around them. This spell also penetrates three feet into the ground, allowing users to easily find landmines and other hidden traps in the ground. This spell makes hiding from earth magic users nearly impossible, opponents who attempt to do so are easily discovered and dispatched. While this spell can be used while wearing shoes, most prefer to use it without them as the spell is normally much more accurate when the user maintains skin to earth contact. Users also tend to close their eyes when using this spell as the clash between their visual interpretations and the information obtained through the use of earthen sense has a tendency to confuse and disorient the user. This spell works very similarly to echolocation, the vibrations sent out are returned to the user with information about the environment they are in. Earth Cutter (だいちカッター, Daichi kattaa): An incredibly basic spell, normally the second learned by those who chose to practice earth magic. This spell allows users to cut and dig through solid stone no different than one would be able to do to fresh powdery snow. The user is able to achieve this ability by wrapping their body or the body part they wish to use, which in most cases is either the user's hands or feet, in the ambient ethernano found in the air around them. The user will then send out a blast or wave of ethernano into the ground or stone they wish to cut through, the ethernano blast sent through the stone of dirt will break apart the molecular bonds that keep the object together, effectively breaking it down and allowing the user to easily cut or smash through. While this was originally created to be used for the purpose of things such as construction and therefore, unable to be used any further than close range. Those utilizing this technique in battle have discovered a way to make this a mid-ranged attack, condensing the ambient ethernano pulled from the air round them into an invisible, flat, disk or blade-like object which can be thrown. This object will have a similar effect to the pulse of ethernano the spell normally takes the form of, when it comes in contact with something such as stone or any other form of earth it will cut through it. More advanced users have found a way to utilize the pulse as a long ranged attack, creating a "wall" from the ambient ethernano around them before sending it flying forward. This allows users to quickly and easily punch large holes in the ground or wall to make trenches or doorways, however, it can also be used to negate projectile attacks. For example, if a rock of some kind is throw at the user and said object comes in contact with the ethernano pulse fired by the user, the rock would quickly turn to dust. These earth cutter techniques allows users to easily cut and tunnel through dirt and stone, the showing of this ability is normally enough to intimidate most people as they watch someone crush solid rocks to dust as though it was nothing. While these pulses can be devastating to earth based attacks, it is completely harmless to humans. People who come in contact with any of these pulses will simply feel as though they had been hit by a quick gust of wind possibly strong enough to knock the hat off of someone. Earthquake Slam (地震スラム, Jishin suramu): A basic yet devastating spell utilized by earth magic users. This spell allows users to cause large tremors that leave behind large fissures in the earth. The user initiates this spell by concentrating a large amount of ethernano into either their hand, normally curled into a fist, or their foot before striking the ground with incredible force. The ethernano that had been concentrated into either the user's hand or foot with be instantly released into the ground upon impact. The sudden release of such a large amount of ethernano into the ground causes a sudden violent explosion to occur deep under the earth, the shockwave cause by this explosion will cause the ground within a twenty meter radius of the user to begin shaking violently, knocking opponents off balance. The explosion is also released upwards, causing the ground to crack and push skyward, normally resulting in the rising of several spike-like objects from the ground which can further damage opponents. This attack also has a tendency to uproot trees, causing them to fall every which way causing further damage to the environment. Advanced users can concentrate this attack for better accuracy and to cause less collateral damage to the environment around them. They will concentrate the condensed ethernano they have gathered into their hands into a form of a blast sent into the ground and toward their opponent with great speed causing fissures of earth to form along the surface of the ground before a larger explosion of earth occurs once the fissure has either reached the target or exceeded the spells range of exactly two hundred and fifty six feet. This explosion will bring with it one of four things, it will normally be three large earth spikes that will jut from the ground in an attempt to knock the opponent