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Hinode Apartments
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000002; color:white"| Hinode Apartments

Hinode Apartments (ヒノデアパート Hinodeapāto) is an apartment building owned by the guild of Herboren, more notabley by it's master Uepon Mausu and is managed by the good hands of Reikokuna, who had participated in building the structure as well as being one of the original supporters of the project, which was totally funded by the rich wealth of the Herboren guild. The apartment building is located just closeby the Hargeon Station, which is very concvienient for people who work in other towns and still reside within Hinode Apartments, as it only really takes is a ten minute walk from Hinode Apartments to the Hargeon Station, or a simple three minute ride in a magical vehicle if one has been able to acquire one. One of the largest buildings in the whole town, the Hinode Apartment complex is one of Hargeon Town's more valued buildings due to it's associating with Magic Council member Uepon Mausu, and that it is one of the first places that Reikokuna has implemented out his very own technology instead of using technology from more famous tech producers like many normally do. Hinode Apartments is one of the most conventional residences for any Toveri mage.

The building is split into two sections, which is coloured on the outside of the building so that people from the outside know what section is for. The orange-browned coloured sections of the building are the residential areas, as this is where tennants stay during their time when renting the apartment, with the building on the side for the common folk that are required to pay the average amount like everyone else, which applies to anyone no matter their occupation with the orange area on the higher levels being reserved for higher paying tennants and members of the Herboren guild. The white section of the entire building is more of a public area as well as a facilities section, where many of the basic things are such as a laundromat and all the similar good stuff. It should be noted that not only Herboren guild members are the only subject to the V.I.P. treatment as Magic Council members, Wizard Saints or any other person of a high social rank in the community or government are able to acquire such advantage, which requires identification and a few documents for the willing tennant to fill out. The V.I.P. tennants pay a substantially larger amount of currency compared to the lower ones but all for a good reason.

Class B Apartments
Nothing much special here besides the clean look that the apartment has when first coming to gaze eyes upon it, as visitors to the tennant's apartment are welcomed to a big red solid door with a small eye hole for the resident to look out into to confirm the visitor, even though there is already a window on the side of the door that all that ready does is just sit there and let sun shine through. On the inside of the entryway, one can see that there is all just a simple locking mechanism that bars entry into the apartment, though there honestly really is no use if it is a hostile mage trying to barge in as a locking mechanism like that would definitely not be string enough to hold the door against a Dragon Slayer Roar or anything. The floor of the doorway is tiled with smooth, polished grey tiles that can even be used as a mirror if the tennant is poor enough. A complimentary umbrella rack is placed just between the door and the wooden towel cabinent, which holds coloured towels within the sections as well as spare couch cushions that are neatly placed on the top of the cabinet. Another cabinet on the other side can be used to store whatever the tennant wants, and as shown in the picture has a complimentary pot plant on top with a few random pictures standing on the surface, as well as another complimentary item of a phone book which tennants can use to call up all facilities within Hargeon as well as a few others outside in other cities if needed. Taking a step onto the polished hardwood floor, if the visitor was to look to their right they will be immediately greeted by the door to the guest toilet, which is basically a small space with the toilet on one end and a sink on the other so that guests can have the decency to wash their hands after taking a shit. Turning left from the entryway, visistors will now have enetered the main room of the apartment where most of the good stuff happens and is where most of the room's features is located.

When entering the main room, visitors of the apartment are welcomed to the view of a simplistic lifestyle as there is a short legged dining tabble in the middle of the main room accompanied by four complimentary blue rolls that the tennants and their visistors can use to sit or kneel, whatever floats their boat.

Trivia

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WIP Character
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Siyid Ago

Siyid Ago (シーイッド アゴ shiiiddo ago) formerly known as the notorious Mystan Governor named Gai Diyos (ゲー ディーオス gee diiosu), Siyid Ago is the former Guild Master of the guild Stellara Nocte and the second Emperor of the Mystan Empire after having brutally murdered the predeceasing Emperor Ulo Hogi. After having met his demise at the hands of an unknown demon, Gai was brought back as a demon himself through unknown methods by a mysterious terrorist faction that planned to use the now resurrected Gai Diyos to destroy the current Mystan Government and the kingdoms lying within the continent of Ishgar. Having his free will restored in the nick of time, Gai used this opportunity to instead conquer and kill Emperor Ulo as he took his throne, later using the Mystan Empire to set out and conquer other kingdoms, this including half of the countries within Ishgar. Taking up the name of Siyid Ago, as he was no longer the Gai Diyos that everyone knew, Siyid was one of the cruellest and most ruthless Emperors that Mys has ever encountered, as he used his power to destroy lands and cities all across the globe.

In a desperate attempt at defeating the evil Emperor, resisting forces that formed to fight against the Mystan Empire ruled over by Emperor Siyid, decided to send Siyid back in time through the use of the power from Arc of Time when only planning sending him back a few decades back turned into a century back after an incorrect function in the use happened, greatly effecting the magic and so forth. Being sent back in time way before his birth to the year X765, Siyid tasked himself with the mission to seek the source of his downfall and bring an end to it, altering the course of history so when it may repeat itself again, Siyid will be successful against their rebellion and have history go his way for the better. With his resurrection stripping him of his Spirit-Infusement with demonic genes now replacing his veins, Siyid is the opposite of what he was when he was living as a human of some sort, weilding the complex magic art of Mandatum Magic, a magic he learned after having viewed the great amount of power it has after watching Gumagad. This curse magic is the perfect replacement for his Black Spirit Slayer Magic for it still keeps within the theme of black and it is very similar to how Black Spirit Slayer operated.

With a nature that is mirrored to his human one as well as retaining his peak bodily performance, Siyid is basically a more twisted, crueler, mysterious yet wiser version of the first Guild Master of Stellara Nocte, as he has lived longer and experienced many situations that have helped expanded his knowledge on not just magic but everything there is to know. The resurrection also has seemed to change and distort

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 Gumagad'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 Gumagad. 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. Gumagad has shown that his aura is terrifying in it's own way, as his aura appears to be a form of rising smoke that rapidly shoots up from the ground as Shirudo's eyes become gold as they peer through the darkness and straight into his enemies' souls.

Substantial Ethernano Capacity: Due to having blood relations to the mystical race of the Spirits, Gumagad 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 Gai 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 Gumagad's magic capacity.

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 Gumagad's 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 Gumagad 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, Gumagad 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.
 * 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.

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.
 * 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".

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.
 * 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.

Immense Strength: Gumagad 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 Gumagad 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.

Superhuman Agility: A term referring to the combined aspects of Gumagad's extreme speed and his gracefulness or flexibility, Gumagad has shown that he can be quite vastly skilled with this as he uses his agility in the battlefield to quickly dodge incoming strikes to his person to avoid getting himself hurt. His agility helps him cross the battlefield with such ease that it is almost like he is a ghost, moving through the combatants on the field without a bit of worry expressed on his face, moving silently and gracefully across the field as he dodges the strikes. His agility also allows Gumagad's reflexes to become extremely better as he can react to instances in a flash, being able to catch shots as well as dodge speeding bullets must he be able to realise them before they get too close.

Immense Stamina: Along with his infinite like magic supply, that stops Gumagad from going tired too quickly Gumagad also has an increase in stanima, making him less tired from a constant use of physical activity. With this enhancement Gumagad can outlast a standard melee fight against his opponents, without getting tired from throwing punches and dodging throws from the challenger.

Extreme Endurance: Gumagad can take in several hits and strikes to body as much as he wants as due to intense training that Gumagad had put himself through, he can take nearly anything to his body without reacting in pain, which he has shown countless times during many battles. From both Magical and Physical strikes, Gumagad can go one fighting whilst still recieving strikes from left, right and centre all at the same time as he makes his way to the enemy, but attacks that prove to be far too deadly for Gumagad do seem to be the only attacks that get through and actually hurt him, though Gumagad does try his best instead to show no pain even if it is going past his limits of excruciating. Gumagad is able to show that he can catch a strengthed punch with one hand, a feat accomplishable to many extreme wizards who have trained their body enough to face such matters.

Keen Observation: With eyes like a hawk, Gumagad look around the area to know if anything has been changed and misplaced, using the changes in the enviornemnt in order to sense any potential threats to his wellbeing. His keen observation also makes well with his gun arm as he uses his precise eyes in order to shoot devestating shots right at the enemy, with many of these shots either aimed to the head or heart. His keen eye also allows Gumagad to study his opponents carefully in order to learn something new about them so that he may use it to refer to future businesses with them must he need to. This gives him the chance in order to prepare an attack must he see that the opponent is too also getting ready for an attack of their own against Gumagad, as Gumagad can counter the attack must he see fit.

Immense Durability: Besides his immense strength and stamina, Gumagad'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 Gumagad 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 Gumagad 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 Gai has trained his body to be able to cope with situations like this.

Trivia

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WIP Character
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Madelen Helvegen

Madelen Helvegen (マデレン ヘルブジェン maderen herubujen) is a mage from Mys and a skilled and proficient user of Ring Magic. The younger twin sister to Oskar Helvegen, the two mages are nearly always seen together side by side, mainly because they have realised that they are much stronger when they are together rather than alone. Having been born without the love of her original parents, Madelen and Oskar had to survive by themselves in the Mystan city of Saurian, which was known for it's heavy criminal activity and population that desensitised the young mages from the realities of the world. Only just arriving in Ishgar in the year X801 after hitching a ride with slave traders who made a delivery for Saurian, both brother and sister Oskar and Madelen were ready to renew their chances at life and start a new, having a second go to redeem themselves and become something great in this new land that they have stumbled upon. Out of the two mages, Madelen proves to be the more intellectual and passive one, as she prefers to take out enemies with tactics and strategies instead of brute strength, something that Oskar is known for.

Since being always around Oskar, Madelen and her brother has established a sort of special ability between them whenever they may be around each other in the same area. This kind of ability allows them to locate each other quite easily as well as becoming stronger than usual, thus retaining an importance in their partnership and presence around each other. Combining both brain and brawn, combat and strategy, Madelen and Oskar become battle worthy despite their young age and their magics which may hot seem to do much at a first glance. Just as how this connection strengthens their relationship, it also does however weaken them as well with unique weaknesses that Madelen and Oskar display when they stray further from each other. In this pair, Madelen displays signs of uncomfort and a series of repeating headaches which reflects on the use of her brain. This will of course interfere with her magic and combat and will continue into strong migraines, which will then proceed to cause Madelen to pass out on the spot no matter where she is. The process can instantly be stopped once Madelen and Oskar get into a reasonable distance between each other.

Named The Bishop (ビショップ Bishoppu) after the chess piece that shares the same name, Madelen not only plans her moves with some sort of strategy, chooses a different direction when handling things but she is also the one out of the two who tries to stay closer to the two's superior/s. She has proven herself to be a loyal and worthy subordinate and partner to many, and tries to make use of her intelligence and presence whenever with a team. Madelen is also usually teased by her brother Oskar for being a suck-up to those with command over the two if they have any. She is also called Lavandula (レーバンドゥラ reebandura) because of the purple accents to her appearance that closely match the purple colour of a lavender, a flower which Madelen favours and adores as it has become a significant image and symbol for her childhood. She also sees the lavender as a beacon of hope as it was a flower she had always seen during those moments of her rough past which would also signal Madelen that there was going to be some good in that situation. Besides the past that the twins had to deal with, Madelen is the one staying strong so that she and her brother can get through with their lives.

