Enchantment (Per)

Enchantment (, Enchāntomento lit. Magic Transference) is a core skill of Magic which is practiced across all of, and is described as the skill of "bestowing and affixing one's Magic" (自分の魔法お与えと移設, jibun no mahō o atae to isetsu) by manipulating the composition and structure of molecules, which are an electrically neutral group of two or more atoms held together by chemical bonds that compose the entirety of existence, granting the user the ability to manipulate the molecules of all matter and energy. In summation, it can be considered the core discipline of Magic that inevitably gave rise to Elemental Magic and associated classifications. While antiquated by modern day Mages who specialize in offshoots of the discipline, those who become capable of performing Enchantment on "all things" (万物, banbutsu) are touted as "High Enchanters" (高魔人, Kō Majin) and individuals of peerless skill within Magic.

Description
Effectively, Enchantment functions by the caster focusing the magical energies dwelling within their frame intently – unlike regular magics, where the caster then projects the arcane energies outwards and initiates the fusion of magical power and eternano which is ambient within the atmosphere, Enchantment results in the user to only release the influence that their magical energy would have by pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, which are an electrically neutral group of two or more atoms held together by chemical bonds that compose all sorts of structures, allowing the caster to change the molecular structure of anything which is inorganic in accordance to their thoughts by changing the molecular bonds.

The results of this grant a user of Enchantment the ability to imbue their own energies within each and every aspect that's known to reside within Earth Land, allowing the wielder to change every atom that composes matter which the world is made up of into that of their own energy and from there, have their supernatural energies take upon the properties of other forms of matter, granting the user the ability to produce a variety of effects – doing so has the user's spells of all kinds accompanied by composition alteration; effectively, when exerted to its fullest extent, this magic grants the wielder the ability to casually manipulate the present state of various landscapes, climates, and the very earth itself on a whim. But more than that, due to it's activation mechanics, Enchantment allows the wielder to manipulate the molecules of all matter and energy, whether it's superimposing their own energies upon the world, changing molecules, absorbing them, and many more. Stronger wielders of Enchantment, such as the, are capable of affecting the terra firma of the world, allowing them to modify the landscape and climate in any way that they deem to be appropriate at the time in a similar manner to Terrain Effect Magic, manipulating natural phenomena within the area where the caster surged their magical energies. While the scope and range of what the area-of-effect of the magic has yet to be determined, it's known that with Enchantment, the wielder is capable of conjuring things entirely from thought alone just by manipulating and arranging the structure of the molecules which are saturated throughout the entire of existence.

Generally, Enchantment can be considered an extremely versatile magic which functions in a similar manner to that of the Lost Magic which is referred to as Arc of Embodiment, as it mainly runs off of the caster's thoughts, feelings, and more importantly, their imagination; as long as they can perceive something happening as an end result of enchanting something, it is within the scope of the caster's power, effectively resulting in an incredibly wide variety of effects. For example, as Enchantment seems to work off of the caster's mental commands, the power is able to mimic various magics such as Elemental Magic and induce effects upon the world similar to their corresponding magics without those arcane powers taking up a spot in their Magic Origin's capacity, as more is explained below – an example of this is superimposing their released magical energies over a certain area in the atmosphere in order to change the oxygen in the air into an enormous roaring orb of white-hot flame in an imitation of Fire Magic, with the smouldering sphere of fire burning anything that it comes into contact with, or having these flames spread over the target. Not only this, with Enchantment, the caster is able to transfix their magical energies within anything, including various objects and people – another example of this is the using Enchantment to inscribe her arcane might into a pair of swords, one white and one black, allowing Irene to induce an effect similar to the Black Arts known as Living Magic, enchanting the swords into human beings and giving them a lifelike appearance as well as their own personality settings, resulting in the blades of black white becoming  and  respectively. Going further, this also allows the user to enchant and thus reinforce their own body, granting them the ability of flight by making their body as light as feather, and it can also be used to increase their physical parameters.

Supplementary Abilities

 * ElementalFivePer.jpgElemental Five (, Erementaru Faibu lit. Five Elements Molecule Shifting Magic Transference): Elemental Five is a special application of Enchantment which could be considered a "spell" of sorts that grants the user of the magic the ability to transfix their magical energies upon anything and from there, through the correct chemical reactions, create the classical elements, which are the rudimentary, simplest or essential parts/principles of which nature consists and were proposed to explain the nature and complexity of all matter in terms of simpler substances. When inducing the Elemental Five, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, allowing the caster to alter them. In the case of the Elemental Five, the caster takes into consideration various chemical elements, which are a species of atoms having the same number of protons in their atomic nuclei that compose the majority of the plane of existence that are strewn about the vicinity. Through the inducement of numerous chemical reactions by using the projected arcane energy to influence the chemical elements scattered throughout the vicinity in accordance to the caster's mental commands, a user of Enchantment is able to transmute the molecules and nearby chemical elements into the natural elemental forces, each representing one of the four fundamental states of matter, with fire representing plasma, water representing liquid, earth representing solid, and air representing gas- even further, these four elements have Magic representation in Fire Magic, Water Magic, Earth Magic, and Wind Magic/Air Magic respectively. This allows a user of Enchantment to harness the power of the corresponding magics without taking up a slot in their Magic Origin's capacity, but generally, even a skilled user of Enchantment can only use one as their major power – however, a master such as may be able to use other elemental energies at a higher level. As one would assume, "Elemental Five" refers to "five elements" obviously, but so far, there has been no mention of a fifth – there is a reason for such, with what constitutes a "fifth element" depending on the user's interpretation thereof. For example, while subscribing to the Wu Xing system of elements, which are the five types of chi dominating at different times, the fifth element is considered to be metal, but by following the Ancient Greece theory of the five elements, said element is aether. This means that what counts as a "fifth element" is all up to the user, allowing for incredible variability. To keep explaining, not only can a user of Enchantment use the Elemental Five to manipulate fire, water, earth, air, and any other element of their choice, any extensions thereof which result in a phase transition or an outside source affecting the element, such as water changing it's phase into that of ice and it's corresponding Ice Magic, are capable of being generated by replicating the necessary factors for formation through Enchantment. Just like the regular Elemental Magic, a user of the Elemental Five is able to project varying waves of elemental energy from their body; such energy can take the form of concentrated blasts, concussive explosions, waves of force or self-perpetuating beams. These beams can come from anywhere and be used or directed in a large numbers of ways depending on the character whether it's defensive or offensive – a user of the Elemental Five is capable of using Shape Transformation on the element manifested as to forge it in the shape of constructs, which can be utilized in various manners in a similar manner to Molding Magic.