skyward. This is normally the go to thing because it is the most basic and normally the first learned by users who begin practicing this spell. The second is a large amount of mud that will shoot up into the air and then crash down onto the opponent in an attempt to disorient them. The third may be a large fountain of sand that will blast straight from the fissure and into the opponent's face, this is meant to achieve the same effect as the mud, to disorient the enemy long enough for the user to cast another, more damaging spell. The third and arguable the most powerful object that may come from these is magma, which is simply molten rock and therefore easily controlled by earth magic users. This magma will be released in a large wave which will crash down upon the target in an attempt to burn them. All four of these variants of earthquake slam are known as Earthen Geyser (だいちかんけつせん, Daichi kanketsusen). Earthen Armor (だいちよろい, Daichi Yoroi): A basic spell of Earth magic that allows the user to create an armor made from earth around them to increase their defensive capabilities in combat. This armor can be made from a variety of different forms of stone, the strength of the armor depending heavily on the type of stone the armor is produced from. While it is possible for users to create these armors out of sand, mud, and magma, these choices are not highly recommended as both mud and sand are weak materials that tend to break fairly quickly when physical damage is dealt to them. Magma is not recommended for obvious reasons, while cooled magma may make for a good temporary armor, hot magma will have the same affects on the user as it would the target as earth magic users are not resistant to heat the way fire magic users are. Therefore, the magma would cause horrific burns and possible death to the foolish user. Diamond is considered the strongest material in which users can create armor from as it is nearly impossible to cut or shatter. While diamond armor is indeed considered the strongest of the possible armor sets earth magic users can create, the creation of said armor uses more magical energy than some would deem worth the effort. Though higher level mages have no qualms with using the magical energy required as their reserves are much larger than most others. Regardless of how strong or weak the armor may be, it will always suffer from the same weaknesses that have plagued all armor wears for thousands of years. In order to allow the user mobility, the joints, waist, groin are not entirely covered by the armor and thus are the weakest points. A user can trade mobility for total defense by completely wrapping themselves in the armor including the aforementioned areas which would normally be the weakness of the armor sets. The user can of course free themselves from the self created prison at any moment though they cannot move a single step in any direction while inside the armor. This is why this form of earth armor is rarely used unless the user is sure that reinforcements of some kind are on their way to help them, meaning said total defense is more of a time stalling mechanism than anything else. These "armors" can be placed around enemies though in a sub spell known as Earthen Prison (だいちかんごく, Daichi kangoku), trapping their foes. Users can also become their armors using the sub spell, Earthen Embodiment (だいちたいげん, Daichi taigen), which allows the user to become their element which in this case would be earth. Like all of the armor sets, users can become any form of earth, including diamond if they so choose. While this sub spell is basic and incredibly easy to cast, done so by even the weakest of elemental magic users, it is maintaining the form that some have problems with as the form quickly drains the users magic energy before forcing them to reform into their regular body. While in this form, users will feel no pain and be granted a massive boost in strength. The variety of different types of earth that users can become makes this sub spell highly versatile in combat. Becoming sand allowing users to completely fade away into the air, spreading themselves out around the target to keep their exact location hidden even to those who are highly sensitive to the presence of magical signatures. Gaia's Reach (ガイアリーチ, Gaia riichi): A basic offensive spell of earth magic that allows the user to create one or more hands made any of the different substances earth magic users can manipulate such as mud, sand, gemstones, and magma, not to mention the several different types of dirt and stone. These hands can be created in large numbers to unleash a barrage of powerful punches down upon opponents or as giant hands that can be used to crush several opponents at once, making this spell versatile for both one on one fights, and as a crowd control attack. The user can initiate this spell is several ways, from placing their palm on the ground or striking it with their foot. So long as the user is striking the ground in some way, shape, or form. The user creates said hands by pumping their