Apagon



Apagon (停電 teiden) is a spirit infused human that is one of the surviving members of the anceint tribe known as Moon's Light Clan, a civilised community that was located in the barren plains of the country Seven that worshipped and praised the moon, often seing it as a deity and held numerous amounts of research on lunar and start activity. Apagon during this time was one of the researchers of this organisation, and it was there he met the mysterious spirit that had infused Apagon with the gift of Spirit inheritance, allowing Apagon to utelise such aspects of a substantial amount of magic power and an infinite lifespan, which was how he was able to outlive the other members of the Moon's Light Clan. Holding both titles of Prince of the Moon (公爵 ザ げつえい koushaku za tsukikage) and Child of the Stars (チャイルド ザ ほしぼし chairudo za hoshiboshi) Apagon has been described as one of the last remnants of the advanced tribe and an invaluable archive of some of the most powerful information regarding the moon and stars. Refusing requests for this information, Apagon has remained digilent to his silence for his people's work as he finds it unforgivable to reveal to the world what his clan has fought and died for to attain such knowledge.

Under the alias of Albert Hogi (めいろう 意志 meirou ishi) Apagon has travelled all over the world learning and mastering skills along the way, as he has a large arsenal of magic powers that he can use in and out of combat, proving the hard work that he has dedicated to experience and training through determination and interest in magic. Learning spells from basic to master, Apagon has also formed new magic variants that only he has perfected that gives him access to a more dangerous selection of spells that he has designed and created for his personal use, due to his mastery over the art and his intelligence to create them. Apagon has trained many under his wing with many of these mages continuing to become masters of the art in their own way, which Apagon greatly prides himself on as he likes to stay intouch with many of his former and current pupils. Because of his mastery over the magics Apagon has started an institue of magic, where mages from near and far enroll to master their magic and skill under the guidance of Apagon, who is stationed as the headmaster of the academy.

An intelligent and classy individual, Apagon renowned for his wisdom and academic knowledge that he is widely respected by many magic users across the world, and with his clean and royal look Apagon is known to have been assigned the alias of The Gentleman (ザ しんし  za shinshi), which contradicts his childish and impulsive behaviour. Though still, Apagon is not stupid and knows his boundaries as well as identifying other people's such as their weaknesses, strengths and powers, anabling him to think up a strategy and plan in just a split second, as he calculates the plan's percentage of sucess as well as the ampunt of time it should take him to carry it out. Though this behaviour doesn't bring him up to earn the title such as the Flash Tactician as Samarra Inari, Apagon is still a respectable figure of knowledge and power as he continuos to grow the minds of aspiring wizards that have joined his classes, in hopes that he may be teaching the minds of future guild masters and even wizard saints. This has made Apagon develop a deep and caring family-like love for his students as he enjoys spending time with the wizards that he each days looks forward to to teaching, speaking highly of them and expecting them to do their best, which he always teaches them to strive to doing.

He is capable of changing the colour of his fire magic which he constantly does to unique himself from others as a way to stand out from the fire magic user crowd. His improvement to these blue flames make them vastly hotter and more deadly for his combat, as they exceed tempreatures that go beyond even the strongest fire spells known to man. His capability to wield both ice magic and fire magic at the same time has confused many magic analysers across Ishgar, resulting in Apagon to withstand both cold and hot climates which give him an advanced upper hand during fights in specific environments. This substanital amount of power has made him the target of many assassins and thugs from all countries, which he has been able to overcome quite easily by the great force of power that he is able utilise professionally. Disliking the thought of death and killing, Apagon designed and enforced a set of morals and principles on himself and on the institute that disqualifies and ilegalises the death of another mage where a strict punishment is brought to hand must the occurrence ever hapen. These sets of rules have kept many of his pupils in line and has also kept Apagon in control despite his out of hand personailties.

Appearance
A tall and pale skinned man Apagon shows no sign of mass amounts of aging despite his age of over a century, with no signs of scars or wrinkles anywhere on his young like body, keeping his youthful appearance intact with his aging cells slowly developing the more centuries will seem to get by. With messy black hair that curl around his head Apagon sometimes wears a black stripped white fedora to hide his mess of hair, which always shows out from underneath despite his efforts in hiding it but coming to accept it and wears the hat rarely for special occassions. Apagon dons a black suit with white designs that cover his back and cuffs of the expensive outfit, as well as wearing a white dress shirt underneath that also has tied at the collar is a black bow tie, giving and earning Apagon the title of the Gentleman. He also equips white gloves that never seem to get dirty despite how white they are, even when casting his blue fire spells that exceed heat tempreatures but fail to ever leave a mark.