Personality
Mandelen is the kinder soul of the duo, being willing to help anyone who comes to her and actually needs it as she tries to heal the world of it's injuries. Her kindness is only matched by her innocent look, being the younger sister she is also the most approachable for anyone coming to meet her as she is always going to be friendly no matter how dodgy a person may look or how bad their known reputation is to the world. Even if she does not quite have the magics to properly help with all the problems in the world, she will without a doubt try her best to do what she can do to help the situation at least. A sort of conscience to her older brother, Mandelen helps her brother Oskar in many situations so that she can keep him safe, as it is very apparent that she doesn't trust Oskar working by himself and knows that he may stumble into trouble if left unattended for too long. Though she does indeed care and love her brother as he is the only family that Mandelen has left to call as one, wanting only what is best for Oskar even if some of the things she does goes against her brother's wishes. This is what makes her ignorant at this point, as she will do nearly anything to keep her brother safe even if it means to use herself as a human shield to protect Oskar from incoming attacks. Being the smart one in the partnership, Mandelen is the one responsible for coming up with the strategies and tactics that would make up the attacks the twins would do. Both siblings share a strong feelings of trust on their capabilities between each other, with Mandelen trusting more on her brother's violent attitude and stronger abilities compared to her own to protect her. When her brain and her brother's strength combine, they both gracefully sway into a harmonic symphony of a display of great teamwork and fine showmanship. It is with her brother that Mandelen's true strengths and colours can really show on display for all to see.

She was not a born leader, choosing to follow others rather than lead as she feels uncomfortable handing out orders easily with no sympathy to how the others may feel about her. This is mainly because she lacks the confidence and leadership to command more than just one person under her command, and when left to do so will instantly freak out and become under pressure due to the embarrassment and feeling nervousness that Mandelen has been overwhelmed with. Anything to do with being in the spotlight in-fact is fair game for this wave of pressuring emotions to come flooding in and freezing Mandelen on the spot until all eyes are off her. This is quite the opposite to her brother who is someone who seeks attention, fame and glory for his identity, striking a contradiction in their relationship and making things difficult for one another as their morals and values differ greatly. Mandelen chooses only to aim to leave a long lasting legacy on the world, an act of great change that will go unknown besides the fact that it actually exists and works in the shadows in order to so. She has noted that she has tried on several occasions to find what the world needs for a change and continues to try and find a way to achieve her goal in the standards that she has placed for it. She has got the determination to do so and shows that even if the biggest obstacle may be planted in her way to completing her task, she will accept it and attempt to move forward with everything she's got no matter how hard it may be. This yet again is in conflict with her brother Oskar's ideals, who wants to achieve fame and fortune for a heroic act with his and his sister's name everywhere thus resulting in everyone looking at Mandelen yet again. Just like said before however, besides all this Mandelen and Oskar are proper role models on how a team should operate and show complete chemistry and full effort into their teamwork.

Equipment
Concealment Ring

Katana

Luminescence Ring 200 lumens to make someone shield their face, at 40 temporarily blind in a dark room

Trivia

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Alagad Hinangin
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Alagad Hinangin

Alagad Hininigan (アラガッド ヒナンジン aragaddo hinanjin) is a mysterious mage that was born in the more Eastern countries of the continent Alakitasia before moving back to his father's land of Yehuda to become the current General of the country Sidrat al-Muntaha. A practitioner of Arcane Magic, Alagad was raised by his Warlock father in the ways of magic, teaching his son his own magics so that his teachings can live on through his son, who in turn has been able to formulate and practise his own spells of the same magic, improving his father's teachings. Known for having mastered both his Black Arcane Arts and White Arcane Arts, Alagad is a powerful user and controller of the elements of darkness and light which he skilfully uses to take down those who stand against him. Considered one of the best Warlocks in his country, Alagad tries to make use and live up to his reputation of being considered one of the greatest in Sidrat al-Muntaha, though is still humble enough to acknowledge that there are others within the country that have the chance to match Alagad's and does not take his reputation for granted.

As an Apostle for Yehuda, Alagad is one of the more laid back yet stern members of the organisation, being very serious with his status as an Apostle yet not too strict with his role. As an Apostle, Alagad is recognised for his righteous duty and work that he served during his time in the military, having been famed for using his magic's creations as troops in order to serve in the army alongside the human enlisters. Climbing up the ladder after every battle Alagad was forced to fight in, he would later find himself at the rank of General while at the same time mastering his Arcane Magics to the point where he has full control over them and their effects. Because of this, Alagad was invited to the ranks of the Apostles where he remains humble to how powerful he is compared to other members of the order. Alagad is renowned for his magic skill and physical capability, being proficient in both areas as over the years Alagad has been able to train his body in order to be ready for any situation coming his way. Though he does not have such a tactical mind like some of the other apostles, Alagad is one of the more hands on ones who enjoys the thrill of battle.

Appearance
Alagad is resembles still quite the young man despite having the age of a forty year old, looking as if he was still in his prime of the twenties after having rejuvenated his body through mastering his White Arcane Arts after a rejuvenation spell malfunctioned and allowed Alagad to take back his young looks. As a young man now, Alagad's skin is nearly as white and pale as the coldest snow that lies on the top of the highest mountain of the world, no earthy material that has stained it, Alagad's skin remains a perfect white which really brings out the colour and noticeability of the strong red colours of blood when struck with a blade. A touch from Alagad is like being touched by a cloud, soft and gentle, those who are held in Alagad's arms experience care and concern like never before as they truly feel like they are safe within Alagad's grasp. Underneath his near full body suit, Alagad really has shaped and moulded his body into one of that of a fierce warrior, muscles pulsing all over as his biceps, triceps and all other kinds of ceps as his body looks to be of that of a light weight muscle man despite it looking different from the outside as a pretty normal well built kind of guy. His elegant fingers that sit underneath his gloves poke out just fine and really make up a well built fist when curled up to punch. His jaw line is somewhat sharp, sharp enough to deflect some of the mightiest blades that Earth Land has to offer but not sharp enough that he could slice through the very beings of gods, and a chin that really represents and brings out his elegance as a man of posh and well funded origin. His white hair is just as white as his skin, though much whiter as if it matched the same white colour from his eyeball, both whiter than an old man's beard and whiter than the faintest shine from the Northern star. His eyes are an extremely light blue colour, a blue that resembles the icy waters of the north that hides a variety of ice cold sea animals. It is the same kind of blue that one can picture with a summer or spring sky thanks to how light it is and due to how unnatural it looks, it gives off the impression that Alagad really was just an angel who fell out of heaven.

His normal outfit is the Armour of Greed, a high tech special suit that allows Alagad the ability to consume more magical energy to continue casting spells can become less tired out when casting a flurry of spells to attack his opponent. A white top clothing article is his most prominent piece of clothing that he wears in his normal outfit and is the over top of the Armour of Greed which gives it it's mystical appearance. The top has a turtle neck that covers half of Alagad's neck from the bottom is lined with white at the top of the turtle neck collar, kind of resembling a priest's collar which does add to Alagad's heavenly look. Four diamond shapes on the chest go vertically down, becoming smaller and smaller the more that they descend and are based off from Sidrat al-Muntaha's national symbol. Going further down the outfit top, Alagad has flaps of some sort that almost make this top a sort of dress, for on each flap that hangs down below his waist, Alagad has the front middle flaps with four diamonds except this time when the ascend vertically they progressively become slammer just as how the chest diamonds did and on the side flaps there are only three that copy the middle flaps' patterns. Small lanterns are attached to the end of these flaps and automatically turn on when Alagad enters any dark area to provide extra light if he doesn't feel like using his Black Arcane Arts to provide the aid that he has acquired through training. The arms of the top go down all the way to Alagad's arm and are longer than one would think though are crumpled and shortened in sight by Alagad's gauntlets. Around Alagad's neck there are is a collar that allows his cape to stick to his body no matter how windy it is and can only be removed by Alagad and Alagad himself, appearing as long rectangular body but circular ends at each one just below the neck itself.

For his under clothing of the outfit, it is particularly hidden from sight as to add more surprise from his enemies who try tp strike him down. First off is his black chest plate that he wears underneath his top that is the main body of the Armour of Greed and protects Alagad from most physical attacks coming his way, able to deflect even the strongest of blades and is powered by Alagad's armour. This armour covers the whole of Alagad's torso and his main form of defence when not using magic to strike down his targets. Under the Armour of Greed chest plate, Alagad wears a simple black t-shirt underneath that have no real purpose but just to cover skin and is short sleeved to for Alagad's arms into the mystical top. For his leg wear, Alagad wears simple black plain pants that also do not serve any real purpose but just to cover skin. Two pockets are cut into both sides of Alagad's pants as well as two back pockets to hold his wallet or phone or what not, highly convenient. What is mostly seen in the bottom wear of his body though is the boots that keep him protected from the ground, made out of high quality leather that is extremely tough to break through with blades and whatever, even if it is attempted to be sliced or stabbed. The boots fit his legs perfectly, as they are fastened onto his legs and feet with several laces that are stitched at the front of the footwear. The boots stand on a medium heel, giving Alagad a good amount of height as well as delivering devastating and destructive foot attacks when hit by the bottom of the shoe. With all this in mind, most of Alagad's armour and defences are hidden underneath the clothing that he openly wears, and are all covered in order to hide his defence from the enemies' eyes.

Other focal points of the outfit include his huge white cape that flows behind him and hold onto the special patch on his suit that keeps the cape from blowing away in violent weather. The cape when hung onto Alagad's outfit flows downwas to his feet and even touches the ground, though this isn't quite a liability as Alagad simply uses other beings to support his defence and mostly doesn't need to move at all. It is mainly coloured a pure white, a white that symbolises innocent and purity according to his religion and country's beliefs. The lining of the cape is coloured black just like the diamonds on his outer clothing, coming in different layers and lines to just give it that much more detail to it's appearance. Two diamonds stand next to the chest area of where Alagad has his four chest diamonds, sort of adding onto the descending diamonds and adding arms to the side to make a kind of diamond cross, just adding more religious symbol to Alagad's outfit. His gauntlets or otherwise known as the offensive feature of thr Armour of Greed is a special hand and arm wear that Alagad wears on his hand wear. The wrist wear of the gauntlet is a leather strap sort of liek the boots that Alagad wears on his feet, also have a section with string that he can fasten onto his arms so that there is a less likey chance for them to fall off his arms during battle. The wrist protection leather is fastened so tightly onto his wrist that it gives the actual proper width of his wrist. The gloves have five purple lines going towards the tip, lining one respective finger each as well as the thumb and are the origin for the glove's ability to release powerful whips that hang down from the fingers.

Personality
Alagad is particularly a calm and peaceful nature, matching the beloved natural enviornemnt that makes up the country that he represents in the Twelve Apostles. This serenic and peace loving personality usually comes at the price of scheduled meditation sessions as well as care for the people with a hundred percent effort put into his work, never turning down an injured patient that is brought forth to his care. Because of this, Alagad is sometimes regarded as one of the more famous healers and doctors in his country if not the whole continent of Yehuda, being able to tend to numerous casualties that are brought to his care. With the number of people and others that are brought to him it is a wonder to why he hasn't given up just quite yet, as normal doctors and clergymen would simply give up after going through a quarter of the time that Alagad has been doing this since he was known for his famous healing capabilities. His healing and hospitality is known throughout the land, and will never stop until the patient that he is caring for is either back to health or dead, in which he will respectivelytake the blame for their death and proceed with the suitable conclusion. There have been little to no times that Alagad has rejected to help people who have been brought to him, though this is mainly because of conditions that are permanent to their health and cannot be helped by Alagad's kindness and skill. Out of all the Twelve Apostles, Alagad is considered one of the more kinder and generous ones out of the bunch, though he of course knows when enough kindness has been offered and will be stern and serious at times that call for it, but most of the time he is one of the kindest and most patient guys that anyone in his country has known.