own ethernano into the ground, infusing the earth in the area around them with their own magical energy, allowing them to manipulate and transform said earth, this is normally done at the beginning of battle, before any fighting takes place as this infused earth is used in many other spells.These hands, while normally shot from the ground, can be shot from walls or other surfaces. Hands created through the use of magma can also cause severe burns to opponents, giving hands made from this material and added effect. Using a sub spell to Gaia's reach known as Earthen Spikes (だいちかすい, Daichi Supaiku), users can also sprout spikes from the ground to knock back and impale opponents, these spikes can be as thick or thin as the user sees fit. The spikes may take on different shapes depending on their opponent, for example, blunt spikes can be used to cause blunt damage, pushing opponents back or possibly breaking bones. Blunt spikes can also be used to create pillars of earth that can be used to push opponents skyward or set up future attacks, and even for defensive measures, giving the user and their allies cover as well as changing the environment to suit the user's needs. Pointed spikes can be used to cut or impale enemies, usually causing mortal wound and damage to internal organs depending upon where the target is pierced. Jagged, or serrated edged spikes can also be created to further the damage caused by these spikes and are normally used when the user has the intention of killing their opponent. The jagged, or serrated edges make them nearly impossible to pull from an impaled opponent without causing more damage to both the organs the spike has impaled and the tissue that surrounds the opponents entry and exit wounds. These spikes can also be made into pillars similar to the blunt spikes, cutting those who brush by them on their way to the user. Spikes are also able to be combined with earthen armor to increase the armors offensive capabilities, jutting out from the armor's forearms and shoulders. All three different types of spikes can be turned into projectile attacks, the user being able to shoot them from the ground toward their opponent which cannot be done using the hands of its mother spell, but instead through the use of another sub spell known as Earthen Bullet (だいちだんがん, Daichi dangan). The projectiles can be fired a great speeds, normally reaching up to around fifty to seventy miles an hour though advanced users have been able to reach speeds upwards of ninety to one hundred miles an hour. Earthen Twister (ちたつまき, Chi tatsumaki): A basic spell of earth magic that allows users to create large tornadoes out of the various materials that users are known to be able to manipulate such as stone, clay, magma, sand, and gemstones. The user does this by infusing the earth they wish to utilize with their own magic energy which allows them to manipulate it. The stone twister is the most basic and common of the several different types, normally consisting of several different types of stone in various sizes. These twisters can vary in size depending on how the user intends to utilize them, both large and small twisters can become prisons if the twister is created around the opponent. If the opponent is foolish enough to attempt to break free from said prison, they will be met with a barrage of rocks, inflicting heavy blunt damage to opponents, rocks can also be filed down through the users own magical energy to allow them to cut opponents. The twisters have similar qualities when used against those outside of them, chasing down opponents in an attempt to bombard them with a hail if rocks. Rocks can also be shot from the twister at high velocity similar to earthen bullet described in the spell above. Sand twisters, also known by many as "Sand Devils", can also inflict massive blunt damage to opponents, possibly burying them alive under several feet of sand. These sand devils can also be used to blind the enemy through a sub spell known as Sandstorm (砂嵐, Sunaarashi) which allows the user to create a massive sand devil to kick up all sand and dirt in the area into the air, disorienting opponents. The deadliest quality that these sand twisters exhibit is the ability to suffocate enemies, the sand forcing its way into their mouths and nostrils, blocking the opponents airways. These sand particles, like those of the rocks used in the stone twister, can be used to cut opponents. Each grain acting like a tiny blade that can slash and cut into opponents as they are caught up in the attack. A magma twister, while not having as many abilities as its sandy cousin, is also considered one of this spells deadliest attacks. Though, due to the wind created by the spinning force of the lava, this attack may only last a few moments, cooling into solid rock. That being said, this spell can cause massive damage to opponents and the surrounding area, the hot liquid earth causing fires and burning nearly everything in its path. This hot liquid can then be quickly solidified around an enemy to trap them.