Magic Abilities

 * ApagonIceMagic.gifIce Magic (氷の魔法, Kōri no Mahō) is a Caster-Type Magic that utilizes the element of ice. Ice Magic allows Apagon to manipulate or create the element of ice, and with his mastery over the magic proves to be one of his most strongest types of magic at his disposal. Ice Magic is activated by reducing the kinetic energy of eternano and reducing temperature to a lower temperature, freezing it over, becoming ice; in addition, in order to assist, Apagon is capable of freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere; lastly, a master is capable of manipulating the water in the atmosphere and then halt the movements of the molecules that compose it while hardening it, turning it into ice in a matter of moments. In any case, Ice Magic enables Apagon to create and absorb the element of ice; capable of manifesting it in many forms beyond the norm. Primarily, Ice Magic is used to freeze others in place or to create a sheen of ice over an intended target. Apagon can also use Ice Magic to summon gusts of super-cold air, with which they can use to hurl frozen objects (usually ice daggers) at specified targets. Thanks to this element, Apagon gains a certain constantly-activated supplementary power; the power to give the user extreme resistance to cold, however, they are not resistant to absolute zero; which could be problematic when facing a more skilled Ice Magic user. Just like any other elemental magic, Ice Magic possesses a body transformation spell; as Apagon is capable of breaking himself into their particular element to avoid damage from most physical attacks.
 * Ice Blade: Seven Slice Dance (氷刃・七連舞, Hyōjin: Nanarenbu): Ice Blade: Seven Slice Dance is an Ice Magic Spell, and one of the most powerful Ice Magic spells to ever exist. When performing Ice Blade: Seven Slice Dance, Apagon coats ice upon their blade, before dashing forward and launching a four-hit combo, during which they are invulnerable to damage; before he unleashes two successive strikes afterwards, and ending the combo with a final, somersaulting strike that is capable of rending the earth. Each of the first four strikes unleash powerful bursts of ice that are capable of destroying the landscape, while the next two inflict piercing, penetrating damage that tear through the sturdiest of defenses. However, the final blow discards all of Apagon's defense for one, massive, full-powered attack that destroys anything it touches instantly; after which, the ice is destroyed.
 * Ice Portal (氷 ポータル hi poutaru) allows Apagon to create a small hole in the ground made out of Ice underneath him, giving Apagon the chance to sink into the hole and rise back up from another place where he desires.
 * Ice-Make (氷の造形魔法 (アイス・メイク), Aisu Meiku lit. Ice Molding Magic) is a Caster Magic and Molding Magic involving the creation of objects using ice. In order to harness Ice-Make, the user places their right arm down next to their abdomen, with an open palm, then places their closed right fist on the face of their palm- this dynamic pose enables the user to harness their mastery over their magical power in order to initiate a rapid freezing effect within a close vicinity to the user, essentially reducing the kinetic energy of atoms, enhancing this effect by having their magical energy absorb the heat of the atmosphere, thus setting up a perfect stage for the user to manipulate the shape of the ice that the stray eternano within the atmosphere is transformed into in any way that they wish offensively or defensively, enabling them to to create ice at their will and to shape it into a variety of objects, whether living or not. This process begins with calling out the magic's name, followed by the spell. There are currently two known types of Ice-Make Magic. The first one is called Static Ice-Make Magic. This type of Ice-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them. The second type is called Dynamic Ice-Make Magic. This type of Ice-Make focuses on creating animate ice sculptures, usually in the form of animals; though human body parts and the like can also be formed.
 * Static Ice-Make (具鍛・氷の造形魔法 (スタティック・アイス・メイク), Sutateikku Aisu Meiku lit. Tool-Forging Ice Molding Magic): Static-Ice Make is one of two methods to utilize Ice-Make- it is characterized by the creation of inanimate objects, more often than not weaponry and tools to suit the situation at hand. For many Ice-Make users, Static Ice-Make is more often than not their main usage of the magic, as weapons are relatively easier to manifest and keep in-action for long periods of time in contrast to the summoning constructs of the Dynamic version of the magic. Generally, each construct is capable of matching a real steel weapon blow-for-blow without shattering- Static Ice-Make can be utilized to form almost any weaponry at all; she is capable of conjuring anything from nothing. Close combat weapons such as swords and spears can be created effortlessly, though due to the intricate workings of existences such as guns, they are slightly more difficult; shields and staves can be reproduced with a much greater struggle, as the cost in magical energy is high, two or three times greater than a bladed weapon.
 * Dynamic Ice-Make (実降・氷の造形魔法 (ダイナミック・アイス・メイク), Dainamikku Aisu Meiku lit. Entity-Summoning Ice Molding Magic): Dynamic Ice-Make is the second form of Ice-Make Magic; it involves the user creating familiars forged from ice. These familiars are formed when the user focuses more magical energy into the formation of their Ice-Make magic seal while envisioning a proper 'guardian', at which point, the user can manifest them from their magic seal- these icy beings take upon a white-blue colouration and emit a soft glow. While Dynamic Ice-Make focuses on icy animals, human body parts and the like can also be formed; skilled users can manifest full humanoid beings. Dynamic Ice-Make is said to be more quickly cast than Static Ice-Make; though they generally cost more magical power to maintain due to Dynamic Ice-Make summoning beings which more often than not requiring the user to direct and command them. With Dynamic Ice-Make and a good memory, the user has the ability to summon avatars of the foes that they've defeated, the stronger they are the better.