Being a man who is mainly of balance and related, Alagad can balance out his kindness and generosity with a strict and serious personality which can appear just as equally as his kind persona though this is mainly because of his strict morals and beliefs of having balance in one's life. As a strict man, Alagad will remain focused and will not lay off from his seriousness, with many saying that it is one of the most scariest things to see is that Alagad, one of the most kindest and caring people to represent one of the most religious countries in the continent to be so stern and focused at some times. During this personality, Alagad will not show too much emotion on his face, retaining a stereotypical serious face that will strike chills down anyone's spine, no matter how tough they are. Being this of the opposite of his normal and more notable personality, Alagad is sure to be using his Black Arcane Magic more during battles and fights than normally as this is the magic to feed off his current nature. Alagad can mostly be seen serious during meetings with other of the Twelve Apostles and will sometimes switch to his happier and cheerful personality only minimal times with them, as his seriousness is what keeps him professional with them in their presence. Things that Alagad is most serious in is when he is attending meetings, funerals or fights in which he is at his most scariest to the enemy or others in the area with him. Recapping his personality wise balance, it should be obviously noted that Alagad utilises Black Arcane Arts whenever he is in his more serious nature but when cheery and more positive Alagad will obviously use more of his White Arcane Arts due to it being the magic that feeds off his more positive emotions.

Beneath these two personalities however is an old man seeking to find the true power of immortality within the Arcane Arts, as he is a man that fears the meaning and concept of death, and seeks to find eternal life so that he can eternally last to continue his work. Alagad seeks to find some way to retain his life span and retain a healthy life in order to avoid death, which in some circumstances could unfortunately bestow him the Contradictory Curse if he was to actually find the secreat to an immortal life. Spending much of his free time to be able to find it, Alagad spends more time away from other people whilst still practising his magic, moulding his Black and White Arcane Arts in order to find a spell that will bestow him the blessing of immortality. This kind of behaviour and tendency has allowed Alagad to find and form new spells for his Arcane Magics, leading to the discovery and mastery of the Ninth Circle for his Circles of Hell spell series for his Black Arcane Arts and the Seventh Heaven for his Divisions of Heaven spell series for his White Arcane Arts which are two spells that have been lost to the ages of time until Alagad had luckily stumbled upon their existence. This has explained Alagad's connection and discovery to many long age spells of his two special Arcane Magics and to this day continues to find more and more in order to further his magic capability with the two Arcane Magics. Though this is unintentional, Alagad does not take it for granted and splits half of his research to find out the method of having immortality for his original aim and the other half dedicated to finding new spells for many magics over the spectrum, becoming quite the handyman when it comes to formulating spells and such for other people to use during combat.

Black Arcane Arts
Black Arcane Arts (ブラック・アーケイン・アーツ Burakku ākein āt) otherwise known as Corrupted Mana (コルプテッド マナ koruputeddo mana) is a type of Arcane Magic (妖怪魔法, Yōkai Mahō; lit. "Demon Magic") that originiated from the lands of Yehuda and specialises in the manipulation and generation of black energy, including things such as elements concerning shadows and darkness. The Black Arcane Arts is considered the ultimate Arcane Art to be casting these magics in as it involves several uses to how the user can preform them in battle, acting besides as being a casted magic as a moulding magic which is one of it's more notable capabilities. Compared to it's opposite White Arcane Arts, the Black Arcane Arts has a more violent and destructive nature, which all it's spells and creations are created to do as it acts as the mage's main form of attack, with effects varying among users depending on how skilled they are at the Arcane Art. Being able to manipulate the forces of darkness and anything that is black, the Black Arcane Arts allows full control and influence over the shadows with more notable users of Black Arcane Arts known for using the shadows to strike their victims and can almost be seen as the true source of their power besides other known factors to their strength. Besides the shadows which they can mould and manipulate, just like it's presumed Ishgarian variant Darkness Magic, the Black Arcane Arts also are powered and generated by the negative emotions that are produced by the Arcane mage themselves, involving the use of emotions in their magic capability though not to forget to mention that it is also using one of the more powerful and most used kinds of emotions to the human race. Because of this, the Black Arcane Arts remains as one of the most mysterious yet dangerous kinds of Arcane Magics that a Yehuda mage could learn in their lifetime as the sacrifices that many would have to make since it's an Arcane Magic would soon be worth it once they apply it to the field. The two forms of attack in both Moulding and Caster use can be separated into their own groups, respectively called Black Arcane-Make and Great Mortality.

This kind of magic is very special as it not only needs actual magic energy but emotional energy like said before, as the Black Arcane Arts gets its powers and strengths from negative energy that the caster mage produces and generates within their mind. Being able to use Black Arcane Arts is a special gift indeed, as with just enough skill the Black Arcane Arts user or Warlock/Witch can convert their negative energy into magical energy for their magic supply in order to fuel their magic container, known as the mage's Magic Origin. Speaking in simpler terms, the Black Arcane Arts user can continue to intake and literally generate their own magical energy for their own magic use just as long as they continue to generate negative emotions for it to source from. For Alagad, he is one of the more powerful Arcane magic users as he dual wields both the Black Arcane Arts and the White Arcane Arts, powered by both positive and negative emotions his ability as an Arcane Mage is quite unique. The power of the spells that can be casted by Alagad can also be affected by his emotions alone, not by the magic that is generated from converted emotions by Alagad's raw emotions which he uses to shape his spells. For example, with him being more angry or sad his spells can look more terrifying as the shape and aura they release become more violent or the troops that he creates can look much more deadly and demonic as to match the nature of Black Arcane Arts. As one could tell, Black Arcane Arts is possibly one of the more emotionally affected magics that can also affect how much power it can deal, where users like Alagad can be able to effectively power up their power through different emotions that can be labelled simply as negative or positive.