Quicksand (流砂, Ryūsa):

Earth-Make: Cannon (地球メイク：キャノン, Chikyū meiku: Kyanon):

Earth-Make: Bull (地球メイク：ブル, Chikyū meiku: Buru):

Earth-Make: Rhino (地球メイク：サイ, Chikyū meiku: Sai):

Earthen Vessels (地球船, Chikyūsen):

Mudslide (土砂崩れ, Doshakuzure):

Earthen Needles (地球針, Chikyū hari):

Pitfall (落とし穴, Otoshiana):

Advanced Spells

Earthen Titan (地球タイタン, Chikyū taitan):

Stone Labyrinth (ストーンラビリンス, Sutōnrabirinsu):

Seven Torii Gates (セブン鳥居ゲイツ, Sebun Torii Geitsu):

Heaven's Descent (ぜんてんかこう, Zenten Kakou):

Plant Magic Spells
Plant Magic (植物の魔法, Shokubutsu no Mahō):

Spore Shower (ほうしひとあめ, Houshi Hitoame):

Gaia's Children (ガイアこだね, Gaia Kodane):

Advanced Spells

Roots of Yggdrasil (ルーツの世界樹, Ruutsu no Seikaiju):

Fire Magic Spells
Fire Magic (火の魔法, Hi no Mahō):

Flame Breath (炎のブレス, Honō no buresu):

Flicker (ちらつき, Chiratsuki):

Infernal Strike (地獄のストライキ, Jigoku no sutoraiki):

Flame Whip (炎の鞭, Honōnomuchi):

Hellfire Twister (ヘルファイアツイスター, Herufaiatsuisutā):

Flame Pillar (炎の柱, Honō no hashira):

Burning Rain (バーニング・レイン, Bāningu rein):

Advanced Spells

Flame Barrage (炎の弾幕, Honō no danmaku):

Heavenly Flames (天の炎, Ten no honō):

Flame of Rebuke (咎の炎, Toga no Honō):

Terrain Effect Spells
Terrain Effect Magic (じぎょう影響魔法, Jigyou eikyou mahou): Terrain Effect Magic is a form of Caster Magic that allows the user to sense and manipulate ethernano veins found beneath to earth to completely change the nature of the environment they are in, including the force of gravity within said environment. Volcano's can become frozen tundras, Dark caverns can become grassy fields. Users accomplish this astonishing feat by harnessing the immense power of large veins of ethernano located deep beneath the crust of the earth. These veins of ethernano can be found all over Earthland, varying in size. The larger the vein the more power the user can wield. That being said, the absence of large ethernano veins in an area does not render this magic unusable, the user must simply substitute the needed ethernano with their own magical power. While all mages can theoretically sense these veins, users of this magic can sense them much easier and to a higher degree than those who do not. The effects of this magic are temporary, the environment returning to its original form the moment the user's influence over it is lost.