 * Enchanted Arms (, Enchanteddo Āmuzu lit. Magic Transference Weaponry Accompanying Spell): Enchanted Arms is a special application of Enchantment which could be considered a "spell" of sorts that allows the user to imbue various properties into anything that could be classified as a weapon or protective gear, bestowing any effect that a generated effect would induce upon them alongside their already incredible powers, stacking powers frequently to give the user more options in regards to fighting in the heat of combat. When inducing Enchanted Arms, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, allowing the caster to alter them; but in the case of Enchanted Arms, the user alters the molecular structures of anything that could be considered to serve some use in battle such as weaponry of all kinds and armour, both offensively, defensively, and in a supplementary manner. Thus, Enchanted Arms can be said to be similar to a type of buffing spell often seen in some role playing video games which temporarily imbues the user's weapon with magic, letting them deal out elemental damage or cause all kinds of status effects with their attacks. This entire process produces an effect which is similar to Spellblade, and yet it is not considered a Combination Spell due to the effects simply activating in the way that were made for by being applied along the weapons – rather, it can be said it's own unique beast, and for this, it has it's own subsection – Enchanted Arms. Through thought alone, the caster can engrave a multitude of effects upon their equipped armament in the blink of an eye, instantly imbuing them with effects that the caster decides to be fitting in accordance to the current situation. By infusing the various elemental reactions into their weaponry, they can produce a variety of effects; typically, a user harnesses Enchantment to increase the sharpness and power of their equipped weapon to the point that they can cleave any type of opposing spell in twain and block strikes from the most powerful of fighters, but they can also mix up their attacking methods a bit more than that to confound their adversaries. For example, when merging fire into a sword, the blade will catch alight, granting it the ability to burn through anything that it comes into contact with the intensity of the flames able to distract anyone that happens to gaze upon them; another instance of this is the user encasing their weapon in ice, freezing anything upon touch while granting it extra defensive capabilities; also imbuing water into the armament transforms the main attacking point of the equipped weapon into water, allowing it to expand and contract near-instantly – this can also extend to display various other effects, such as generating barriers with every swing of the caster's equipped tool or reducing/increasing the gravity of anything that the weaponry comes into contact with. Since a user of Enchantment possesses the ability to invoke almost any type of supernatural effect with the skill's power, Enchanted Arms possesses almost limitless potency in battle, allowing a user of Enchantment to be prepared for almost any situation.
 * Reaction Force (, Riakushon Fōsu lit. Atom Reaction Annihilating Magic Transference): Reaction Force is a special application of Enchantment which could be considered a "spell" of sorts that grants the user of the magic the ability to transfix their magical energies upon anything and from there, manipulate the atomic particles of nuclear radiation and induce a nuclear reaction, which is a process involving a nucleus of molecules/eternano or more than one nucleus. From here, the caster can activate a triad of reactions, specifically nuclear fusion, where two or more molecules/eternano particles collide, creating new and different particles, nuclear fission, which smashes molecules/eternano nucleus into pieces, and radioactive decay, with an molecules/eternano nucleus spitting something out, which modifies itself into a different kind of nucleus. When initiating Reaction Force, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, allowing the caster to alter them – with Reaction Force, through transfixing and altering energies, the caster induces a series of reactions within the nucleus of the particles, inducing a process where the user forces the particles to collide violently, forging a single heavy nucleus from molecules and eternano from lighter nuclei from the same particle in what is referred to as a "nuclear reaction", releasing a truly tremendous amount of energy- additionally, the nucleus brought into the world by the nuclear fusion is heavier than either of the originating nuclei, but it is nowhere near as heavy as the combination of the original masses of the original nuclei/atoms; instead, the mass that the heavy nucleus was deprived of through its generation is converted into large amounts of energy- this entire process and activation of Reaction Force follows the E = mc2 equation of renowned scientist Albert Einstein, who created the first atomic bomb. Despite the seeming complexity behind it, the process of activating Reaction Force takes no more than a split second as per any other type of magic, making it quite effective in terms of casting-time. From here, the caster has three activation methods, each with their own powers and the like. All three aspects of Reaction Force; nuclear fusion, radioactive decay, and the nuclear fission are capable of being released at any speed that the caster sees as suitable to the current situation, allowing the user to induce a variety of effects other than "blow the hell out of something with overkill". Reaction Force means that the caster is capable of manipulating the particles at the same temperature as the highest heating power in the natural world, the sun- the user is also able to bring forth the same gravitational attraction that's associated with the same celestial body; interestingly, the caster, instead of the eternano in the atmosphere, is capable of using hydrogen as fuel to make the three reactions occur. All three reactionary processes transmit parts of the immeasurable amount of energy released by the power of Enchantment in the form of excess particles and waves through any medium imaginable- this is referred to as radiation (放射, Hōsha); this radiation induces the ionization of eternano and molecules alike, breaking apart chemical bonds in the blink of an eye while causing radiation poisoning in living beings. However, a major weakness to this form of Enchantment is that the caster is incapable of creating these energies for a theoretically infinite duration as eventually, they would run out of fusion material- that is, they are required to obtain the eternano and magical energies which are harnessed in the fusion process like normal magic, but the caster cannot use their own magical energies as a participant in the inducement of the three reactions, instead having to rely on energies strewn about in the atmosphere. Additionally, a caster is not immune to their own spells unleashed with Radiation Force, and as such, would have to defend themselves in any way deemed feasible, and as such, it is a necessity that the user would have to unleash the might of Reaction Force very carefully, as even a powerful defensive spell can only protect the caster from the edges of a nuclear explosion.
 * Nuclear Fusion (核融合, Kakuyūgō): The first of the processes of Reaction Force, the process of inducing nuclear fusion upon the ambient supernatural particles suspended in the vicinity is said to perfectly mimic the same process that happens in the middle of celestial objects, particularly stars such as the Sun, hydrogen atoms undergo a fusion to create helium, releasing a vast quantity of energy that powers the heat and light of the star and heavy elements have a difficult time joining than the lighter ones; Reaction Force replicates this phenomena, only custom-tailored for synergy with eternano and magical energy, or, as going by Enchantment, any molecules in the vicinity. While normally, outside of space, it is quite difficult to activate nuclear fusion reactions that release much more energy than what is needed to start the initial reaction, thanks to the caster's mastery over their own magical energies and knowledge of all of supernatural particles, it is rather effortlessly achieved in a split-second, treating such a powerful phenomena as something that could happen in a regular day. The caster casually induces nuclear fusion with eternano and magical energy as well as molecules, releasing huge amounts of heat and radiant energy that they are capable of shaping in any way that they deem suitable.