Half of Alagad's power as a General, Alagad has shown that he can masterfully control the magic without any kind of recoil or flaw to his spells, as he has devoted much of his time and skill to perfecting and mastering Black Arcane Arts after having been taught by his father. When learning Black Arcane Arts, one will have to choose to either spend their time learning Black Arcane-Make or Great Mortality as training to do both can almost seem impossible if left to learn by themselves or through the hard way, making Black Arcane Magic users who have learned both ways pretty hard to find. With this kind of skill and having been able to successfully learn both ways by training in Alakitacia, Alagad doesn't really need to move a muscle when casting his Black Arcane-Make Magic and the limit of beings he can create from it has drastically faded which allows him to make as many soldiers as he wants in place for those within his military. A simple click of the fingers can summon up to five or ten Black Soldiers to his side as everything that is needed for them to attack is all done in just seconds of their creation. His mastery over the Arcane Arts is also seen through the power that they have compared to other users of Black Arcane Arts, as so far Alagad has been the only one that has wielded Black Arcane Arts with so much skill that they can easily over power other people's magic creations. When someone of Alagad's ability has been able to master the Black Arcane Arts, they are free and recognised to access all known abilities that Black Arcane Arts have to offer to whoever learns the mystical magic arts that can prove helpful. One of these advantages is the near immunity to all kinds of Black coloured magics like the latter Shadow Magic and Darkness Magic sort of like how Slayers are immune to their own elements though the thing with Black Arcane Arts masters is that when confronted with more powerful Black spells like Alagad's own 'Dark Judgement, Spherical Purgatory'. With master black spells being the only same element spells that will actually bring damage to the master Black Arcane Arts user, they are still going to be quite the difficult one to combat against.
 * Great Mortality (偉大な死亡率 Idaina shibō-ritsu) is the 'Caster Magic' side of Black Arcane Arts and the magic form that users go to so that they can deliver devastating attacks themselves, which do turn out to be extremely dangerous when wielded by the wrong minded mages. Great Mortality allows the Black Arcane Arts user to generate Black energy in the form of attacks that can bring great harm and destruction to the environment around them, and are focused more on offensive manoeuvres rather than defensive or supportive which can be done in the opposite of Black Arcane Arts: White Arcane Arts. The magic from Great Mortality is attacks and spells that are put to the user's own use who uses them alone, not by their creations who have a programmed mind and use attacks that they can use alone. Great Mortality reflects on how dangerous the spells in it's arsenal can be used and that it reminds them that most of the spells that can be casted by the user will surely end with devastation and casualties when used, making this only those responsible enough to handle and practise this kind of magic. Alagad doesn't use this magic often as most of his tactics and strength come from the numbers of soldiers that he can create with the click of his fingers, but when left without troops to carry out his orders he becomes a weapon of destruction himself. Having mastered both types of the Black Arcane Arts, Alagad wields the powers taught to him with skill and strength, utilising them to their maximum potential when a fight becomes more than something he can handle. Some spells can be brought forth with minimal action and effort only just showing how skilled he is to wield such magic.
 * DarkJudgementSphericalPurgatory.pngDark Judgement, Spherical Purgatory (ダーク・ジャッジメント、球状 Dāku jajjimento, kyūjō) Is a powerful spell that allows the Black Arcane Arts user to generate a huge powerful black orb from just their hands, capable of massive destruction when colliding with a target as due to the nature of the Black Arcane Arts. A spell that was actually formulated by Alagad's father and later improved by his son Alagad, the Dark Judgement, Spherical Purgatory is Alagad's most notable Great Mortality spell that he has in his known arsenal and uses it to take down large numbers of foes or just larger foes in size. One of the many spells that Alagad has to exemplify his own magical power as a General, Dark Judgement takes up mass amounts of magic energy and Black energy produced from Alagad's body, as well as having a unique energy from Alagad's person that makes the Dark Judgement, Spherical Purgatory unique to Alagad and Alagad alone. Sticking his hand out to the side, open with all fingers spread out so that Alagad can have some sort of 'grip' or control over the ball of mass destruction, energy begins to stream from Alagad's hand and out of his palm where it is collected into a pitch black orb, with literally no sign of light present as the darkness of the black that makes up the ball immediately absorbs any light that is shone upon it, as shown by Light spells instantly being sucked into the blackness of the growing ball. It is unknown how large the Dark Judgement, Spherical Purgatory can get but what has been seen so far which is that the ball can get nearly as tall as Alagad himself will be as big as the ball will get. Since it is Black Arcane Arts, Alagad is immune to the effects and destruction that is his Spherical Purgatory and can effortlessly catch and stop the ball with just his bare hands to do the trick, though it's more natural effects such as heavy presence and destructive aura can be used against Alagad if one is able to use it against him somehow. The more the orb gets bigger the more destructive it will get, with it's heavy presence being able to crush and crack earth that is underneath it whenever, leaving a trail of cracked ground and rock underneath when ever thrown at an opponent. What is great about this orb is that it can be manipulated so that different effects can be accomplished just with a simple flick of the wrist if the Black Arcane Arts user wishes to do so. One popular effect is the simple explosion that can be produced by a bland throw at the target without any sort of movement done on the giant black ball, as all that Alagad needs to do is throw the ball right at the target once summoned and moulded forth. Upon impact with a target, the orb will explode with mass amounts of destructive energy that it can leave a gaping crater in the ground if enough magic energy has been pressured into the giant orb. Because of this pent up energy that is ready to blow within the inside, it isn't a surprise to why a simple throw of the orb is all that is needed in order for the Dark Judgement, Spherical Purgatory to blow up the environment and target it is in. Stronger opponents that want to deal with Dark Judgement head on can try their luck with their defences which at this point will decide their fate, of either facing heavy damage to the front as well as internal damage and being thrown god knows how many metres away, or facing the explosion and being disintegrated into nothing once the blast fades away, only to reveal that nothing would have survived it's hunger. Another way that Alagad has been seen using Dark Judgement is simply spinning the orb in a direction whilst still 'holding' onto it before throwing it at a target to face it's might. Instead of a explosion this time, the density of the ball becomes greater and the particles begin rapidly spinning in a direction sort of forming the orb into a kind of drill. Now when colliding with a target, the orb will drill through their enemy until they finally get through and proceed to attack whatever is on the other side of the opponent. This is a good way to take out a row of enemies with a single projectile and to even take out hiding enemies inside buildings as the orbs won't stop until it has run out of energy to make up it's body as the more it drills the smaller it gets. Dark Judgement will destroy anything that gets in it's way indiscriminately and so is a hazard and danger to anyone who comes near it, where they should take extra and the up most precaution when dealing with things like this.
 * BlackShuriken.png Black Shuriken (ブラックシュリッケン Burakkushurikken) By holding their palms out to the sides of their body, the user of Black Arcane Arts is able to generate and form their Black energy into four pointed projectiles that are immediately sent into a spinning motion once they are fully formed by the mage. With such minimal effort and energy to conjure up this is the most basic of all attacks that a Black Arcane Arts user can learn by themselves thanks to how simplistic the attack really is. Once the Black Shuriken has been formed right by the side of the user, the Black Arcane Arts mage will simply throw the shurkin and arm in the direction of the target as if they just tossed the shuriken. The Black Shuriken will begin spinning a rapid pace that will allow the Black Shuriken to cut through the air and only improve the speed that it will move in. This speed also allows the Shuriken projectile to cut with it's razor sharp body with even the ability to slice through enemies without remorse, even continuing to cut them in half before dissipating into thin air after much of it's ethernano has been used up to make it spin. The shurikens will always have a target to go two and will continue to strike at the target until they have been used up or dispelled making them even more dangerous to handle as they will relentlessly continue to strike the target until they die. The Black Shuriken projectiles will always have a black trail following behind them will emit dark smoke from their body as if it belonged to Shadow Magic. There is not really a limit to how many shurikens one can summon to their side so a mage using the Black Arcane Arts can literally becoming a machine-gun that shoots continuous rounds of black shurikens at the enemy.
 * Black Fist (ブラックフィスト Burakkufisuto)
 * Unholy Arrow of Malevolent Darkness (悪意のある闇の神聖な矢 Akui no aru yami no shinseina ya)
 * Circles of Hell (地獄の輪 Jigoku no wa) The Circles of Hell is a special Black Arcane Arts spell that lets the user to enter certain modes that allows their body to cast different spells that are unique to these latter modes. With nine in total in the series, only one to two circles can be learned in total as the determination and skill to learn and successfully wield these powers are very rare among the Arcane Magic users. The direct opposite to the Levels of Heaven, the Circles of Hell deliver devastating and destructive effects as to comply with the nature of Black Arcane Arts, with many of the Circles of Hell being notorious and infamous for causing mayhem in the many lands of Yehuda, the land in which Arcane Magics has been known in. The Circles of Hell is considered ancient due to it's past, with some circles having been known to exist by early Black Arcane Arts users during the early years of Yehuda's colonisation, and so have been used by many as a way to try and conquer the land over many periods of time. Though has been considered a taboo to even try and learn these types of spells, only recently has it been labelled as a normality and passable to use the Circles of Hell because of it's use by Alagad Hinangin, a prominent Arcane Magics user who utilises both Black and White Arcane Arts. It seems that the Circles actually depend on the spirit of their user, so depending on who you are and how you live, some circles will be exclusive to you and different to many others. Though people are born with their circles, it still is required to have mass amounts of determination and skill to actually unlock it and enhance and adjust your body to be able to use these terrifying effects. Alagad Hinangin has been able to wield two special Circles of Hell, which are the fifth and ninth circle in which they are meant to sort of represent the circles of Anger and Treachery, both wielded by Alagad with skill and precision.
 * FiveCircleOfHellBAA.jpegFifth Circle (第5サークル Dai 5 sākuru) allows the user to partially turn their skin black which is only just a representation that the Fifth Circle spell is being used. The Fifth Circle spell actually allows the user of the magic spell to become anger itself as their Black Arcane Arts receive a massive boost in power and extra strength that the strikes deliver, helpful against any kind of strong opponent that the user might face themselves with. The Fifth Circle also once mastered and controlled is able to actually overcome and loophole the master effect of Black Arcane Arts which makes users mostly immune to their element that Black Arcane Arts is which is literally anything that is black like how Slayers are to their element, as the spells become powerful enough to deal actual damage against them. It also should be noted that their strength and speed also increase as the hate and anger that they generate will power them up no matter what, which matches the Fifth Circle's origin as being the Circle of Hell that topics Anger. What should be noted of Fifth Circle is that unlike other Circles of Hell which have their own ability and cannot cast other Black Arcane Arts spells, Fifth Circle allows the user to cast any Black Arcane Arts spell they know as it itself has no unique magic ability and spell to it's likes. This means whatever Black Arcane Arts spell that the user knows, they will be able to cast it during this form just at a better standard and level than before thanks to the attributes that are given by the Fifth Circle mode. Physical contact is nearly impossible with Fifth Circle as the black skin that is produced by it's activation acts as a sort of acid that will melt away anything that touches it except magic and all that, showing that the only way to actually strike the user down in this magic form is to use actual magic and not physical fighting such as hand to hand or swords and arrows as they will immediately be melted away. Alagad mainly uses Fifth Circle as this was the first calling or vocation that he received, utilising Fifth Circle to it's ultimate potential and is one of the reasons to why Alagad has become known for his great and immense power that he wields with such skill. For Alagad, half his face primarily the left side, both sides of his torso, streaks going down both his legs and shins covering the whole as well as both lams of his hands being covered are the ones that are covered in this black coating and no other user will ever have the same kind of pattern that Alagad has with his Fifth Circle spell.
 * NineCircleSpell.pngNinth Circle (第九円 Dai kyū-en) The ultimate and last spell in the Circles of Hell series, is only known and mastered by Alagad Hinangin, who on his search for immortality found and unlocked the final spell of the Circles of Hell. The most lethal and corrupt spell that an Arcane Magic user of Black Arcane Arts can cast, the Ninth Circle involves them shrouding their body in pitch black smoke as if it was an aura, to coat themselves with a defensive black mist that will allow any incoming projectile or weapon to simply pass through as he casts the spell. Though it will take a few seconds for the actual and most dangerous effect to come out to play, this black mist body protection addition will be there to protect Alagad as he charges up the spell, protecting him from any interruptions that may follow. As soon as the spell has been charged to cast out its potential, Alagad will simply throw his hands forward in a direction as it sends a black miasma in the form of a shock wave in that general direction, with a diameter of thirty metres and the maximum distance that it can reach from it's caster being that of one hundred metres, making this one of Alagad's ultimate weapons of destruction. In the black miasma of a shockwave, it will appear as a simple transparent wave heading in the direction that it was sent in with black individual particles swimming around. These black particles represent millions of black particles that are actually within the wave and once the wave hits something, these black particles will instantly react. When a target is hit by the shockwave, it will start to instantly disintegrate without hesitation, only allowing targets who are hit a few seconds of regret and parting words before they are left without a trace. Defining targets, targets to the Ninth Circle can mean anything, from anything organic to non organic anything will disintegrate at the want of the Ninth Circle's power. This has been shown that Ninth Circle's abilities have been used to collapse buildings and even wipe out armies close by to Alagad as nothing close can really run away from the weapon of mass destruction. The draw back to Ninth Circle however is that the user can only utilise the power when they are in control of their Black Arcane Arts and if they abuse the power for too long during a battle they will begin to disintegrate themselves as the black mist that was meant to protect them begins to eat their body away. Although it is not as fast as the black particles in the shockwave themselves, the black mist will be a painful alarm to the user that they have been using Ninth Circle for too long and will continue to eat up the user until there is nothing left of them to live with. Once having deactivated Ninth Circle just after having received this painful alarm, the user will always emerge with burned and raw flesh for skin showing that the mist really has eaten away their body and clothes. With the use of his White Arcane Arts, Alagad is able to restore his body's original status and form after being 'decomposed' by the Ninth Circle, loopholing it's effects and continuing to fight, though the amount of times that he can restore his body in a period of time is minimal.
 * BlackTripeClaw.jpegBlack Triple Claw (ブラックトリプルクロー Burakkutoripurukur)
 * Black Lightning (ブラックライトニング Burakkuraitoningu)
 * Virus Gas (ウイルスガス Uirusu gasu)

Magical Prowess
Master Ethernano Manipulation:

Substantial Magic Power:

Second Origin Activation:

Great Magic Knowledge:

Combat Prowess
Master Hand-to-hand Combatant:

Expert Swordsmanship:

Physical Prowess
Immense Durability:

Amazing Agility:

Normal Strength:

Keen Observation:

Sustained Looks:

Immunity to Black and White:

Fast Regenerative Healing:

Trivia

 * }

WIP Character
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Black Arcane Arts
Black Arcane Arts (ブラック・アーケイン・アーツ Burakku ākein āt) otherwise known as Corrupted Mana (コルプテッド マナ koruputeddo mana) is a type of Arcane Magic (妖怪魔法, Yōkai Mahō; lit. "Demon Magic") that originiated from the lands of Yehuda and specialises in the manipulation and generation of black energy, including things such as elements concerning shadows and darkness. The Black Arcane Arts is considered the ultimate Arcane Art to be casting these magics in as it involves several uses to how the user can preform them in battle, acting besides as being a casted magic as a moulding magic which is one of it's more notable capabilities. Compared to it's opposite White Arcane Arts, the Black Arcane Arts has a more violent and destructive nature, which all it's spells and creations are created to do as it acts as the mage's main form of attack, with effects varying among users depending on how skilled they are at the Arcane Art. Being able to manipulate the forces of darkness and anything that is black, the Black Arcane Arts allows full control and influence over the shadows with more notable users of Black Arcane Arts known for using the shadows to strike their victims and can almost be seen as the true source of their power besides other known factors to their strength. Besides the shadows which they can mould and manipulate, just like it's presumed Ishgarian variant Darkness Magic, the Black Arcane Arts also are powered and generated by the negative emotions that are produced by the Arcane mage themselves, involving the use of emotions in their magic capability though not to forget to mention that it is also using one of the more powerful and most used kinds of emotions to the human race. Because of this, the Black Arcane Arts remains as one of the most mysterious yet dangerous kinds of Arcane Magics that a Yehuda mage could learn in their lifetime as the sacrifices that many would have to make since it's an Arcane Magic would soon be worth it once they apply it to the field. The two forms of attack in both Moulding and Caster use can be separated into their own groups, respectively called Black Arcane-Make and Great Mortality.

This kind of magic is very special as it not only needs actual magic energy but emotional energy like said before, as the Black Arcane Arts gets its powers and strengths from negative energy that the caster mage produces and generates within their mind. Being able to use Black Arcane Arts is a special gift indeed, as with just enough skill the Black Arcane Arts user or Warlock/Witch can convert their negative energy into magical energy for their magic supply in order to fuel their magic container, known as the mage's Magic Origin. Speaking in simpler terms, the Black Arcane Arts user can continue to intake and literally generate their own magical energy for their own magic use just as long as they continue to generate negative emotions for it to source from. For Alagad, he is one of the more powerful Arcane magic users as he dual wields both the Black Arcane Arts and the White Arcane Arts, powered by both positive and negative emotions his ability as an Arcane Mage is quite unique. The power of the spells that can be casted by Alagad can also be affected by his emotions alone, not by the magic that is generated from converted emotions by Alagad's raw emotions which he uses to shape his spells. For example, with him being more angry or sad his spells can look more terrifying as the shape and aura they release become more violent or the troops that he creates can look much more deadly and demonic as to match the nature of Black Arcane Arts. As one could tell, Black Arcane Arts is possibly one of the more emotionally affected magics that can also affect how much power it can deal, where users like Alagad can be able to effectively power up their power through different emotions that can be labelled simply as negative or positive.

