Gumagad

Gumagad (ガマガッド gamagaddo) is a Half-Spirit and Half-Demon being that was a former soldier of the Mystan Empire, having served as a personal guard to the House of Hogi who is the royal family of the country Mys, until deciding to resign and work in the continent of Ishgar as a dark mage, where he is responsible for not only the deaths of several Ishgardian politicians, nobles and duchesses but also one of the prime operatives of the assassination of several ambassadors from all around the continent that had come together to discuss their foreign relations, ultimately pulling the trigger that caused an explosion to kill all sixteen working representatives and twenty five of their companions. This assassination has labelled Gumagad as one of the most successful terrorists in the history of Earth Land as he believes that without a government, there might not be any way after having participated in the crusade of collection that Ulo Hogi commenced to unite the lands of his continent. An extreme anarchist, Gumagad is always ready to go out and kill some politicians and what not to exemplify his point, that without politics and leaders of the world we might be able to achieve true peace without the annoyance of world leaders telling us what to do.

Being a half demon, Gumagad is what is seen by the Elder and Younger Spirits as an 'unholy combination' due to the crossbreeding of the holy and charitable spirits mixed with the evil, unnatural essence of the demon race, and is one of the only known product of such experiment. His blood however leans more to the spirit side of things which explains his human like appearance and his capability to preform magics such as his Elder Magic and Bone Breaking Magic, which he is quite capable with. However with the demon blood, Gumagad is also capable of entering a demon form of his own, even though his appearance for a human of the sort is already intimidating enough, Gumagad can enter a demon form in order to gain extra capabilities and so. Being non human at all within the mix, Gumagad likes to target humans especially since they are abnormal to him and his kind, developing this strong distaste for human kind as he targets the worlds leaders mostly because they are mainly human beings, who have taken the unfortunate opportunity to become a political leader whilst Gumagad is in operation.

At such a gigantic size, one can be able to tell that Gumagad is one for hand to hand and physical combative fighting as opposed to magical fighting, but that doesn't mean that Gumagad isn't proficient in both forms of fighting, as eight hundred years of experience and training have formed Gumagad into the killing machine that he is today. His Elder Magic spells are some of the most terrifying and dangerous magics that could ever be learned that even the Elder and Younger Spirits dread meeting Gumagad during a fight, and for a Half-Spirit being to scare their superior variants is quite the achievement indeed. Although many have tried to step up to Gumagad, only those capable of Wizard Saint levelled power may be enough to match and surpass Gumagad's extreme power. His mastery in hand to hand combat, sword fighting, firearms usage and much more are only just some of the reasons to why he was one of the most powerful weapons used by Mystan Government when dealing with rebels and such. Besides all these dangerous aspects to his capabilities, Gumagad is still vulnerable to the attacks of both Spirit Slayer Magic and Devil Slayer Magic due to having blood from both sides, but since having half of them in his blood he is not quite effected by them but still a little more than normal folk, as shown by being finally damaged by the attacks of Black Spirit Slayer Magic.

Over time and his notorious reputation as one of the most infamous terrorists in history, Gumagad has earned many names such as the Giant Ape (ジアント エープ jianto eepu) because of his ginormous size compared to the average human, and the monkey like tail that swings behind him. Being the ape that he is, his savage and primal ways are seen as something that an undeveloped human being would do as they view many foreign natives as such, as the ways he kills his victims are some of the gruesome and sadistic forms that one could be able to view right in front of them. Caesar (シーザー shiizaa) comes from Gumagad's wanting to conquer and bring the world to how he wants it, calling himself an emperor of sorts. Thanks to his Elder Magic spells and many capabilities though, Gumagad is called the Harbinger of Death (ハービンジャー オフ ディアス haabinjaa ofu diasu) for his long kill list of numerous human beings and other kinds or races that simply calling him a killer wouldn't be enough to describe the amount of people that Gumagad has been able to slaughter without shame or pity. No matter where someone is, Gumagad will be able to strike his victims wether they be awake, or even in their own sleep.