 * Nuclear Fission (核分裂, Kanbunretsu): With the second of the processes of Reaction Force, the caster is capable of inducing nuclear fission, which is a reactionary process in which a single, unstable nucleus of eternano splits into lighter nuclei –more often than not simply two- in a spontaneous radioactive process or after capturing a particle- the process of nuclear fission was discovered by the nuclear chemist Otto Hahn and his assistant. The process of a nucleus of eternano and molecules splitting into smaller nuclei gives off large amounts of energy, covering a vast area. When the nucleus of particles shatters to pieces, it releases a lot of energy and that additionally releases even more particles- if they hit other particles in the atmosphere, they will induce nuclear fission on those particles for a theoretically infinite duration in a process referred to as nuclear chain-reaction, unleashing positively enormous amounts of energy in the blink of an eye. In terms of practicality, nuclear fusion is different from nuclear fission, with key advantages such as having criticality accidents not occur, and not releasing products as radioactive waste; however, nuclear fission is known to have a greater area-of-effect as well as power scale when applied to eternano.
 * Radioactive Decay (放射性崩壊, Hōshaseihōkai): Finally, the third process of Reaction Force that the caster is capable of inducing is that of the highly exothermic process known as radioactive decay, in which an eternano nucleus spits something out, changing itself into a different kind of nucleus; changing an eternano particle or molecules that has higher energy stored inside of its nucleus into another eternano particle whose nucleus possesses lower energy- the change of energy of the nucleus is given to the particles which are immediately made manifest. The high-energy packet of energy released by the inducement of radioactive decay is carried away, with the entire mechanical process producing intense amounts of heat in addition to ionizing radiation and can cause radiation poisoning.

Basic Spells

 * Dusky Pulse (, Dasukī Parusu lit. Blasting of the Pulsing Gray Bullet Wave): Dusky Pulse is an exceedingly barebones Enchantment spell that's the very first "spell" that many users of the art learn; it allows the caster to unleash a decently powered and small-to-medium sized sphere of molecular energies towards their target - it can be said to be a modified version of the uncategorized spell known as Magic Ball, only attuned to the power of Enchantment. In any case, when performing Dusky Pulse, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Dusky Pulse, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, changing into an ashen texture in accordance to the caster's own magical energy, condensing these energies upon one of their palms. From here, the user of Enchantment adds more magical energy into the equation, rapidly exciting the energies - both supernatural and molecular- so that they experience an increase in density and multiply continuously, using their magical energy to spin the compressed energies in numerous directions at once while increasing the output of their magical energy, before completing the final step, which is the merging of the previous two steps to contain the magical energy and eternano and shape it into a miniature sphere of grey energy. Now that the activation sequence is complete, the caster is capable of launching the Dusky Pulse at the enemy by pointing at them with their index finger, releasing the grey sphere of energy focused upon their finger at high speeds; though, like most spells, the desired target must be within the user's field of vision so they can aim at them. Upon the firing of the Dusky Pulse from the user's finger, it's spherical form transmogrifies into a ring-shaped pulse of grey energy as it travels through the air at high speeds- because it is rather small, only those with keen eyes or those who possess the ability to utilize Sensory Magic will likely keep their sights on the projectile. The Dusky Pulse is capable of being fired at a rapid pace with a similar rate-of-fire to that of a machinegun and in groups of three, and it packs roughly the destructive power of an actual pistol bullet. The moment that the Dusky Pulse begins its flight towards the target, it also completes its motion, resulting in an attack that possesses priority over all other sorts of projectiles, whether they hold their basis in Elemental Magic or not. The attack seems to strike the target multiple times simultaneously, creating a number of surreal, delayed shockwaves upon contact with the foe –each shockwave hits a split second after the previous one lands-, and it is capable of blasting into the user's opponent with enough force to send them a few meters back, even pulverizing solid rock and whatever else gets in the way of Dusky Pulse and the user's target. Despite its seeming impressive nature due to its moderate power and immense speed, Dusky Pulse is known for one glaring weakness- due to the velocity at which the shockwave of molecular energy travels at once launched, a caster is incapable of altering its trajectory in any way that they wish, effectively resulting in this spell only serving the purpose of something that would display its full potential as a quick hit-type attack or a spell which is utilized in order to give the caster some breathing room, broadening the distance between the magician who unleashed the spell and their target if they close in all-too-quickly, making it rather useful and versatile in the long run.
 * Flare (, Furea lit. Atomic Fire Wave High-Speed Cannon): Flare is an exceedingly barebones Enchantment spell that's a variant of Dusky Pulse as released through the Reaction Force method, allowing the caster to strike the enemy with a (relatively) concentrated nuclear blast that deals non-elemental magic damage which ignores defense and evasion. When performing Flare, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Flare, the caster mentally molds the molecules and particles affected by Enchantment into a semi-large sphere of pulsating azurite before their figure approximately a single meter in front of the caster's body. Upon the formation of the orb of magical particles, the caster then strikes the sphere with their fist through a punch, inducing nuclear fusion through Reaction Force by forcing the masses of particles to collide violently, creating newer and heavier eternano nucleuses as the lost masses from the heavy particles' previous form is changed into enormous quantities of energy that the caster mentally directs forward in the form of a concentrated, fiery shaped neon-blue beam of magical energy that is commonly mistaken for the release of high amounts of flame as per a spell akin to . This neon-blue beam of energy quickly spirals outwards upon release, producing intense amounts of heat and energy that does not result in an explosion, instead being a contained release of energy which fully exposes the enemy to the source of the blast. Upon contact with the enemy, the energies which compose the Flare spell collapse in on itself as they expand outwards rapidly towards the opponent with astounding destructive power. The trajectory of Flare can be altered, allowing the user to strike more than one opponent and the whiplash of the attack can be quite huge, usually blowing apart anything behind the caster at the time of attack. Not only this, attack has a delayed effect if the initial blast should fail, wherein the target will be blasted by residual effects left over by the beam. The caster is capable of modifying the intensity of the Flare attack, ranging from a stream of superheated vapour to a more standard "ki attack" beam that possesses explosive and kinetic properties.