Half of Alagad's power as a General, Alagad has shown that he can masterfully control the magic without any kind of recoil or flaw to his spells, as he has devoted much of his time and skill to perfecting and mastering Black Arcane Arts after having been taught by his father. When learning Black Arcane Arts, one will have to choose to either spend their time learning Black Arcane-Make or Great Mortality as training to do both can almost seem impossible if left to learn by themselves or through the hard way, making Black Arcane Magic users who have learned both ways pretty hard to find. With this kind of skill and having been able to successfully learn both ways by training in Alakitacia, Alagad doesn't really need to move a muscle when casting his Black Arcane-Make Magic and the limit of beings he can create from it has drastically faded which allows him to make as many soldiers as he wants in place for those within his military. A simple click of the fingers can summon up to five or ten Black Soldiers to his side as everything that is needed for them to attack is all done in just seconds of their creation. His mastery over the Arcane Arts is also seen through the power that they have compared to other users of Black Arcane Arts, as so far Alagad has been the only one that has wielded Black Arcane Arts with so much skill that they can easily over power other people's magic creations. When someone of Alagad's ability has been able to master the Black Arcane Arts, they are free and recognised to access all known abilities that Black Arcane Arts have to offer to whoever learns the mystical magic arts that can prove helpful. One of these advantages is the near immunity to all kinds of Black coloured magics like the latter Shadow Magic and Darkness Magic sort of like how Slayers are immune to their own elements though the thing with Black Arcane Arts masters is that when confronted with more powerful Black spells like Alagad's own 'Dark Judgement, Spherical Purgatory'. With master black spells being the only same element spells that will actually bring damage to the master Black Arcane Arts user, they are still going to be quite the difficult one to combat against.
 * Great Mortality (偉大な死亡率 Idaina shibō-ritsu) is the 'Caster Magic' side of Black Arcane Arts and the magic form that users go to so that they can deliver devastating attacks themselves, which do turn out to be extremely dangerous when wielded by the wrong minded mages. Great Mortality allows the Black Arcane Arts user to generate Black energy in the form of attacks that can bring great harm and destruction to the environment around them, and are focused more on offensive manoeuvres rather than defensive or supportive which can be done in the opposite of Black Arcane Arts: White Arcane Arts. The magic from Great Mortality is attacks and spells that are put to the user's own use who uses them alone, not by their creations who have a programmed mind and use attacks that they can use alone. Great Mortality reflects on how dangerous the spells in it's arsenal can be used and that it reminds them that most of the spells that can be casted by the user will surely end with devastation and casualties when used, making this only those responsible enough to handle and practise this kind of magic. Alagad doesn't use this magic often as most of his tactics and strength come from the numbers of soldiers that he can create with the click of his fingers, but when left without troops to carry out his orders he becomes a weapon of destruction himself. Having mastered both types of the Black Arcane Arts, Alagad wields the powers taught to him with skill and strength, utilising them to their maximum potential when a fight becomes more than something he can handle. Some spells can be brought forth with minimal action and effort only just showing how skilled he is to wield such magic.
 * DarkJudgementSphericalPurgatory.pngDark Judgement, Spherical Purgatory (ダーク・ジャッジメント、球状 Dāku jajjimento, kyūjō) Is a powerful spell that allows the Black Arcane Arts user to generate a huge powerful black orb from just their hands, capable of massive destruction when colliding with a target as due to the nature of the Black Arcane Arts. A spell that was actually formulated by Alagad's father and later improved by his son Alagad, the Dark Judgement, Spherical Purgatory is Alagad's most notable Great Mortality spell that he has in his known arsenal and uses it to take down large numbers of foes or just larger foes in size. One of the many spells that Alagad has to exemplify his own magical power as a General, Dark Judgement takes up mass amounts of magic energy and Black energy produced from Alagad's body, as well as having a unique energy from Alagad's person that makes the Dark Judgement, Spherical Purgatory unique to Alagad and Alagad alone. Sticking his hand out to the side, open with all fingers spread out so that Alagad can have some sort of 'grip' or control over the ball of mass destruction, energy begins to stream from Alagad's hand and out of his palm where it is collected into a pitch black orb, with literally no sign of light present as the darkness of the black that makes up the ball immediately absorbs any light that is shone upon it, as shown by Light spells instantly being sucked into the blackness of the growing ball. It is unknown how large the Dark Judgement, Spherical Purgatory can get but what has been seen so far which is that the ball can get nearly as tall as Alagad himself will be as big as the ball will get. Since it is Black Arcane Arts, Alagad is immune to the effects and destruction that is his Spherical Purgatory and can effortlessly catch and stop the ball with just his bare hands to do the trick, though it's more natural effects such as heavy presence and destructive aura can be used against Alagad if one is able to use it against him somehow. The more the orb gets bigger the more destructive it will get, with it's heavy presence being able to crush and crack earth that is underneath it whenever, leaving a trail of cracked ground and rock underneath when ever thrown at an opponent. What is great about this orb is that it can be manipulated so that different effects can be accomplished just with a simple flick of the wrist if the Black Arcane Arts user wishes to do so. One popular effect is the simple explosion that can be produced by a bland throw at the target without any sort of movement done on the giant black ball, as all that Alagad needs to do is throw the ball right at the target once summoned and moulded forth. Upon impact with a target, the orb will explode with mass amounts of destructive energy that it can leave a gaping crater in the ground if enough magic energy has been pressured into the giant orb. Because of this pent up energy that is ready to blow within the inside, it isn't a surprise to why a simple throw of the orb is all that is needed in order for the Dark Judgement, Spherical Purgatory to blow up the environment and target it is in. Stronger opponents that want to deal with Dark Judgement head on can try their luck with their defences which at this point will decide their fate, of either facing heavy damage to the front as well as internal damage and being thrown god knows how many metres away, or facing the explosion and being disintegrated into nothing once the blast fades away, only to reveal that nothing would have survived it's hunger. Another way that Alagad has been seen using Dark Judgement is simply spinning the orb in a direction whilst still 'holding' onto it before throwing it at a target to face it's might. Instead of a explosion this time, the density of the ball becomes greater and the particles begin rapidly spinning in a direction sort of forming the orb into a kind of drill. Now when colliding with a target, the orb will drill through their enemy until they finally get through and proceed to attack whatever is on the other side of the opponent. This is a good way to take out a row of enemies with a single projectile and to even take out hiding enemies inside buildings as the orbs won't stop until it has run out of energy to make up it's body as the more it drills the smaller it gets. Dark Judgement will destroy anything that gets in it's way indiscriminately and so is a hazard and danger to anyone who comes near it, where they should take extra and the up most precaution when dealing with things like this.
 * BlackShuriken.png Black Shuriken (ブラックシュリッケン Burakkushurikken) By holding their palms out to the sides of their body, the user of Black Arcane Arts is able to generate and form their Black energy into four pointed projectiles that are immediately sent into a spinning motion once they are fully formed by the mage. With such minimal effort and energy to conjure up this is the most basic of all attacks that a Black Arcane Arts user can learn by themselves thanks to how simplistic the attack really is. Once the Black Shuriken has been formed right by the side of the user, the Black Arcane Arts mage will simply throw the shurkin and arm in the direction of the target as if they just tossed the shuriken. The Black Shuriken will begin spinning a rapid pace that will allow the Black Shuriken to cut through the air and only improve the speed that it will move in. This speed also allows the Shuriken projectile to cut with it's razor sharp body with even the ability to slice through enemies without remorse, even continuing to cut them in half before dissipating into thin air after much of it's ethernano has been used up to make it spin. The shurikens will always have a target to go two and will continue to strike at the target until they have been used up or dispelled making them even more dangerous to handle as they will relentlessly continue to strike the target until they die. The Black Shuriken projectiles will always have a black trail following behind them will emit dark smoke from their body as if it belonged to Shadow Magic. There is not really a limit to how many shurikens one can summon to their side so a mage using the Black Arcane Arts can literally becoming a machine-gun that shoots continuous rounds of black shurikens at the enemy.
 * Black Fist (ブラックフィスト Burakkufisuto)
 * Unholy Arrow of Malevolent Darkness (悪意のある闇の神聖な矢 Akui no aru yami no shinseina ya)
 * Circles of Hell (地獄の輪 Jigoku no wa) The Circles of Hell is a special Black Arcane Arts spell that lets the user to enter certain modes that allows their body to cast different spells that are unique to these latter modes. With nine in total in the series, only one to two circles can be learned in total as the determination and skill to learn and successfully wield these powers are very rare among the Arcane Magic users. The direct opposite to the Levels of Heaven, the Circles of Hell deliver devastating and destructive effects as to comply with the nature of Black Arcane Arts, with many of the Circles of Hell being notorious and infamous for causing mayhem in the many lands of Yehuda, the land in which Arcane Magics has been known in. The Circles of Hell is considered ancient due to it's past, with some circles having been known to exist by early Black Arcane Arts users during the early years of Yehuda's colonisation, and so have been used by many as a way to try and conquer the land over many periods of time. Though has been considered a taboo to even try and learn these types of spells, only recently has it been labelled as a normality and passable to use the Circles of Hell because of it's use by Alagad Hinangin, a prominent Arcane Magics user who utilises both Black and White Arcane Arts. It seems that the Circles actually depend on the spirit of their user, so depending on who you are and how you live, some circles will be exclusive to you and different to many others. Though people are born with their circles, it still is required to have mass amounts of determination and skill to actually unlock it and enhance and adjust your body to be able to use these terrifying effects. Alagad Hinangin has been able to wield two special Circles of Hell, which are the fifth and ninth circle in which they are meant to sort of represent the circles of Anger and Treachery, both wielded by Alagad with skill and precision.
 * FiveCircleOfHellBAA.jpegFifth Circle (第5サークル Dai 5 sākuru) allows the user to partially turn their skin black which is only just a representation that the Fifth Circle spell is being used. The Fifth Circle spell actually allows the user of the magic spell to become anger itself as their Black Arcane Arts receive a massive boost in power and extra strength that the strikes deliver, helpful against any kind of strong opponent that the user might face themselves with. The Fifth Circle also once mastered and controlled is able to actually overcome and loophole the master effect of Black Arcane Arts which makes users mostly immune to their element that Black Arcane Arts is which is literally anything that is black like how Slayers are to their element, as the spells become powerful enough to deal actual damage against them. It also should be noted that their strength and speed also increase as the hate and anger that they generate will power them up no matter what, which matches the Fifth Circle's origin as being the Circle of Hell that topics Anger. What should be noted of Fifth Circle is that unlike other Circles of Hell which have their own ability and cannot cast other Black Arcane Arts spells, Fifth Circle allows the user to cast any Black Arcane Arts spell they know as it itself has no unique magic ability and spell to it's likes. This means whatever Black Arcane Arts spell that the user knows, they will be able to cast it during this form just at a better standard and level than before thanks to the attributes that are given by the Fifth Circle mode. Physical contact is nearly impossible with Fifth Circle as the black skin that is produced by it's activation acts as a sort of acid that will melt away anything that touches it except magic and all that, showing that the only way to actually strike the user down in this magic form is to use actual magic and not physical fighting such as hand to hand or swords and arrows as they will immediately be melted away. Alagad mainly uses Fifth Circle as this was the first calling or vocation that he received, utilising Fifth Circle to it's ultimate potential and is one of the reasons to why Alagad has become known for his great and immense power that he wields with such skill. For Alagad, half his face primarily the left side, both sides of his torso, streaks going down both his legs and shins covering the whole as well as both lams of his hands being covered are the ones that are covered in this black coating and no other user will ever have the same kind of pattern that Alagad has with his Fifth Circle spell.
 * NineCircleSpell.pngNinth Circle (第九円 Dai kyū-en) The ultimate and last spell in the Circles of Hell series, is only known and mastered by Alagad Hinangin, who on his search for immortality found and unlocked the final spell of the Circles of Hell. The most lethal and corrupt spell that an Arcane Magic user of Black Arcane Arts can cast, the Ninth Circle involves them shrouding their body in pitch black smoke as if it was an aura, to coat themselves with a defensive black mist that will allow any incoming projectile or weapon to simply pass through as he casts the spell. Though it will take a few seconds for the actual and most dangerous effect to come out to play, this black mist body protection addition will be there to protect Alagad as he charges up the spell, protecting him from any interruptions that may follow. As soon as the spell has been charged to cast out its potential, Alagad will simply throw his hands forward in a direction as it sends a black miasma in the form of a shock wave in that general direction, with a diameter of thirty metres and the maximum distance that it can reach from it's caster being that of one hundred metres, making this one of Alagad's ultimate weapons of destruction. In the black miasma of a shockwave, it will appear as a simple transparent wave heading in the direction that it was sent in with black individual particles swimming around. These black particles represent millions of black particles that are actually within the wave and once the wave hits something, these black particles will instantly react. When a target is hit by the shockwave, it will start to instantly disintegrate without hesitation, only allowing targets who are hit a few seconds of regret and parting words before they are left without a trace. Defining targets, targets to the Ninth Circle can mean anything, from anything organic to non organic anything will disintegrate at the want of the Ninth Circle's power. This has been shown that Ninth Circle's abilities have been used to collapse buildings and even wipe out armies close by to Alagad as nothing close can really run away from the weapon of mass destruction. The draw back to Ninth Circle however is that the user can only utilise the power when they are in control of their Black Arcane Arts and if they abuse the power for too long during a battle they will begin to disintegrate themselves as the black mist that was meant to protect them begins to eat their body away. Although it is not as fast as the black particles in the shockwave themselves, the black mist will be a painful alarm to the user that they have been using Ninth Circle for too long and will continue to eat up the user until there is nothing left of them to live with. Once having deactivated Ninth Circle just after having received this painful alarm, the user will always emerge with burned and raw flesh for skin showing that the mist really has eaten away their body and clothes. With the use of his White Arcane Arts, Alagad is able to restore his body's original status and form after being 'decomposed' by the Ninth Circle, loopholing it's effects and continuing to fight, though the amount of times that he can restore his body in a period of time is minimal.
 * BlackTripeClaw.jpegBlack Triple Claw (ブラックトリプルクロー Burakkutoripurukur)
 * Black Lightning (ブラックライトニング Burakkuraitoningu)
 * Virus Gas (ウイルスガス Uirusu gasu)