Appearance
Gumagad resembles a large tanned humanoid, with skin so brown that it is just a bit more darker than what a roasted hazlenut may be, and despite his roughish and warrior like appearance, has skin that is just as soft as feathers even though he would seem like the fellow to be included in numerous of fights where he would recieve huge amounts of damage to his body. At a whopping height of nine feet and nine inches, Gumagad is so large that it would seem as if Gumagad was compensating for somethign with his height, but the author assures you dear reader that Gumagad is certainly not hiding anything small, as everything on Gumagad is just as huge as him. Speaking of huge, an example of something big on his body is his extremely large, powerful muscles which looked very pumped indeed, that they seem to be like boulders infused into his body, and even act like boulders as Gumagad can deflect blades and such thanks to them. Gumagad never seems to change his expressions most of the time, always tending to keep a serious and evil, sinister face at all times but at special occassions when people finally are able to harm him, may turn into a threatening and intimidating smile that can display Gumagad's fine row of razor sharp fangs that can cut through even rock. A pretty notable feature on Gumagad's face is the red scar on his left eye, resembling two claw marks of such that he had recieved after fighting a beast of unknown origin, and truley give Gumagad that fearsome warrior look that he so much deserves. One more notable feature about his basic appearance is the hair that flows down his back and front, dyed white at the rots and with at the ends and hang down towards the waist at the front, but at the back, hang down right down to the ground and even longer, kind of giving the impression that Gumagad has a tail that follows him around when really it is the long extension of his head of hair.

For his casual appearance, Gumagad resembles the typical Mystan General armour that he had worn during his time in the Mystan Military, but with his own flair to it it barely was the armour that it once was in it's prime, having a sort of fierce warrior and mage look to the appearance. On his neck, Gumagad wears a golden sprt of choker on his neck that has magical properties to it such as being the reason to why Gumagad's skin may never break and leave him near indestructible. This golden choker can easily be taken off at anytime simply by pulling gently the choker's front handles away from eachother to take itms hold off from the user's neck. Added to this, Gumagad also wears numerous of earrings and other ear decorations of the such that nearly cover his ears, exemplifying his royal look yet evil vibe to it. These earings are made from a variety of metals and such, which is the explanantion to why the rings come in different shapes, sizes and colours. For his headwear, Gumagad wears his typical Mystan Soldier cap which is a basic black soldier cap with a cushioned top and a sort of arched flat shade cover that shields Gumagad's eyes from the broght sun of the outside world. What the cap's more seen feature on the piece of headwear is the golden cosmetic that is added to the cap, sort of like a golden crown that sits on Gumagad's head. Gumagad's scar here can barely be seen but is still apparent that it is there, just hiding underneath the shade provided by the cap of his hat as well as the hair that hangs down under his head and hiding most of his head. But what isn't hidden is Gumagad's killer stare as his eyes and mouth are pretty clearly displayed as the hair have been parted away from eachother.

Over his casual outfit, Gumagad wears a humungous large coat that covers the whole entire body of his and also adds the effect to his nightmarish tone to his presence. Made of a black material, the black coat is collared that sit flat on the edges of thehead hole of the coat and have been pressed flat for the armour on his body to fasten nice and tightly to Gumagad's body. The front of his coat, Gumagad's overcoat has a strange way for it to be fastened as the edges of the fornt of the coat are coloured a deep scarlet or blood kind of red. For the string holes of the outfit, there is gold linings to it to once again add to Gumagad's kind of rich look to it, but also allows the strings of the coat to slide in and out with ease even though it is securely fastened to the holes. Red strings go through these holes and add colour to the forest green coloured banner that is connected to Gumagad's coat, as it too is shredded at the bottom the more one looks downward at it. The green thing has gold lining on the sides of the material and so is just because it is purely cosmetic and gives the outfit a more eastern royal look. The sleeves of the coat are still intact and have two gold rings going around the wrists of the sleeves next to eachother. Moving on, the author will start describing the armour that is worn on top of the coat and provideds Gumagad a little more defense than needed other than his skin. There are two large shoulder pags that cover Gumagad's shoulders of course and are coloured a red sort of paint as well as having gold lining to it. The armour is Kinesium and provide great defense for Gumagad's shoulders as the strength of Kinesium is great against other sorts of metals. The armour strtches towards from Gumagad's left side and to the right, become lesser than it was as it continues to reach to the right where it is connected to an attachment on Gumagad's back. The bottom of the coat is shredded to pieces, with buts and pieces of the coat hanging on but gives him a sinsiter and evil look, whih most of the other parts of his outfit do already.