 * Megaflare (, Megafurea lit. Atomic Fire Wave High-Speed Cannon – Spiral Ray Formation): Megaflare is a more powerful iteration of the regular Flare spell- as a contrast to the normal Flare power, Megaflare allows the user to strike the enemy with a scarlet nuclear blast wrapped in a deeper crimson spiral that deals non-elemental magic damage which ignores defense and evasion. When performing Megaflare, just like the normal Flare and the rest of Enchantment, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, mentally molding the eternano particles and molecules, compressing and condensing them into a semi-large sphere of pulsating azurite before their figure approximately a single meter in front of the caster's body. Upon the formation of the orb of magical particles, the caster then strikes the sphere with their fist through a punch, inducing nuclear fusion by forcing the masses of eternano particles to collide violently, creating newer and heavier eternano nucleuses as the lost masses from the heavy particles' previous form is changed into enormous quantities of energy that the caster mentally directs forward in the form of two energy beams in reddish textures- one is a burning scarlet ray of magical energy that moves straightforwardly, and the other is a deeper crimson beam that coils around it in a constant spiralling motion, giving off the visage of being similar to that of a screw. This red two-score beam of energy quickly spirals outwards upon release, producing intense amounts of heat and energy that does not result in an explosion, instead being a contained release of energy which fully exposes the enemy to the source of the blast; though thanks to taking upon the appearance of a screw of sorts, Megaflare is capable of piercing through anything and everything in its way, grinding and tearing straight through all that could be considered an obstruction like a drill eating away at bedrock, as it moves faster than the eye can see. Megaflare, when compared to its previous form, possesses incredible range, amazing power and pin-point accuracy, and it is easily capable of destroying several buildings in a single strike; reducing an entire desert to naught but a long-spanning sheet of molten glass; at full power, Megaflare can completely eradicate an island, imprinting a giant crater into the ocean.

Odette's Spells

 * Mauvette Roar (, Mōbetto Roa lit. Conviction of the Hereditary Purple Garden Roar): Mauvette Roar is an Enchantment spell that is exclusive to Odette Uzvara which allows the caster to launch a concentrated stream of purple arcane energy towards the opponent, the properties of which are affected by whatever the spell passes while in motion. In any case, when performing Mauvette Roar, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Mauvette Roar, the caster transfixes their arcane energies upon a medium-sized area, before drawing back towards themselves – while in the process of doing so, the energies take the form of a cloud of pure power, changing into a violet texture in accordance to the caster's own magical energy. From here, the caster cusps their hands together while still keeping their hands open, their fingers in a clawed position as they throw their hands to their sides. From here, the caster focuses the cloud of purple energy as to force it to converge at a single point between the user's hands, causing the cloud to take the form of a distinct pattern, which is particularly elongated and extravagant in appearance, almost resembling a Magic Seal; and the energy affected by the prior Enchantment is quickly condensed within the atmosphere, working in conjunction with eternano that is ambient throughout the vicinity to compress upon the glyph within the caster's hands, with the glyph transmogrifying into a serial of Magic Seals in the shape of circles and squares not unlike that of . With a single command, the caster projects the energies affected by Enchantment outwards using the collection of sigils as a medium, causing a beam of concentrated purple energy to pass through the numerous Magic Seals – upon reaching the final seal, the beam comes into its own in the form of a blinding light which is then launched towards the caster's target at incredible speed and force, with the blast carrying enough energy to melt anything it comes in contact with, seriously damaging anything with even a glancing hit while annihilating any and every form of defense, crossing the distance of three hundred kilometers in the blink of an eye – anything that the blast of violet comes into contact with has its composition altered into something else, such as forcing numerous spikes of earth to erupt from the ground as the attack flies by and stirring up gale-force hurricanes. With the assistance of another Enchantment spell referred to as Escalation Install, Mauvette Roar can take upon various alternate properties depending on the types of energy absorbed prior – for example, if Escalation Install had been used to halve a powerful Fire Magic spell and give its power to the caster, the resultant spell would annihilate anything it touches through intense flames capable of incinerating the caster's targets.
 * Navy Pressure (, Neibī Puresshā lit. Overrunning of the Deep Blue Pressure): Navy Pressure is an Enchantment spell that is exclusive to Odette Uzvara which allows the caster to manifest a large foot or fist composed entirely of deep blue energies that crushes anything in its path and can be projected in any direction that the caster wishes. In any case, when performing Navy Pressure, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Navy Pressure, the caster then concentrates upon numerous areas that they have installed the power of Enchantment upon, manipulating the molecular structure of these strategic points and drawing the particles back towards the user themselves, before converging these fragments of matter at a singular point – within the skies, while the caster projects their Magic Seal at the spot of compression, resulting in a circular glyph of magical energy being projected that begins to whirl about at steadily increasing speeds. In accordance with the caster's thoughts and feelings, the sigil suspended within the air instantly gathers and condenses energies of all kinds using Enchantment's natural properties as the caster focuses more magical energy into the formation of their magic seal while envisioning the extremity which they wish to generate, at which point, the user can manifest either an entire leg or arm composed solely of energy with a gnarly-looking azure composition and numerous red thorn entangled around their length, the extremities being released from the glyph before anyone can take appropriate actions, allowing the projected appendage to crush the foe. Unlike most Enchantment spells, Navy Pressure can be unleashed from any direction that the caster deems to be suitable, with the orientation of the spell's release depending on what properties it will take upon. When projecting Navy Pressure forwards, the caster summons a gigantic fist for an enormous sweeping punch that has incredible horizontal range, pulverizing anything in its path. When projecting Navy Pressure upwards, the caster manifests the same gigantic knuckle for an enormous uppercut that's visualized as the user transfixing their Magic Seal upon a solid surface before the fist shoots upwards like a rising geyser. This version of Navy Pressure hits directly in front of the user while also striking anything that's airborne at the time, and it is capable of defeating a fairly powerful opponent rather easily. When projecting Navy Pressure downwards, the caster stomps the floor with their foot while summoning a gigantic leg, which stomps downward as well – the user's own stomping motion can lead into the main force of the spell, and it can launch opponents downwards like a meteor descending to earth if they're airborne – while this variant of Navy Pressure only hits in front of the caster, it has a large vertical range.