White Arcane Arts
White Arcane Arts (ホワイト・アーケイン・アーツ Howaito ākein ātsu)


 * }

WIP Character
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Fausse Déesse

Fausse Déesse (フォーシーウ デシーウ fooshiiu deshiiu) is a female "demon" charged with being the enforcer of Mys under the guidance and law of the Purgatory judge, Multo Hogi who is the only human blooded judge in the whole demon supremacy group Purgatory, where she enforces the laws of Purgatory on the community of demons that have come to Mys in order to live a normal life. Being the right hand woman of Multo Hogi, Fausse is loyal to the aims of Purgatory using her many curses and her natural form to carry out these plans, especially the grand plan that Multo has been devising for many years during his time in Purgatory that suits Fausse's variety of Curse abilities. Fausse is the head enforcer of Mys, and acts a sort of chief of police to Multo's branch of enforcers, keeping the law in the Mystan community of demons that have chosen to retreat to this grand land to live out a normal life. Just like these demons, Fausse originally travelled over to Mys to live her life out where humans are not welcome to and the demons can live as they wished to, but after displaying her tremendous capabilities and worth to the needs of Multo Hogi, found herself hired and promoted by the human spirit leader to highest rank that his enforcers could ever reach to.

She is actually a demon from another realm, not from Earth Land like her fellow species, which can be clearly shown by her natural form which is actually a coloured mist that can form itself into different forms at will, expanding and shrinking even to threaten the enemy by the display of power and strength. Being from another realm, Fausse's original body takes a drastic change from a solid form to a gas form when exposed to the oxygen and ethernano in the atmosphere of Earth Land, becoming much more when in Earth Land but has much more power when returning to her home realm, which she does through the use of a strange device created by the Elder Spirit Kuro. With Kuro being the first person of Earth Land that she has ever met, Kuro has been able to formulate a way for Fausse to acquire the demon speciality of Curse magics, which has involved Fausse connecting her life force to eight crystal lacrimas that give Fausse these Curse magics, with all crystals giving an individual effect. It should be noted that these lacrimas can work cross realm, meaning that Fausse can cast these Curses in Earth Land and in her own home realm, and also the fact that supplying her life force to create these lacrimas means that she has become immortal, deathless in fact that the only way to kill Fausse is to destroy all eight lacrimas, which in turn cut off the connection to the Curse magics and deny her use of these Curses supplied by the designated lacrima crystal.

With her capabilities, Fausse can shape herself into various forms and being a mist entity, Fausse can enter bodies of armour and even other physical sentient beings to take a more physical form as her mist form denies her abilities to physically hit her enemies, as well as use some of her curses which requires physical contact to use. During her mist form Fausse cannot physically touch other things as she is a gas form. To deal with this liability, Multo has created Fausse a physical armoured body for her to manoeuvre around the area in order to gain a more physical identity and shape to deal with hostile units. With one of these suits being her most common used appearance, Fausse also has several other suits in her personal arsenal that supply her with various other physical capabilities that other suit may not, giving Fausse more options to use and not limiting her to very few suits with very few abilities. But Fausse has other types of suits, such as actual human prisoners all with different physical capabilities which Fausse takes voer to use on the field and blend in with the human populace. All her Curse abilities can be casted in any physical body no matter what. With this special ability as a mist, Fausse can choke her enemies simply by moving into the throats of her enemies and staying there whilst the enemy chokes on her mist, slowly and painfully suffocating as Fausse can simply exit without a trace of damage even though there really shouldn't be on a gas body. This has made her into one of the fiercest members of Purgatory's Mystan branch, only to be second by Multo who's power and skill surpasses Fausse's in many ways.

Her reputation in the Mystan community led by Multo is fearsome, with both races of demons and humans fearing her very names, such as Viper (ビパー bipaa) which relates to her curse of having fangs that when bitten into people and connects to their bloodstream, quickly poisons it and slowly kill the targets as the blood slowly solidifies into a sludge substance, clogging up the arteries and killing it's victim. The Governess (ス ゴブルネス su goburunesu) refers to her second ranking in the Mystan branch of Purgatory, being the right hand woman of Multo Hogi and the head enforcer of the law in his community of asylum seeking demons. Phantom of Mys (ファントム オフ ミス fantomu ofu misu) though is her more local name throughout the country, due to her strange appearance as a mist and her partnership with Multo Hogi, who is also referred to as a Ghost thanks to his military experience. The Demon Goat (ス デモン ゴアット (su demon goatto) is a more of an insult to her formed by a few demons that didn't enjoy Fausse, and so the name was spread around the city as a way to refer to Fausse in a more insulting manner than a fearing one, and a name which Fausse enjoys to be called by.

Appearance
Fausse's normal and natural Earth Land appearance is pretty straight forward actually, as it is simply a mist of coloured gas that floats around in place when wanting to, and can create much more particles when wanting to expand or disintegrate some if she wants to shrink down in size, a skill she has come to perfect ever since arriving in Earth Land. It matters not if these particles are swept away however, as Fausse can create new particles to replace them if they are ever blown out of the way, giving her more of an identity as a deathless and un-killable if many do not realise the method to her power. The amazing thing about this as well, is that Fausse can also change the density of her gas form to be extremely dense such as smoke and such to really solidify the colour of her cloud mist, or change into something more lighter which allows light and the brightness to cloak her drifting movement, which fades away colour but also allows her to move around freely without being spotted so easily. With this in mind, there is many specialities that changing the density of her cloud form can do to serve Fausse's missions, with extremely intensifying the density of her cloud to choke enemies, blind them and even take control of body armours and sentient beings, which causes a strange deep black marking almost like a tattoo only to the human body, signifying that Fausse has taken over the person's body. Even though this is the appearance's section I'll just go and say that the only way to block Fausse from taking over one's body is to have a strong skill and capability in the magic art of Telepathy as not even dispelling can force Fausse out of the body of a host victim.

Personality
There is a strong disliking to the human race within Fausse's view, as she has come to see and experience the extreme prejudice many human beings have against the demon races, no matter what the demons do and how they act with the communities. Using the human's fear of demons being more powerful and unnatural, Fausse uses this to her advantage when confronting the human race, forming her body and power to exemplify these fears and savagely decimate the human communities when ever she may feel like it. The human's xenophobia is the main reason to why Fausse had retreated to Purgatory's demon communities, where she would meet Multo and become the head enforcer and his right hand woman, making an exception to Multo's origins with him being a human spirit-infused being. Working with other demons, Fausse sees her demon race as the only beings that she can trust, developing her own prejudice against the humans and planning with Multo several blueprints and schematics for several plans that they may execute in the future for the needs of their faction Purgatory. Fausse isn't afraid to kill any human being she finds, man or woman, elder, adult and even children are not safe from Fausse's xenophobia and will mercilessly slaughter any human she finds without hesitation. It doesn't matter how much human blood flows through someone's veins, Fausse still depicts them as human and will not stop herself from violently attacking them with extreme force, an entrance to a fight that Fausse is known for as she sends out fully powered blasts of Curse magics right towards the enemy. This has made quite the dangerous enemy as those not preparing themselves fast enough can meet a grizzly end by Fausse's hand.

In combat Fausse is very calm and concentrated when fighting her opponents, as she enjoys watching her enemies succumb to wombs and react to Fausse's savage attacks that can leave devastating damage to both their mind and body, two types of attacks that Fausse favours when attacking opponents. Fausse is merciless and will strike down her targets without hesitation in cold blood, enjoying every moment that she spends, savagely tearing her enemies apart with her Curse magics and powerful physical capabilities, and as said before, Fausse will not stop herself from slaughtering man or woman, elders, adults or even children because of her prejudice against the human race. She utilises her Curse magics with skill, and uses them strategically knowing full well on how they work and when to use these special curses that were gifted to her by her unknown associate to the world of Earth Land. When receiving damage to her body, Fausse will always try to hold any reaction within, as to not reveal any weakness, as Fausse is a born warrior, maybe even a barbarian due to her bloodlust and love for violence and death. She is very sadistic, and part of her spare time is capturing humans unfortunate enough to wandering near Multo's community of demons, torturing them by letting them slowly die of blood-loss as controlled amounts of blood are poured out from the veins of her victims, watching and enjoying the gory sight. This has made her into the official executioner of Multo's order, and so is in charge of brutally executing and torturing targets of Multo's aim, which mostly is composed of extracting information through violent methods, a speciality it Fausse.

Fausse is fully capable of being independent and a dependent unit on the field, being able to lead a squadron of her own and issue several commands that can give her troops and upper hand on the battlefield, whilst also being a loyal soldier able to follow commands without hesitation and complete these tasks down to the final detail as to produce the outcome that this plan has been made to create, making it extremely important that these details must be listed properly or she may mess these plans up because of a mistake. Her relationship with Multo however is a relationship that requires few words, as she and Multo know each other very well that they can communicate and issue orders without words but slight signals that both of them are aware to, making their partnership very dangerous as they become a demonic mix of disaster. She is also a born leader, able to choose decisions that are best suited to her capabilities and also the abilities of those following her orders, executing commands that she has quickly formulated in her mind as well as calculate the percentage of an advantageous outcome, still executing orders that may as well seem impossible no matter the circumstances. This makes Fausse a must have troop on the field, as Multo has made Fausse his head enforcer to take care of certain situations on the outside whilst also acting as Multo's personal bodyguard numerous times, especially when going to meet the other judges and enforcers of Purgatory, and especially Iskariot who is the leader of Purgatory. Speaking of Purgatory again, Fausse has great respect for both Iskariot and Multo as they have been able to prove their power over demons, with a human spirit infused being a powerful judge in the ranks of Purgatory and a demon created four hundred years ago from a book by Zeref Dragneel.