Elder Magic
Elder Magic (エルダーマジック Erudāmajikku) is a magic that had existed before the magic that is known in the present time. Elder Magic varies among the Elder Spirits, with every spell unique to each Spirit. Elder Magic is exclusive to the Spirit race as it reauires vast amounts of Ethernano to preform, which goes beyoned the magic limit of the standard human wizard. Elder Magic is never the same for each Spirit as all spells learned under Elder Magic are unique to every Spirit that all have unique effects on the world around it's castor. The amount of Elder Magic spells due to their power among the Spirit population range from one to two considering the effects that Elder Magic can have; three to five Elder Magic spells are considered God-Like while six and more is known as impossible. Some Elder Magic spells can reflect on their user's personality and acts in the way as an expression of its user's nature as a being.

Bone Breaking Magic
Bone Breaking Magic (骨破壊魔法 Hone hakai mahō) is a relatively old (but not old enough to be classified as an Ancient Magic) magic. The sole use of this magic is gaining the dark and twisted ability to break bones, to any extent. A skilled user can break a specific bone in a person's body, masters however are capable of even breaker feats such as severing the ligaments that serve to connect each bone together, however a less skilled user attempting this will most likely break all bones in that general area, and a newcomer to the magic would break all the bones in a person's body (as that is the first skill they learn, and then refine). Most people who learn this magic are Dark Mages, mainly due to its easy ability to kill; however, other mages still learn and refine this magic. This magic requires much more than vast amounts of magic for use, the amount of concentration needed to break bones in a specific way demands a great amount of discipline. Bone Breaking Magic has the special ability to pierce through any form of armor or weapon used to block, and directly assault the intended targets skeletal structure. This is one of the few magic abilities that incapable of of defending against, making users unimaginably dangerous in CQC battles. Gumagad has made this normal magic one of his most used ones due to the power it has to immediately break skeletal structures and such with one touch, power that a man who is seeking such power may be able to find within this magic thanks to it's fantastic effects. Mixed with Gumagad's Spirit neevr ending magic supply, Bone Breaking Magic is ultimately the bane to all living creatures that require skeltans to function around. Having practised this magic for centuries, Gumagad can be considered a master which is that a touch from even the tip of his finger, could be enough to snap the spine or a skull of the target's being, immediately rendering them useless.
 * Bone Breaker (骨ブレーカー Hone burēkā): Considered one of the most basic applications of this magic ability, the mage channels all of his magic energy into a single focal point (usually channeled in the user's fingers, fists, and legs) and physically assaults his opponent. The energy is capable of cracking, breaking, and completely destroying the internal structure of bone's composition, causing irreversible damage to the target's body. Advanced practitioners are known to be able to channel their power into a single finger and control the extent of damage they are able to deliver, from simply creating a crack to blasting a hole through bones.
 * Bone Saw Cutter (骨鋸刃 Hone nokogiriha): A such more refined use of this magic's more "elusive" capabilities. This skill requires a completely different level of training in order to effectively implement in battle. This skill primarily focuses on severing and cutting bones to piece either by severing the ligaments that connect each bone together or sharpen the user's magic energy to slash his opponents bone formation to ribbons. The level of how profusely a wizard is able to cut through bones is up to the wizard, from simple medium cuts that could hinder and incapacitate opponents to haphazardly slicing through a persons rip cage like wet toilet paper.
 * Corkscrew Needle Shot (コークスクリュー針ショット Kōkusukuryū hari shotto): A lethal ability used primarily to forcefully remove any type of bone from a person's body without leaving a single mark on the surface of the skin. This technique is mainly used by wizards wishing to deliver life-damaging injuries that could permanently cripple wizards for life. Whatever bone is located in the human (or animal) body is not safe from this techniques reach, the user is capable of simply taking bits and pieces of bones to ripping pieces of ribs and spinal columns.
 * Rubber Bones (ゴムの骨 Gomu no hone): One of the few defensive abilities that was developed in order to protect the user rather than inflict damage to enemies. This technique is used to soften the user's bones and other skeletal locations in order to reduce any physical damages they could face from injuries involving falling from large distances, getting crushed by heavy objects like rocks, and being struct by powerful weapons such as hammers and mallets. In this state, it is extremely difficult for any opponent to break the user's bones or crush them to death as their bodies become resistant to most forms of impact attacks. This technique can be taken even further by increasing it's effect in order to give a "gum-like" effect to their bodies bones, allowing them to extend their reach to astounding levels. The most basic show of this ability is by rubberizing a wizard's arm and throwing a punch, stretching the bone to hundreds of kilometers by lunging it with an incredible amount of momentum.