 * Sea-Moss Gate (, Shī Mosu Gēto lit. Original Cask Gate of Emerald-Green): Sea-Moss Gate is an Enchantment spell that is exclusive to Odette Uzvara which allows the caster to generate a three-hundred and sixty degree barrier of molecules around their figure which not only protects the user from numerous attacks, but also absorbs the force of an incoming strike and projects it back at the target. When performing Sea-Moss Gate, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Sea-Moss Gate, the caster forces the structures affected by their Enchantment back towards themselves, breaking down the molecular compositions as to enable a smoother transition in the direction of the user's own frame, with their Magic Origin functioning in a similar manner to that of a positive charge to draw molecules and all sorts of particles towards their body – once a sufficient amount of particles have been amassed, the caster then shapes these molecules using their mastery over the arcane, the particles moving about and rearranging themselves in accordance to the user's mental commands alone into the form of a lime green force field that surrounds the caster's body from all conceivable directions as a protective shield of sorts. The Sea-Moss Gate provides the caster with protection against physical attacks and projectiles, even things such as shrapnel, and the protection granted by Sea-Moss Gate is sufficient to be impenetrable to most conventional weaponry, but it could be penetrated by high-powered arcane-infused weaponry such as, the superweapon commandeered by the that unleashes enormously destructive blasts of arcane energy. This field does not repel gases or energy based attacks as well. The Sea-Moss Gate largely absorbs and negates impact shock, thus protecting the caster from catastrophic events such as high-speed collision, serving as a filter that analyzes everything as harmful or not, with the caster utilizing the impregnability of the barrier to push away anything that could cause harm to themselves. Examples of these would be high-velocity vectors that are reflected, such as bullets, which a regular caster obviously could not consciously react to, as the speed of a bullet is immensely high. However, once a projectile so much as makes contact with the Sea-Moss Gate, the vector values of the attack are reduced to naught as the barrier absorbs the kinetic and supernatural force of the attack, suspending any projectiles that enter its radius. From here, with thoughts alone, the caster is capable of using the Sea-Moss Gate in order to redirect the projectiles back at their opponent with astounding speed and force, retaliating by returning them to sender, with the projectiles moving and taking aim at the target according to the user's will, allowing the user to fire without having to even touch them; they are shot with enough force to repel a high-powered elemental spell. While it is possible to block many of the strikes, to do so can be seen as suicidal, and being struck by a single redirected projectile can lead to stagger and thus the rest will hit the enemy.
 * Escalation Install (, Esukarēshon Insutōru lit. Magic Transference: Magical and Physical Factor Amplification): Escalation Install is an incredibly powerful Enchantment spell that is unique to Odette Uzvara which revolves around the manipulation of power, both of the physical and the supernatural, allowing the user to halve the physical and supernatural power of anything that they deem to be a target and absorb it, thus doubling their own power. When performing Escalation Install, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, allowing the caster to alter them. Through alteration of matter and energy ever-so-characteristic of Enchantment, the majority of Escalation Install's might, which is said to be at least one hundred times a standard magician's normal physical and supernatural parameters, if not even moreso, the user of Escalation Install is able to induce the amplification of power through absorbing other sources of power, and from there, numerous side-effects of a sort can be harnessed. The process of Escalation Install is induced by the caster transfixing their arcane power upon anything in the surroundings, with the caster's Magical Aura being exerted to its fullest extent as to allow the area-of-effect to dramatically widen, affecting everything in the vicinity around the caster for a one kilometer scope, with the caster mentally excluding what they wish to leave out of Escalation Install. Once targets have been designated, Escalation Install is put into practice, with the spell inducing a suction effect which transforms and breaks down anything that could be said to be composed of molecules through the theft of electrons. This allows the caster's power to slowly increase by using the power of Enchantment in order to take electrons from their foe every minute, which has the added effect of halving their foe's power or the power of their magic, while utilizing said electrons to make an "energy shell" full, in order for them to become less, if not completely unreactive and utterly stable, allowing the caster to consume that power and make it their own, allowing the caster to gather more and more energy, which they can utilize as if it were their own might. Generally, the caster always keeps a fragment of the absorbed power from their foe so that they can unleash it on a whim. The time that Escalation Install activates is every minute; however, it can be reverted to the starting point if this spell absorbs too much energy and boosts the caster too much, overloading explosively and giving all the assimilated energy to their foe.
 * Extension: Overlay Escalation (, Ekusutenshon: Ōbārei Esukarēshon lit. Additional Attack: Magical and Physical Amplification – Wide Area Array): Extension: Overlay Escalation is an Enchantment spell, and, as the name would ever-so-subtly indicate, an extension of Escalation Install which allows the caster to transfer the power gathered over a wide area-of-effect, allowing the user of the spell to bolster the parameters of their allies. When performing Extension: Overlay Escalation, the caster, after having absorbed a sufficient amount of power through the preceding spell, Escalation Install, the user activates Enchantment once more, pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, the caster deliberately targets their allies, resulting in various Magic Seals manifesting below their allies; as the glyphs begin to constantly spin, the caster alters the molecules in the vicinity around their targets to allow them to set up a safe transference space without anything interfering. Once a optimal space has been created, the caster expels a fragment, or multiple fragments of the energy gathered by Escalation Install, before infusing said fragments with a portion of the gathered energy, stabilizing them to the point that they can be accepted and absorbed by anyone. Once this is done, the caster projects them outward, forming a link between the magical energy of their targets whom they wish to empower and their own, allowing the fragments to integrate within their targets in the span of a split second. Once the targets have absorbed the fragments, their entire bodies become enveloped in a golden aura of magical energy. Doing so allows the linked glyphs of arcane energy to function in a similar manner to Unison Raid, enabling the user to overlay the powers of their allies and themselves in the immediate vicinity in order to boost their powers in order to augment spells. Essentially, the power of the Overlay Escalation is one that enforces and causes a resonance between bonds, a power far beyond Unison Raid or any other combination-based magics. It creates a network formed from pure willpower that chains between numerous individuals; linking the Magic Origins of the user's allies together in order to draw out an enormously more powerful spell. It should be noted that since the preceding spell divides half of an opponent's power and adds it to the caster's own power every minute, these fragments provide a much larger boost if they are transferred later. As such, Extension: Overlay Escalation is noted to be relatively useful in an all-out brawl, as the user can augment their status as a 'support party member' as they can constantly combine the powers of their allies alongside healing them.