 * Darkness-Make (闇の造形魔法ダークネス・メーク, Dākunesu Meiku lit. Darkness Molding Magic) is a Caster Magic and a subspecies of Darkness Magic of the Molding Magic brand; as the name may or may not suggest, Darkness-Make involves the creation of objects involving the element known as darkness, which is the polar opposite to brightness, the result of the condition of a very small amount or even an absence of visible light; beings are incapable of distinguishing colours in conditions of either high brightness or darkness, and in conditions of insufficient light, perception is achromatic and ultimately, black; not only this, Darkness-Make encompasses shadows, which is a space where light from a light source is blocked by an opaque object, occupying all of the three-dimensional volume behind an object with light in front of it. In order to harness Darkness-Make, the user makes the usual Molding Magic pose, placing their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of going by the opposite of the 'magic = feelings' concept—by fuelling their magic with negative feelings, the user is capable of initiating the usual fusion of eternano and magical power, manifesting pure darkness, which is the polar opposite to brightness, the result of the condition of a very small amount or even an absence of visible light.
 * Nullification Magic (無効の魔法, Mukō no Mahō): Nullification Magic is an extremely powerful Caster Magic that nullifies all attacks that are Magical in nature. Nullification Magic is utilized for nullifying any Magical attacks and discharges it within an area away from the Mage. The way that this is done is by the user gathering and condensing eternano upon their hands—not an overwhelming amount, but not a miniscule amount either; essentially, it is just the right amount; at least to oppose the foe's offending spell—it calls upon the theory of Mao-Dun in order to function. The Mao-Dun theory concerns a blacksmith who makes both shields and spears. He first pitches a customer the spears, claiming that they are so sharp, no shield can block them. He then pitches the shields, saying they are so hard, no spear can pierce them. The customer then asks what would happen if he threw one of the blacksmith's spears at one of his shields...and received no answer. This is the source of the Chinese word for paradox (矛盾, máodùn lit. spear-shield). The eternano collection in the user's hand is concentrated to a single point, allowing the magical particles to gain an edge, barreling through the opposing collection of eternano that composes the offending spell, causing everything else to be shoved aside into fragments of eternano, essentially breaking it into pieces, nullifying the enemy's attack and dispersing its power at the point of contact.
 * Divine Arrow (神の矢, Kami no Ya): Divine Arrow is shown to be a Nullification Magic spell, and one of the most basic spells in the Nullification Magic user's arsenal; in fact, it is automatically learnt upon learning the magic itself. However, despite this, it doesn't make the Divine Arrow any less deadly. When performing the spell, the user gathers and condenses their magical power, before compressing it in a single hand and utilizing shape transformation on the collection of eternano as to stretch it out, condensing and shaping it properly into the form of an arrow that is composed of pure energy that has two spikes near the tip; because of its formation, it seems to be coloured purple. When manifesting the arrow, any characters in the user's line of sight will flinch. When the blast lands, it blows the opponents away with tremendous speed and force; blasting through everything in it's path in order to assault the opponent ferociously as the arrow sends the opponents flying at a semi-spike angle, inducing tremendous knockback from which it is difficult to recover. The move goes through walls. The move can hit a maximum of six targets but the damage and knockback weaken for each target hit; thus if used on many opponents, it may not destroy the ones in the back, even if the foes are still suffering from harm. Thanks to being a Nullification Magic spell, the attack goes through any and all defenses, and at extreme distances it does slightly less damage. If the opponents are too close together, they may collide with each other and prevent immense damaging from happening; and the trajectory of the arrow can be altered, allowing the user to strike more than one opponent.
 * Summoning Magic (召しの魔法, Meshi no Mahō) is a Caster and Holder Magic that provides the user the ability to summon objects out of thin air from a completely different location. Summoning Magic is a magic that can be catalyzed by two different sources: a magical item such as a scepter, or one's own magical energy. By using one's magical power and subjugating an animate or inanimate object (animals and weapons, per-say), one highlights a seal of sorts onto them. This seal connects the two users magically, and when an individual has recited an incantation or gone through a simple process, they may transport the object from somewhere else to their own location. Several individuals utilize this magic to summon beasts that they have subjugated, in a similar manner to Take Over. However, unlike Take Over spells, the beasts use their own powers in combat. However, dependent on the summoner, the attitude of the beast may go haywire and attempt to overwhelm the summoner instead. Also, summoning inanimate objects such as weapons or large objects is easier, as they do not have a conscious to act upon.
 * Arc of Clairvoyance (千里眼 の アーク senrigan no aaku) is rare Caster-type magic that utilizes the art of gazing into the future. Depending on the level of expertise, the user can see up to 3 years into the future, although this is very rare. This magic can be utilized to effectively see the opponents next move, and is extremely beneficial to both mages looking for a fight, and those who are looking to avoid one.