Users may also manipulate the environment in more ways than one at a time, able to increase or decrease the gravity while also maintaining a volcanic or icy environment. Oddly enough, users can also "turn" gravity so that it pushes opponents side to side or forwards to backwards, a true testament to the power at work within the casting of this magic. While this magic can indeed be used in one on one battles as an offensive magic, it is normally seen as a support magic, allowing the user to change the environment in a way that allows the user's partner to be at an advantage over a disadvantaged opponent. The exact range of this magic is currently unknown as the possible range depends largely on the size of the vein present. Though the magic tends to box itself in, the environmental effect being contained in a cube like state that is completely inescapable from within, neither magical or physical attacks damaging the container. Those viewing the magic from beyond the magic's range will be able to see through the walls, but will be unable to interact with those inside. Though, unlike from within, the magical container is vulnerable from the outside and able to be damaged or even broken by attacks. Terrain Effect: Lava Zone (じぎょうえいきょう: ようがんちたい, Jigyou eikyou: Yougan chitai): A basic spell of Terrain effect magic that primarily effects the floor of the area in which the spell covers. The environment changes to that of a volcanic cavern of sorts, stalagmites hanging down from the ceiling, the floor become cracked earth which quickly forms into several small, sinking islands of varies shapes and sizes in the middle of a lake of lava bubbling up from bellow. The caster is normally perched safely on a stone platform extending outward from the cavern wall which prevents it from succumbing to the same fate as the small islands of rocks. It normally only takes between three and four minutes for all of the islands to be completely submerged in the lake of lava. Though, excess weight on any of the islands will result in them to sink much faster, meaning any battles fought while this terrain effect is in use are normally short lived. Poisonous gases and smoke normally found in volcanic areas may also be present during the usage of this terrain effect, making even breathing a gamble to those trapped within this magic. The heat of this environment also tends to quickly dehydrate those trapped within, causing disorientation and dizziness to quickly set in, leaving opponents vulnerable to attacks. In terms of this terrains supportive capabilities, this terrain is best utilized by earth magic users, the stalagmites making wonderful weapons capable of impaling opponents and the earth magic users ability to manipulate lava allows them the field advantage in such an area. This terrains greatest weakness would most likely be water or Ice magic users, their ability to use their cool down the lava to the point that it regains solid form renders the main effect of this terrain useless. That being said, the cooling of the top layer of lava does not automatically equal safety for opponents to tread as they please, thin layers may break and allow the opponent to fall through and into the lake of lava where they will most likely meet their doom. Earth magic users may also be able to force the uncooled lava beneath the top layer upwards and out to create volcanic geysers that may pose much more of a threat to the opponent than the lava floor ever could.

Terrain Effect: Whirlpool Zone (じぎょうえいきょう: かちゅうちたい, Jigyou eikyou: Kachuu chitai):

Terrain Effect: Gravity Zone (じぎょうえいきょう: 重力ちたい, Jigyou eikyou: Juuryoku chitai):

Terrain Effect: Glacier Zone (じぎょうえいきょう: 氷河ちたい, Jigyou eikyou: Hyouga chitai):

Terrain Effect: Storm Zone (じぎょうえいきょう: あらしちたい, Jigyou eikyou: Arashi chitai):

Terrain Effect: Forest Zone (じぎょうえいきょう: しんりんちたい,Jigyou eikyou: Shinrin chitai):

Terrain Effect: Desert Zone (じぎょうえいきょう: すなはらちたい, Jigyou eikyou: Sunahara chitai):

Terrain Effect: Cavern Zone (じぎょうえいきょう: がんくつちたい, Jigyou eikyou: Gankutsu chitai):

Requip
The Wizard (魔法使い, Mahōtsukai):

Tomes: Tomes are books infused with different elemental magics, allowing user's to wield and utilize these magics at will, similar to a magically charged Lacrima. The pages of the tomes themselves are filled with spells holders can utilize, these spells often being written by powerful mages and wizard scholars who have devoted their lives to writing these large books. While these tomes can indeed be utilized in battle, their original purpose being to further the magical knowledge of mages all over the world, each spell being accompanied by said spells history and a list well known user's from the past. A several page table of contents found at the beginning of the tomes help wielders quickly locate spells. Any damage caused to these tomes renders them completely useless, leaving the wielder defenseless. Damage caused during a wielder's casting of a spell will result in said spell backfiring on the user. This is the risk users take when wielding these items. This item is best utilized alongside Gale-force reading glasses to make for quicker reading and casting. In a safe place such as a library, tomes can last upwards of four to five hundred years before degrading. However, constant usage on the battlefield causes these tomes to degrade rapidly, only lasting a few months to a year at best. These Tomes cannot be infused with lost magic of any kind, many a powerful mages have tried only to fail. These failures often resulting in damage done not only to the tome, but to the mage themselves.
 * Gale-Force:
 * Suijin's Current:
 * Indra's Wrath:
 * Divinity:
 * Erebus:

Trivia

 * Appearance based on Miriel from Fire Emblem Awakening
 * This character shares the same birthdate as the author.