 * EnchantmentFlaxNurture.pngFlax Nurture (, Furakkusu Nāchā lit. Greater Growing Promotion of Brave Yellow): Flax Nurture, also referred to as Body Enchant (, Bodī Enchanto lit. Internally Applied Magic Transference), is an Enchantment spell that is exclusive to Odette Uzvara which allows the caster to create a powerful defensive armour composed of molecules affected by the power around the entirety of their frame, resulting in their physical and arcane parameters being tremendously amplified - in a way, Flax Nurture can be considered to be an Enchantment version of Dragon Force, Drive, Full Throttle, or anything similar as all of them serve the purpose of taking what the caster already has and pushing it beyond the limits to create a power that's seen to be unrivaled. When performing Flax Nurture, the caster focuses intently, concentrating upon the ambient supernatural energies which are saturated through the environment, flowing throughout the world in a never-ending manner. As an aspect of the universe that's always been tied to this dimension,, these arcane powers would be a constant within the current plane of existence and as such, the wielder of this power would be able to invoke the wide-spread skill referred to by history as "magic" whenever they deem it to be suitable – but more importantly, the extension of one of the most basic skills of the arcane would always be available for them to induce. In any case, when inducing Flax Nurture, the user pulses their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power, quickly using their enhanced particle draw to force their own magical energy to superimpose itself over the caster's body, acting as an invisible armour composed entirely of arcane power of sorts which is compressed upon their frame. This invisible armour allows the caster to instantly "enchant" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, transforming into an armour of sorts while causing this near-invisible layer of energy to act as an electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw by having invisible layer of arcane power on the user's body acting as a positive charge to draw molecules and all sorts of particles towards their body – in accordance to the caster's willpower, the molecular armour can take upon a solid structure, morphing itself into the form of a stylized armour designed through the user's imagination. With the armour of Flax Nurture activated, the caster can infuse and accumulate all sorts of energies into their body as long as it is classified as a molecule, resulting in their parameters all across the board being exceptionally amplified through a continuous "collect and use" method of release, spreading the gathered particles to all bodily joints while keeping a large amount focused in their torso, which reacts with their Magic Origin and figure, drastically augmenting it and granting the user an enormous boost in their parameters all across the board by constantly and instantaneously releasing the gathered magical energy and thus, the molecules affected in order to reinforce themselves and their movements. This takes upon the physical manifestation of a jet blast of pure power, bolstering their movements in any range, effectively turning them into more a force of nature than a solo fighter. However, to activate Flax Nurture for sustained periods of time requires a truly enormous amount of magical power, meaning that witnessing it being utilized in the heat of battle is a rare sight. With Flax Nurture active, the user's body permeates with magical energy, resulting in a surging aura surrounding their body and their weapon, and when the spell is activated, the user's power increases with their available energy, so by default, the user can gain a boost in power and speed six times the energy used, which can only increase if further measures are taken. The user is capable of harnessing the influx of energy gained by the spell for all sorts of combat, defensive measures, and movements, meaning that even a physically weak person can prove problematic to the toughest of opponents, allowing them to fight head-on with all sorts of enemies, even Wizard Saints and above.

Advanced Spells

 * UltimaPer.jpgClamator Aethereus (, Kuramatōru Ēteriasu lit. Judgement of the Supreme Ultimate Power that Splits Heaven and Earth): Clamator Aethereus is the name of an exceedingly powerful Enchantment spell which is considered to be akin to in terms of power - it is a non-elemental spell that deals immense damage to everything and anything that the user designates it to affect. However, Clamator Aethereus requires significant vitality and power to cast and can backlash and kill the caster if they haven't prepared beforehand. In any case, when beginning to cast Calamator Aethereus, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Clamator Aethereus, the caster draws the energies pulsed outwards from their Magic Origin as well as using each and every one of their Magic Pathways as a fulcrum in order to absorb ambient eternano stranded within the atmosphere into their body before fusing it with their magical energy while flaring up their Magical Aura- effectively, this gives the caster of the spell the appearance of having countless multicoloured auroras flowing from their body, having pushed their magical output to its utmost limit as to enable the casting of such a high-powered spell. Once this slightly tiring process has been completed, the user shapes a portion of this magical energy into a Magic Seal known as the "Ultimatum Sigil" (, Arutimeitamu Shigiru lit. Supreme Ultimate Magic Seal) that is manifested above the immediate vicinity- this seal is of a multicoloured texture, changing spectrums every half a second as to signify its superiority over other forms of magic. The Magic Seal and the user's Magic Origin (and by extension, the magic they are emitting currently) possess a symbiotic link for this single spell, which enables the user to actually cast the overwhelmingly powerful attack by fuelling the majority of their magical power into it. The shine of the Magic Seal summoned into the skies illuminates the vicinity with its radiance, in some cases blinding those unfortunate enough to be near it. The Ultimatum Sigil, suspended several hundred meters in the air, acts as a magnet of sorts, producing a high-power suction effect which acts as a vacuum of sorts, drawing the user's foe(s) in, in addition to absorbing stray magical energy and molecules affected by Enchantment in the immediate vicinity in order to bolster the power even more- generally, if this spell almost guarantees a certain-kill and has a chance of killing the caster through the backlash produced, then there would be no use in holding back; rather than simply killing the opponent, Clamator Aethereus should always be used to overkill them. Anyone and anything drawn towards the Ultimatum Sigil is lifted into the air with immense force until the seal is dispelled, meaning that once caught, it is damn near impossible to escape from this certain death about to be unleashed. As the spell is being prepared, the deepest pits in hell and the pinnacle of the heavens tremble in preparation for the absolute destruction about to be brought to life into this plane of existence. With the incantation, "Under the shining name of the lord, may the light of judgment fall as rain upon these impure souls!" (輝く御名の許　地を這う穢れし魂に　裁きの光を雨と降らせん., Kagayaku mina no moto, chi o hau kegareta tamashii ni sabaki no hikari o ame to furasen), Clamator Aethereus' immense power is brought to life. The power that is said to have split the heavens and earth is upgraded from mere fantasy into harsh reality by the incantation