Dealing with other demon guilds such as Tartaros and the Thirteen Demon Lords is not a favourite past time for Fausse, as the many demons within these organisations seem to lack a certain aspect that a demon wanting to rule over the world has, an aspect that Fausse sees in most of the demons within the ranks of Purgatory, showing her full respect and loyalty to the demon supremacy order. Demons who are not allied or associated with the alliance that Purgatory has formed with other demon supremacy orders such as free lance demons and independent Etherious that act on their own terms, as these demons are demons that do not wish for a demon ruled world as seen from the eyes of Fausse, who calls these demons lazy and pure waste that are not needed for the advancement of demon kind. These kinds of demons are not safe from Fausse's determination, as she allows herself to kill these kinds of demons without remorse. Those who are fortunate enough to not be killed by Fausse upon her realisation that they are not part of the organisations, are rudely invited to join the alliance no matter which group that the demons may want to, though this would require the demon to display some sort of power that would useful to the plans of the alliance. She does however know her limits to a fight and will retreat if a fight gets too much for her to handle, choosing the quickest way out of a fight even if it means an act of suicide. When fighting, Fausse favours highly populated areas where huge numbers of people surround her enemy, therefore endangering not only her opponent's lives but innocent peoples' lives as well. The danger and death of others excites Fausse very much as she laughs maniacally at the destruction around her, commonly using many innocent people as projectiles and even meat shields when fighting enemies.

Curses
Serpentine Curse Her most popular and utilised Curse, this ability is how Fausse earned her name as the Viper, and can be utilised through any body that Fausse takes over by simply manipulating the body structure and features in order for the pre-requisites of the Curse magic to work for her. As such, the Serpentine Curse gives Fausse powers and magics related to the theme of serpents and snakes, a very dangerous creature when threatened and alarm, something that Fausse always is when she is around her enemies and is one of her strongest and more capable curses, giving more of a variety of powers for her to choose from in order to eliminate her targets. When activating the curse, body parts where the effects are produced glow up, such as activating Vipers's Jaw can cause the mouth piece of the host body that Fausse has taken over will glow faintly signifying that the Curse ability has been activated and will now be ready to preform on the chosen targets. Normally, demons using Serpentine Curse will only be allowed to activate one ability at a time, example as only being able to use Snake Eyes and not any other ability at the time, as switching requires a decent amount of time for the demon to have energy in order to cast once again. However, due to Fausse's great ability and experience with the rare Curse magic, she can not only switch in just split seconds but even use a number of abilities all together to produce a powerful attack with the combined efforts of all powers activated, meaning that Fausse can utilise Viper's Jaw, Snake Eyes and Anaconda's Grip all at the same time. The only downside to using this Curse however, is that the enemy will be able to see which body part the user of Serpentine Curse will be utilising and plan ahead of how to avoid these attacks, but this con of the Curse has been countered by Fausse's extreme capability. Serpentine Curse also allows the user to be totally immune to the effects of acid of any kind as well as diseases and such, as well as the feature of surviving cold temperatures and such.
 * Viper's Jaw An ability utilising the user's mouth and jaw, the demon's mouth will start glowing as several effects created by Viper's Jaw will proceed to be produced when the performance of an attack begins. Like all snakes, if the demon has taken over a sentient body such as a human or even a vulcan, the invader of the victim's body will manipulate the bone structure of the head or through any other method in order for the mouth part of their head to grow two fangs that hide quite well within the mouth of the target. Venom that is majorly used in attacks relying on Viper's Jaw are created by energy, and so can manipulate the particles in the energy to produce several effects when finally let out. The Viper's Jaw attacks are varied in both up close attacks as well as long range attacks, making Viper's Jaw once again a very commonly used activation in the Serpentine Curse, and provide several useful abilities that are extremely useful when used in the right situation, one of these attacks being Acid Spit which can be utilised in both kinds of combats thanks to it's features. Some attacks of Viper's Jaw can also be used in combination with other Viper's Jaw attacks to create deadly moves, one attack being a combination of both Poison Stream and Acid Spit, where the user coats their teeth and their whole mouth in Acid Spit before going in to attack with Poison Stream with their fangs. This kind of attack makes sure that there is always damage if there is contact, as either once the Poison Stream does it's job, or the Acid Spit will immediately burn away surface materials such as the target's skin to leave a very gory and maybe un-healable burn.
 * Poison Stream An attack involving fangs created by the invading entity in this case a demon, Poison Stream includes the user producing an amount of venom within their fangs which is done through small venom sacks that are created with the fangs, and only operation once Viper's Jaw is activated. To begin the attack, the user needs to first of all be able to sink their fangs into the body part of the victim, which is pretty dangerous during combat as the sudden rapid and constant movement going on which makes it pretty hard for one fighter to be able to bite the other. Once the fangs are inserted into the body of the victim, they will proceed to sink in even deeper until coming into contact or coming close to a vein of the enemy, in which case will release a good amount of venom that once the fangs have been pulled out of the victim, the venom can be seen popping out of the wound due to the excess amount. The fangs will automatically do this motion due to a special motion feature within them that senses the movement and stream of blood in the veins, moving in closer to the vein or as close to one so that the venom is able to enter the bloodstream and do it's job, even if it misses the vein as the venom will act as an acidic substance and ever so tiny burn their way to the vein where they will now enter the bloodstream. The venom has a special effect when combining with the blood, as the bloodstream will cause the venom to mix with blood particles and cause portions of the blood to gelatinise and later clog up the veins, arteries and such that it will slowly kill the victim. To add to that as well, the acid within the venom will also burn the target within their bloodstream, causing the target to feel all hot inside as their insides slowly burn from acid of the venom, and with the amount of venom that is injected, may not be quite a good idea to let this kind of pain slide.
 * Acid Spit This attack uses the same kind of venom used in Poison Stream but as one could tell is highly more acidic to the point where it will burn and disintegrate almost anything that the acid substance touches. Not only creating venom sacks within their fangs, there are two sacks of this special type of venom within the gums of the mouth which is where this venom is collected for attacks including Acid Spit. Since the gums of the demon's mouth are immune and well capable of handling acid and venom inside it's mouth, the user of Acid Spit can release a wanted amount of venom into their mouth, making sure that it doesn't fill too much of the mouth or they will not be able to manoeuvre the venom around so easily. When the venom is released it is in the form of a very watery liquid, but when that venom is swirled around a few times it becomes thicker and thicker as the acidity of the venom becomes extremely intense that it can even burn through bone, as the speed that the venom burns it targets also decreases however but only ever so slightly. This attack is very useful for throwing off the enemy as well as breaking down their defences, even melting off their faces if the user of the Serpentine Curse wanted to. Users of Acid Spit can also change how it is shot out, with many different ways on how one could utilise Acid Spit as a long range weapon attack besides the standard single projectile big acid shot. Attacks such as spraying the acid in a direction, therefore covering much more distance and size but at the price of a lighter layer, though this really shouldn't be a problem, as well as the multi acid shot where smaller projectiles of the standard one are shot out at rapid speed in much more numbers than just one projectile.
 * Serpent Hiss An attack involving the vocal cords of the user, the body changes made when the user has taken over the body of their target, the throat and vocal cords of the user immediately strengthen to the point where they will be able to execute this loud and ear piercing shriek that is powerful enough to thoroughly break the eardrums of those who are unfortunate to hear the user's warning of danger. By letting out a scream that can still be heard by the human ear, the scream proceeds to block the enemy's ears as it violently shakes and aims shatters the target's eardrums as it leaves a loud ringing noise as a normal after effect. That attack can also cause the target to go deaf for quite a while as no sound can enter their ears at all, making concentration harder for they will also receive a killing headache which will produce dizziness and uneasiness that will knock the enemy off their balance and leave them extremely vulnerable to the user's next attacks. This attack is also good for knocking down the defences of enemies as it is acts in both ways, with the first way being that what it is used for as to break the enemies' ears, with the other being that they must lower their defences in order to defend their own ears, still leaving them vulnerable to attacks. The scream will continue as long as it is needed for like an air horn but if it goes on for too long then it will certainly die down and grow weaker and weaker until the user has to restart and recharge their voice again for the next round of screaming. The scream also has another feature to it that makes it dangerous, as if enough pressure is applied to the shouting, the sound waves can create a string force that is able to push the enemy backwards.
 * Poison Roar A mimic of the infamous Dragon Slayer Roar, Poison Roar aims to produce and operate as the same thing, except this Poison Roar is slightly weaker, and is not poison at all but is acid, just like the acid used in the Acid Spit attacks. By building up energy within the throat, strong repelling energy builds up as a good amount of venom from the venom sacks within the user's throat continuously release mass amounts of the acidic substance. The use of Acid Spit and Serpent Hiss are very apparent within this attack, as seen by the venom acid produced by Acid Spit, and the throat power provided by Serpent Hiss. With a simple opening of the jaw, the combined powers of the repelling energy that forces out the mass amounts of acid from the venom sacks within the gums are violently shot out at an amazing speed, matching the speed of a legitimate Dragon Slayer Roar. The Poison Roar will start off with a thick amount of acid that will give the roar attack it's punch, as it is capable of knocking down tough opponents thanks to it's strength. But the more the roar goes on for, the less dense the acid will become due to how early the acid is released without enough time to thicken up, turning into a sort of Water Dragon Roar except this time it burns people. A move liked by Fausse, the demon uses this attack to mock the Dragon Slayers of Earth Land and mimic their ways, using Poison Roar to counter incoming Dragon Slayer roars to surprise her enemies. People who step in the middle of Poison Roar will find themselves quickly disintegrating as mass amounts of venom acid coming shooting towards them slowly eating up their body until nothing is left, not even their skeleton. Fausse herself formulated this move after having witnessed numerous Dragon Slayer roars herself and figuring out how to manipulate her Curse magics and abilities in order to execute such a move.
 * Snake Eyes This mode utilises the user's eyes in order to create several effects that are on the theme of sight, which when shown has the user's both eyes' iris glow a faint colour which may be pretty hard to tell depending where the opponent stands and how much movement is being made. Nothing else can be said about Snake Eyes due to how basic the description for it is, but there is on feature that makes the use of Snake Eyes extremely dangerous, matching the lethality of all the other modes of the Serpentine Curse. This ability allows the user of Snake Eyes to temporarily look into the future for only maximum five minutes, which is considered enough time to plan out a defence and counter attack for many who are skilled enough to quickly devise one on the spot. This ability happens naturally and can be used whenever by the user how many times they like, however the consequence for continuously using this deja vu sight is that the user may experience either a temporary blindness, blurry vision, or pass out due to the amount of power to use this ability. With the use of old magics, Fausse has been able to use this ability in partnership with an ability to sense danger, which signals a tingling sensation in the mind which alerts Fausse of impending danger, with her proceeding to use the Snake Eyes ability to find out what will happen and how she will react to such danger. With this kind of ability, Fausse may never be surprised by the enemy attacks and would take a great deal of effort from the opponent to be able to overcome her future sight and strike her when she least expects it, something that may seem pretty hard to do when attacking someone who can look into the future.
 * Night Vision This ability of Snake Eyes does exactly what it says it does, as it allows the user to look into even the most darkest of places with ease as the functions of the eyes temporarily change in order to look clearly into the darkness. This ability is mostly used for navigating as well as sneaking around in dark places to avoid or quickly back stab enemies in the night, instead of using an external light to shine upon the area which allows others to locate the source of that light. Night Vision comes in handy with Purgatory leader Iskariot's special curse which causes darkness to flood the land, allowing Fausse to move around freely as the tables have turned to her favour. As a snake hunts during the cover of night, the darkness of the evening and early morning are Fausse's favourite hunting times when attacking the many human settlements of Ishgar as well as the whole of Earth Land, as well as using different abilities to hunt down humans mercilessly. There is one weakness to Night Vision however, as the ability is only fixated to night time and the darkness of areas it is not recommended when using it during daylight or any other bright light, for if Night Vision is used when looking at light, will intensify and magnify the light which will render the user of Night Vision blind until turning it off, making Light magic it's ultimate weakness. However this is only the consequence of extremely bright lights produced from extremely strong Light magic attacks, weaker lights from weaker attacks and auras can still haze the vision of the Night Vision user but not to the point where they will be blind, instead offering only darker shapes that make out the target and still let the user locate his targets.
 * Concentrated Sight There are two uses to this Snake Eyes ability that are very useful when utilised properly, with one use for skilled snipers as Concentrated Sight allows the user to focus all attacks on a single opponent, blurring out all unwanted units and keeping track of the selected subject. Whilst the other use for Concentrated Sight allow the user to sort of scan the body for weaknesses and strengths as well as the abilities both physical and magical of the user as to gain information about the opponent that they are facing, which for Fausse is extremely useful as she can scan what magics that she will have to be prepared for. With enough experience however, the first use for Concentrated Sight can be extremely enhanced as the targeted subject of Concentrated Sight will begin to glow with an aura that lets the user of Concentrated Sight still see them through solid objects such as walls and containers as the aura outlines their shape. Along with this, Concentrated Sight can also be used on multiple people instead of only one subject which is normally how Concentrated Sight works, but with tonnes of experience and casting with the magic the user can learn how to manipulate it's operation and gain these fantastic enhancements. The aura of this user actually depends on the target, as the more powerful they are the larger their aura is, with them being much more noticeable to Fausse as their aura blazes brightly in her eyes, making locating the target quite easier. The weakness to this ability is weaker mages who have such a weak aura that Fausse will need to rely on the Concentrated Sight's natural ability of blurring out the unwanted targets of Concentrated Sight, but also losing the ability to use their aura to see through walls and such thanks to their magic aura.
 * Hypnotising Glare It should be pretty obvious to what this ability does, as it hypnotises the enemy to do the user's bidding, no matter how impossible it may seem to them as they become mindless zombies following the strict orders of the user of Hypnotising Glare. For this ability to work, Fausse will need to be staring at the eyes of another being, human or not as signals from her eyes are shot forward into the target's, and proceed to make their way to the brain which causes a strange operation that overrides the target's control and sends control over to Fausse, who can order these new subjects with her voice and her voice alone, making them personal minions to Fausse's plots, and acts as a sort of a Curse version of Seith Magic's Figure Eyes that applies to all sentient beings. To avoid this from happening, one must close their eyes and fight Fausse blindly as she can still operate Hypnotising Glare whilst moving and attacking, which is very dangerous if you think about it. The number of beings that Fausse can control with Hypnotising Glare is up to a maximum of three, forcing her to choose wisely on who she can control and not to waste it. Her control over these beings stop once she releases them from her control, the controlled victim is killed, if Fausse is killed or if one is able to concentrate mass amounts of Telepathic energy to unlock the target's mind. When Fausse takes over a person's mind, it is like Fausse hijacking the person's brain and locking them in a cell within their own head, which unfortunately makes them still conscious when under her control and therefore see what actions they do without having the ability to stop themselves from doing it.
 * Stunning Look A little bit more harder to hit with, the Stunning Look attack is able to temporarily stun whoever allows the bright light of Stunning Look into their line of sight, which will immediately send a stunning shock through their body as they become frozen in place for a short period of time, enough time to allow the user to attack. When casting Stunning Look, the user's Snake Eyes begin shining a bright yellow light that release signals within the lightwaves that use the other person's eyes as an entryway into the other person's body and brain. After that, everything happens from then on as the signals travel through the eyes and into the brain where it shocks and paralyses movement of the body by interacting with several components of the brain. Having enough experience with the Serpentine Curse, Fausse has been able to modify the curse spell by adding an extra effect that can be quite deadly once the attack has worked, by making the signals travel not only to the brain but as well as the spine to release a deadly after-shock. This effect takes place after the temporary paralysation of the target's body, in which case the signals located in the spine begin sending powerful shocks that are just enough to shake up the spine without actually killing the target, causing the victim to fall to the ground paralysed and unable to move willingly except this time they fall to the ground and are unable to fight back. Extreme medical work and master healing will be required to fix such problems as this effect won't just disappear naturally. The chance of this added effect happening all depends again on the Telepathic ability of the target, as the only known way to try and stop this spinal attack is to preserve the signals into the brain as it was originally meant to operate, but the original effect always happens nonetheless.
 * Medusa Effect One could call this ability an upgraded version of Stunning Look, as it too paralyses the enemy into place as well as having the light eyes feature that Stunning Look has to itself, though shining a more lime green light instead of a yellowish one, but there is one special ability that these signals do when having entered the target's body, as it uses the brain of the victim to spread it around the body where it turns the target's flesh into rock, actually dooming them in one go if the target is unweary enough to allow the light into their eyes. Currently there is no known way of dispelling the Medusa Effect once a target has been turned into stone, but one hypothesis of the cure is to in-fact kill the user of the Medusa Effect which could revert the magic placed on the stone target and bring them back to normal. The outcome of turning into stone is extremely unfortunate as it not only freezes the target up allowing them to open up to any attack coming their way, but the stone that their flesh turns into his not as durable as one would think and can be easily cut down with a single punch if one is not too careful when fighting around these stone beings. The people who have been turned into stone are still alive but with their flesh turned into stone, they are a standing coffin as their insides are still flesh and blood stuff so their organs may still operate as they did before. Strangely, the targets of the Medusa Effect do not die of hunger and thirst and are still able to scream as their vocal chords are still operational, which gives Fausse's 'Screaming Halls' the vibe that it needs, as the screams of hundred year old stone mummies scream for help as they await the demise of Fausse.
 * Lying Eyes An illusion spell, Fausse's eyes do not shine like the last two spells but in-fact glow faintly with a whitish-yellow tinge to the light coming from her eyes, as she immediately scans the targets brain for memories and such to locate other beings that have taken a strong impact on their life, usually choosing the more emotional ones such as fallen relatives and extremely hated archenemies as these have the most effect on the victim's mind. This is done by quickly sending extremely fast signals from her eyes that do not need bright light to be carried across the room into the other's mind as these signals just need to be released into the world and will find their own way to the target and into their mind, as their internal programming give them strict instructions on what to give. The information collected by the signals then leave the target and travel back to Fausse as the intel is then uploaded into Fausse's brain for her to study. Now, one should keep in mind that this spell is not for reading minds and memories as the brain signals only carry images as they are not programmed to carry information other than basic information of an important person and their full body image. Now, the signals have also made an ethereal connection between Fausse's mind and the target's mind, allowing the spell to take more of an effect and is where the illusion begins, for as long a Lying Eyes is activated when Fausse's eyes glow that whitish-yellow, the target will only see their emotional target in their place, for example one may see their own mother in Fausse's place. Victims of Lying Eyes have described the feeling of a calm and vibrant aura surrounding their chosen loved one, making them feel safe and such with others revealing a sinister and frightening aura around their most hated one, making them feel scared and weak, with both feelings making the target vulnerable to Fausse's attack. The downsides to using Lying Eyes is that Fausse cannot fight during this illusion, and those that have witnessed Fausse begin fighting with Lying Eyes say that the chosen image for them explodes in black smoke as Fausse emerges and strikes them down as they wake up from their mind trick. This can only work on one target as well as tricking an entire army is impossible for one demon to do alone.
 * Anaconda's Grip Now this mode of the Serpentine Curse mainly focuses on the use of the arms of the user even though snakes do not have hands or even arms for that matter, but most humans do not have tails either so as a substitute will use the arms as the representation of the snake's fierce strength. When activated, Anaconda's Grip will cause the arms to glow up like expected and greatly enhance the strength of the user no matter how big or small the body is, as Anaconda's Grip automatically makes the host body extremely strong. For Anaconda's Grip to be activated, the host body will need to have arms, so creatures such as wyverns, birds or robot bodies that do not have any programmed arm limbs will not allow Anaconda's Grip to be utilised, but thankfully many strong human mages across the world do have arms and so become a target for Fausse whenever she may feel like fighting things with Anaconda's Grip activated. Anaconda's Grip is the second most body changing mode there is that the Serpentine Curse has to offer, as the muscles within the arms become extremely intense to the point where they excel some of the strongest men in the whole of Earth Land but depending on the shape of the hands of the host body, Fausse will modify the body's hands to have claws such as sharpening the points of the fingers to become razor sharp or even doing the same to robotic fingers as they become like sharp knives. This also gives Fausse the ability to slice through enemies with her bare hands and is special to the Anaconda's Grip spell Poison Claw which does certainly involve the use of the newly formed claws that the host body now has. This body modification can be quickly reverted to the original shape and design all just will Fausse deactivating Anaconda's Grip.
 * Serpent Blast A pretty basic attack, the Serpent Blast ability of the Anaconda's Grip mode
 * Poison Claw
 * Air Whip
 * Lizard Scales
 * Camouflage
 * Snake Pit