 * ApagonFireMagic.gifFire Magic (火の魔法 Hi no Mahō) is a Caster Magic and Elemental Magic that enables the caster to generate and manipulate the element of fire. Fire Magic is said to be the most basic of Elemental Magics and perhaps one of the simplest magics in existence, as it is more often than not the very first magic that many magicians discover. Fire Magic allows the user to control and manipulate the kinetic energy of magical particles to generate, control or absorb fire, being able to manipulate it for general purposes. As magic is well-known to be influenced by the willpower of those who can manipulate the particles that composes the concept, when inducing Fire Magic, the caster pulses their magical energy hewn from their Magic Origin outwards rather subtly, forcing domination over all eternano ambient within the atmosphere as they use their willpower in order to excite the movements of the eternano, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming orange-red flames that burn exuberantly, flickering wildly and continuously as long as the caster has control over them. Skilled users can induce this process upon not only eternano in the vicinity, but also solid objects and even oxygen particles. Interestingly, more often than not, a user of Fire Magic harness the particles of the supernatural solely for the generation of fire; this makes one of the most basic magics a sharp contrast to the other forms of Elemental Magic, which usually involve already present sources of their element, though a caster of Fire Magic can also control or enhance flames nearby if given the chance. Apagon has been able to cause his fire magic to turn blue signifying his mastery over the art and it's new capabilities, which is that this blue fire now exceeds the normal tempreature of fire magic greatly which leaves more of an effect and impact on targets of his flames.
 * Heat Control: Any user of Fire Magic with knowledge on how its inner mechanics function is capable of progressing from 'manipulating fires' to 'manipulating the heat that is part of those fires', going down to the bare essentials of heat-based supernatural powers. When inducing heat manipulation, the user of Fire Magic simply focuses upon the fires they have already manifested or anything else in the vicinity, raising or lowering the properties by increasing the kinetic and thermal energy of the atoms that compose the flames and thus making things hotter, ranging from subjective feeling of heat to absolute hot. A user of this power can additionally absorb heat, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power or using it as power source for a brief period of time. When using this technique, a caster of Fire Magic is capable of heating a wide range of liquids, not limited to but including any body of water or tea in any quantity, allowing them to evaporate it to nothingness at higher levels of intensity. A user of this ability can also heat metal to scalding temperatures or even melt any form of ice, whether it is natural or generated through the supernatural. A common and practical method of performing heat control is by redirecting via absorbing heat through one limb, allowing it to pass through the caster's body, before being expelled out the other hand. Finally, using heat control, the caster is capable of superheating the surrounding air, causing the particles that compose both the heat and the oxygen to split due to reactions; thus causing a combustion with the atoms of hydrogen. This enables the user to create, shape and manipulate explosions, with the magic which is focused around such a feat referred to as Explosion Magic.
 * Fire Bullet (ファイア・バレット, Faia Baretto) is a Fire Magic Spell that allows the caster to fire a bullet-esque sphere of flame towards the target. Fire Bullet is known to be exceedingly basic in execution and it tends to be the first spell that those who take up elemental magic learn; indeed, it is near universal to the point that more often than not, any fire-elemental magician possess it within their arsenal. Fire Bullet itself harnesses the very fundamentals of spell formation to result in what could be considered an embodiment of what it is to make a magic into a spell. In any case, when performing Fire Bullet, the caster expels magical energies from their body, causing eternano in the vicinity to be drawn towards these energies like a magnet, resulting a the typical fusion of eternano and magical energy- from this point, the caster harnesses Shape Transformation in order to knead these energies into a sphere of varying sizes, typically as big as the user's upper body before using their Fire Magic to excite and speed up the motion of the magical energies through willpower alone, manipulating the kinetic energies of said particles to ignite them, resulting in the formation of a smoldering sphere of flame. From here, the caster launches the fireball at their enemy through either a physical motion or mental command. In any case, this orb of roaring flame shoots right towards the target at relatively high speeds, resulting in the fireball displaying a punching force which flies forth in a straight line at high speeds. Because the particles which compose the Fire Bullet are completely compacted, the projectile functions in a similar manner to that of a drill, boring into anything that is unfortunate enough to get in the way of the spell, dealing multiple hits up to a maximum of five, followed by a medium-sized explosion upon contact which causes relatively notable amounts of damage and destruction, while also serving to knock the opponent back, leaving a sizzling crater; it can also blow apart solid, reinforced walls- though Fire Bullet itself seems to fizzle out after a distance of fifty meters in flight unless the caster continuously pours magical energy to reinforce its composition. Exceptionally variable when compared to many other spells, Fire Bullet is known to be capable of being fired from any range and standing point, even in the air- though underwater makes it impossible. Fire Bullet can be modified into all sorts of sizes and can be manipulated into almost any formation deemed necessary, even having the spheres orbit around the caster to form a defensive barrier.