and the user's signal to the Ultimatum Sigil which takes the form of a simple finger snap, signifying the Magic Seal held in the heavens to begin to spin at quickly advancing speeds, releasing orange streaks of light which scatter from the outer ring of the seal- while this certainly isn't the effect of Clamator Aethereus and is simply a side-effect of the spell's casting sequence, these streaks of light can also burn through all sorts of objects if they land on anything, even by accident. In a flash of energy, Clamator Aethereus is unleashed from the Magic Seal in the form of two enormous spheres that are quickly released and flank the sides of the Ultimatum Sigil- the left orb of magical energy is light blue in the center with deeper blues and purples on the outer part; the energies swirl around in the middle of this orb at a high speed; it possesses a temperature that breaks physics by going below absolute zero. The right sphere is a blazing crimson with a deep orange in the middle, burning like solar flares. These two orbs of ultimate power release truly impossible amounts of magical power, with freezing and incinerating properties respectively, the dual spheres, both of opposing elements, simulate a paradox and inflict that impossibility upon the enemy. The energies released by the frozen sphere and the blazing orb compress completely while they smash against each other unendingly, simulating the rending of space and creating an artificial dislocation of the space-time continuum, allowing their power to act as a crushing torrent of pure power that extends from the heavens and the earth while annihilating both, affecting everything caught in-between these spheres while pulverizing anything unfortunate enough to be in the way of the spell, swallowing and crushing all in its path, with the dual spheres releasing a dazzling light that does naught but intensify as the spell continues. The power of Clamator Aethereus is said to reveal the "Original World'", the state of Earth Land before life came into existence upon its foundation, tearing apart the azurite skies and brown earth in order to display naught but grey, the prototype Earth Land before life and magic was brought into existence by what can assumed to be The One Magic. Once the spell ends, the orbs displaying the truth of the world and Magic Seal which held the targets in place vanish into nothingness; though the state of the world remains fragmented and broken, Clamator Aethereus' impact made all too clear. In any case, in terms of statistics, Clamator Aethereus attacks an enormous area for non-elemental damage, ignoring defense, reflect and any other protections, meaning that no matter what, the enemy will receive the full brunt of the attack. The immense amount of damage that the opponent is dealt, alongside catching a brief glimpse of the truth of the world when exposed to Clamator Aethereus, ensures that if the caster deems it fit, the power of this spell can remove their very being from both the physical and astral planes of existence, destroying them until naught remains except the yin and yang of Clamator Aethereus, even vaporizing their essence and removing their souls from the cycle of reincarnation. Clamator Aethereus can be favourably compared to the Satellite Square: Etherion as a weapon of mass destruction which can wipe away an entire country in an instant; albeit Clamator Aethereus is on a completely different level and it is said that it could perhaps annihilate Earth Land if it was ever used at full power- for this reason, those rare few who can actually cast the spell only use a small portion of its world-shattering power. Naturally, Clamator Aethereus itself, due to its overwhelming power and the amount of preparation needed to cast the spell, drains the caster's entire magical reserves even if their Magic Origin was originally storing the maximum amount- indeed, it could be confirmed that in order to actually bring this overwhelming power into the current plane of existence, one would need not only a full magic container, but immense magical power levels akin to a member of the Ten Wizard Saints or even above. However, after the spell ends, the user, if they use it without a full magic capacity, will receive immense amounts of backlash which could possibly kill them by draining their life force.
 * Cardinal Nova, Kādinaru Nova lit. Elected Command Purgatorial Nova of the Scarlet Cycle of Life and Death): Cardinal Nova is an extremely powerful Enchantment spell activated through the Reaction Force Method that induces a release of the energy in the nucleus of eternano particles and molecules affected by Enchantment, unleashing an enormous amount of energy in the form of a positively massive explosion. When casting Cardinal Nova, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Cardinal Nova, the caster mentally bunches large clusters of eternano together, resulting in the formation of a mass of energy that is barely visible to the naked eye, with only brief azurite glows indicating that the thing exists. Once this step of the spell has been completed, the caster induces nuclear fission upon the masses of eternano, breaking the particles apart with the process of a nucleus of eternano splitting into smaller nuclei in the blink of an eye, releasing a quantity of energy unheard of in any day and age in the form of an enormous explosion that echoes outwards for several thousand kilometers or more, the impact of the powerful surge causes a large mushroom cloud to quickly rise upwards at the point of casting the spell. The casting of Cardinal Nova, as mentioned above, produces an enormous amount of energy and radiation that possesses the ability to reduce everything in its area-of-effect to nothingness, leaving naught but scorched earth and darkened skies in its wake. The radiation released by the explosion is that of countless x-rays which superheat the oxygen, producing a gigantic nuclear fireball, the expansion of which unleashes a wave that travels faster than the speed of sound for the briefest of moments that transfigures into a shockwave- a wave of pure concussive force that can propagate through a medium, characterized by an abrupt, nearly discontinuous change in pressure, temperature and density of the medium. Upon releasing the shockwave, the projectile of sorts more often than not damages the surrounding environment, blasting through the air at astounding speeds upon release; these shockwaves ripple through the ground or in the atmosphere, bringing mass destruction to anything that they come into contact with- they can push targets over, repulse them away, shatter them, destroy houses and building several kilometers away, and even cause earthquakes by shaking the ground or dislodging underground tectonic plates, thus causing earthquakes. Over time the radiation released by the spell can potentially kill people farther away how much radiation was released- it can also cause radiation poisoning that can make people extremely ill as well as radioactive debris. The activation of Cardinal Nova additionally releases fallout, a nuclear material and dust that has been irradiated and becomes radioactive, being blown away by the wind large distances from where the explosion occurred, and can remain dangerous for long periods of time. However, for all of its amazing power (and the fact that Cardinal Nova was the spell that ended a war), it can only be utilized once per year due to its massive drainage upon the caster's magical energy, but the strategic value of that single shot is not to be underestimated, and it must be used carefully, for a defensive spell can only protect the caster from the edges of a nuclear explosion.