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Magic Descriptions
Illusion Magic (幻魔法 Maboroshi Mahō) is a Caster Magic that several mages ustelise to trick and deceive other mages with imagery that can distract and scare other mages around them, making it useful for stealthier and more playful mages who like to play around with the gullibility of others. A form of Magic that revolves around the use of illusions, allowing the caster to create illusions that deceive even respectable Mages of the Ten Wizard Saints and Magic Council Captains. The user can also determine who sees and hears the illusions and who doesn't. The Magic has quite a large range, as seen when Ivan Dreyar was able to trick the entirety of the Grand Magic Games audience into seeing a false fight between him and Laxus Dreyar, as well as hide him and the other Raven Tail Mages. These illusions don't seem that they can cause any harm and are simply for display and effect such as when Mavis brings up illusions of an army of Tenrou soldiers to scare off some Blue Skull guild members away. These illusions however are not capable to interacting with the real world except for some and are mostly ethereal when one comes to come and try getting into physical contact with one of these illusions. It also shows that a being made out of Illusion magic can survive for longer than it needs to be, though these illusions would appear to the caster themselves until they come to realise and accept that the image is only an illusion, where at that point it becomes visible to the people around them. This is shown through the illusion of Zera made up by Mavis, who soon comes to accept the fact that it isn't the real one and finally appears to the young Yuri Dreyar who was with Mavis at the time.
 * Thought Projection (思念体 Shinentai) is a Caster Magic and a sub-magic to Illusion Magic that allows the users of Thought Projection to create an identical fake body of the caster which is accomplished by the mage splitting their magic supply in half in order to create this identical illusion, that although cannot interact with human beings can still have the ability to pick up physical things. These thought projections can travel miles away from their creator which is shown by the distance between Jellal Fernandes and his illusion Seigrain where Jellal was in the Tower of Heaven whilst Seigrain was able to appear at the Magic Council's headquarters. Thought Projection can be done to make several copies of the user however one would need a great amount of magic power and energy in order to achieve such a powerful tasks due to creating more copies of the illusion. Once Thought Projection has reunited with the caster of the magic they will join up together to replenish and restore the magic energy lost during that creation, as the mage has returned back to normal and is good to go to do another magic. Thought Projection also has the ability to gain information that it collects away from the caster of the magic, allowing them to scout and collect any valuable piece of intel for the caster so that it keeps the user of the magic safe incase he might accidentally get attacked where the Thought Projection travels to. The information that Thought Projection collects is given to the caster once the illusion is reunited with it's creator, allowing the user to check the information that the projection has collected in order for them to use later on, making use of the thought projection as more of a scout or an inside-man.