Physcial Abilities

 * Expert of Hand to Hand Combat: Fuyu had began learning the many combat styles of hand to hand combat during his time in Herboren under the guidance of his father, who was well trained in these arts. Starting with basic moves from basic styles Fuyu was already powerful enough with his hand to hand combat which was combined with his enhanced strength, speed and stamina that made him quite threatening to both his allies and enemies. After his excommunication and his association with the rebellion Fuyu had been able to hone and master several more skills from the information that the rebels held on about hand to hand combat. His combat includes not just powerful physical combat but as well as styles that is a majority made up of powerful blocks, holds, and even stances that prove useful in his combat. With his enhanced attributes he is able to practise nearly all forms of combat which is even improved by these qualities, making him even more dangerous in this combat. Instead of utilising hand to hand as a resort of wielding no weapon, Fuyu actually uses hand to hand as his main weapon, using his swordsmanship as a secondary weapon to his hand to hand.
 * 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 the users 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.
 * 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 Apagon has to focus a great deal of ethernano into his legs, forcing them to lower the power given to his 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.
 * Chankiri Revenge (チャンキリ復讐, Chankiri Fukushū): With one arm cocked back, and the other extended forward, Apagon throws a punch from the drawn-arrow stance. He 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.
 * 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 Speedand 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.
 * 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.
 * Immense Strength: His strength also no different as it is self explanatory, Apagon's strength is substantially more powerful than the normal human being. With this amount of strength Apagon can tear down trees and kick down walls which would sound like it would have a devastating effect on the standard human body. This strength allows Apagon to do several other things instead of physical combat such as being able to leap higher due to his strength to push himself off the ground, and planting himself into the ground as he can withstand power that attempts to push him back.
 * Immense Stamina: Along with his infinite like magic supply, that stops Apagon from going tired too quickly Apagon also has an increase in stanima, making him less tired from a constant use of physcial activity. With this enhancement Apagon can outlast a standard melee fight against his opponents, without getting tired from throwing punches and dodging throws from the challenger.
 * Immense Durability: Besides enhanced strength and stamina, Apagon'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 oppponent must they share the same pain. This immense durability allows Apagon 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, cating the appearance of a god-like figure that is immune to pain. With this aspect Apagon 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.
 * Substantial Ethernano Capacity: Due to having blood relations to the mystical race of the Spirits, Apagon 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 powerfullest 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 utelise or are unable to do.
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