 * UniverseOne.png ( Yunibāsu Wan lit. World Reconstruction Magic): Universe One is the strongest type of Enchantment, though it's vague if it can be classified as a spell or a Subspecies Magic thereof, but it allows the caster to reorganize the geography of the focused area by enchanting it, thus inducing terraforming, which is the hypothetical process of deliberately changing the environment of an entire planet, moon, or asteroid to an entirely new environment which the caster deems to be more suitable in regards to the situation at hand. It should be noted that because of the incredible might of Universe One, only the strongest of magicians who are at least Archmage level are capable of utilizing it properly, and even then, these experienced wielders are unable to mitigate the side-effects of this overwhelming power. In any case, when performing Universe One, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, allowing the caster to alter them; but in the case of Universe One, the caster imbues their magical energies within the earth itself, potentially affecting a scale as large as the whole of an entire continent such as . From here, the caster targets the Ley lines (, Rei Rain lit. Dragon's Vein) which are located all around Earth Land; Ley Lines are alignments between places of magical power; while normally, only Dragons and Dragon Slayers can tap into them to gain their powers; places where multiple lines intersect at nodes attracts magicians like moths to the flame; by thrusting their magical energy into the earth and grabbing ahold of the Ley Lines with Enchantment while utilizing their Magical Aura in order to discover the locations of the lines, the caster is capable of modifying the flow of the paths in any way that they deem fit; this renders the caster capable of casually manipulating the area in the immediate vicinity in any way that they wish; however, these changes may be instantaneous or develop over the course of the fight – the activation of this power is signified by a bright light to burst forth from the earth and engulf all caught in its area of effect. The activation of this supernatural ability grants the caster the ability to alter the outcome of the battle by bending the mystical forces of the world to their whim; superimposing their own might across the lands with help with the Ley lines in order to induce terraforming, which is the hypothetical process of deliberately modifying the atmosphere, temperature, surface topography or ecology of a world to be similar to the biosphere of Earth or other habitable worlds, in order to make it habitable to other species. The effects produced by Universe One forcibly altering the geography and environment of the lands deliberately through Ley line manipulation vary from creating new paths, drying up rivers to create more terrain, freezing enemies or reducing the movement of those stuck on the ground and increasing the movements of those who are airborne- at it strongest form, by utilizing Universe One, the caster is capable of terraforming an entire mountain range and causing lava to erupt forth from beneath the earth, which, of course, can melt damn near everything that it comes into contact with. By manipulating the very geography of the ground itself, the user of Universe One can alter the landscape by compressing the land, while given the ability to purposely send certain things or people to certain locations, and in a similar manner to Terrain Effect Magic, the caster is able to change any type of terrain to any other type, for example turn a mountain into a sea, desert to jungle, hill into a lake, etc, shaping the environment in accordance to their imagination as if they were utilizing Molding Magic. The power of Universe One isn't just limited to manipulating the lands through Enchantment, but the caster can also manipulate the climate, which is the weather/atmospheric conditions of an area as described over a long period of time that's in the area-of-effect of Universe One. The caster can change the climate of an area, and even make changes to climate over entire areas over a long period of time, affecting the enchanted area to induce various effects such as as if they were installing the might of atmosphere-influencing magics such and Weather Magic into the domain brought about by Universe One, allowing the user of this power to bring about various natural disasters such as floods, hurricanes, tornadoes, volcanic eruptions, earthquakes, tsunamis, and other geologic processes. However, there are major side effects to Universe One, as the inhabitants (including the caster), structures, and landmarks' locations are all switched at random. With Universe One, the caster can erect new mountains, monuments, natural ridge-tops, and water-fords; effectively, the terrain around the caster is under their absolute control- every case of manipulating the earth is accompanied by an immense release of crystalline magical energy surging from the ground, which wreaks havoc on anything it finds, rising up several meters in the air and shattering the earth it emerges from reducing it to small pieces. It has been noted, however, that Universe One needs time to be prepared, due to its magnificent power and ability to manipulate geography of such magnitude.
 * Extension: Apocalypse (, Ekusutenshon: Apokaripusu lit. Additional Attack: World Reconstruction Magic – The Final Movement): Extension: Apocalypse is an Enchantment spell, and, as the name would ever-so-subtly indicate, an extension of Universe One; unlike most extension-type spells, Extension: Apocalypse actually is an extension instead of an alternate usage method, with Extension: Apocalypse being unleashed immediately after Universe One has been cast - it can only be used after activating the Universe One, adding additional hits and damage in the form of the caster channeling the remnants of energy used to terraform the area-of-effect of Universe One, these arcane powers taking the visage of a massive veil of pulsing azure energies that erupts upwards while approaching the user's targets, turning the skies an unnatural blue with red clouds, absolutely annihilating anything and everything which is caught within the area-of-effect of the spell; immediately after Extension: Apocalypse strikes, the energy continues to rise before dissipating into the sky. When activating Extension: Apocalypse, the caster focuses their energies intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, allowing the caster to alter them; but in the case of Extension: Apocalypse, the caster focuses on the residue of arcane energies saturated throughout the vicinity, whether it's in the atmosphere, the sea, or the skies, or all three - these particles are left over from the casting of Universe One, and possess an extraordinary amount of potency as they were utilized to terraform the environment continuously through Ley line manipulation. Transfixing their magical energies upon the particle residue scattered within the vicinity, the caster uses the power of Enchantment in order to manipulate, break apart, and rearrange the molecular structure of the energies and shift them into something they deem to be more suitable, with the caster's own Magic Origin and functioning in a similar manner to that of a electromagnetic field, which is a physical field produced by electrically charged objects; enhancing their particle draw, acting as a positive charge to draw molecules and all sorts of particles towards their body; all of these energies converge into the form of a Magic Seal, resulting in a circular glyph of magical energy being projected that begins to whirl about at steadily increasing speeds. In accordance with the caster's thoughts and feelings, the sigil suspended within the air instantly gathers and condenses energies of all kinds using Enchantment's natural properties as the caster focuses more magical energy into the formation of their magic seal, the radiance of the glyph illuminating the immediate vicinity with a dazzling light that forces those whom gaze upon it to avert their eyes, even if it's for the briefest of moments. Ready to unleash the full might of the spell, the caster swipes their hand in the direction of their designated target, signifying the magical seal to unleash its full might in the form of a massive wall of azure energies projected downwards that overwhelms anything within its area-of-effect through sheer particle density and pressure, pulverizing and annihilating everything that it so much as brushes past, radiating across the battlefield before the sigil explodes, unleashing a serial of shockwaves which carry the overwhelming might of the spell even further; immediately after Extension: Apocalypse strikes, the energy continues to rise before dissipating into the sky

Trivia

 * This version of Enchantment is the author's own interpretation of Enchantment, obviously.