Mandatum Magic
Mandatum Magic (マンダタム魔法 Mandamu Mahō, lit, Command Magic) is a Caster Magic that is one of the more recent developed magics due to it's relevancy with modern technology and all as it is primarily a series of commands and movements that are activated by the user to execute several effects. With every movement and thought in the spell being important to what kind of effect the user wants to employ onto the field, Mandatum Magic can be considered one of the most complicated magics that encourage users to become determined to mastering the art, as one wrong movement could result in a different effect from the one planned. Mandatum Magic is not composed of a single element, and like mentioned before manipulates the environment around the user as well as maybe the user themselves in order to take down opponents, even going as far as to interfere with their magic spell by dispelling it or switching targets. Mandatum Magic requires the full attention of the user and the magician being able to be fully capable with what they are doing, as correct movements and signals from the Mandatum Magic user is required to perfectly pull of this magic without the hideous consequences that could follow after if one is not too careful. Due to the full attention and concentration that mages have to put into this magic, users of Mandatum Magic usually have to make a choice between the magics that they can have, between having basic knowledge to cast the magic with around two to three spells at maximum whilst learning numerous of other magics, or fully learn Mandatum Magic but only able to learn it and just a couple of other magics with only basic knowledge of such. At this kind of price, magicians would need to be sure that they would want to learn Mandatum Magic, as it would be worthwhile at the end if they have learned all the good spells. As said before, Mandatum Magic really only requires a voice and mobility of the arms but basic things such as magical sensitivity and magic power are also required to pull this off, as many spells and effects from Mandatum Magic have been known to resemble and even derive themselves from other magics from around the world, but with their own little flair to it to distinguish it from their parent magic spell. Due to the amount of power it has, Mandatum Magic isn't old enough for it to be considered an Ancient Magic let alone a Lost Magic of some sort.

Mandatum Magic is one of the more recent developed magics and is a magic based around formulas created through simple hand gestures, concentration and voice commands that deploy numerous effects onto the field, with the effects being able to change the abilities of the user themselves or on the enviornment around them. Sort of like Divine Authority Magic Seal Arts and other magics related, Mandatum Magic is based around combinations of different actions and thoughts that are able to conjure up special effects onto the field, and like said before the Mandatum Magic is not made around a single element, just like some other magics. The difference between Divine Authority Magic Seal arts and Mandatum Magic is that despite both magics requiring hand gestures and such to conjure up an attack or spell, Mandatum Magic only has one seal that amplifies and constructs the magic spells, where as Divine Authroity Magic Seals come in various magic seals to commence dangerous attacks and so forth. Simple yet complicated, Mandatum Magic is the product of countless hours of research on both magic and the world, as Mandatum Magic when used correctly is powerful enough to take on civilisations, however lengths like that can only be reached by master magicians. Another thing about Mandatum Magic is that the thoughts and voice command of the mage is also needed besides the hand gestures, as Mandatum Magic is the assortment of combinations of hands, mouth and mind, as the thought is responsible for the concentration and strength the effect has whilst voice commands give the spell clarification and identity, as all spells for Mandatum Magic require the spell to be called out by the mage. Like mentioned before in the intro, it is vital that a mage is able to know what combination each spell is in order to achieve and execute the targeted effect, as one incorrect move in a combination could lead to harsh consequences.

When using the magic, it is the same trigger for every spell no matter how different, as all the spells will have the caster summon a light blue seal underneath their position that will light up brightly underneath them, as all movement and actions must be done within the seal for the magic to work, the seal is big enough for the whole body of the mage for it to work so accidently stepping out of the seal whilst doing the magic isn't a problem. No matter if the magician is in the ground or is in mid air, the seal for casting Mandatum Magic will always appear underneath their body and shining it's light onto the casting wizard as the great power of the seal will make sure that the spell has some sort of effect onto the environment which is how it functions. There are some ways to stop Mandatum Magic from being casted however, with the most onvious one being that to push the magician out of the seal so that the magic cannot sense which formula and combination the mage is doing, however this will require lots of force to do so and is more like interfering with the concenration of the caster mage. Depending on the skill level of the mage casting Mandatum Magic, the spells' effects when casted can be done in an instant, allowing quick timing and fast counter attacks so that the mage doesn't need to worry about incoming strikes, however this is only because of the timing of the hand gestures and so forth to make the combinations and formulas, and depending on how fast the Mandatum Magic user is able to cast their magic by doing the correct formula quickly and clearly, then the biggest drawback of Mandatum Magic may be it's timing for combinations and the latter. As their training goes on and the mages become better and better at the magic, Mandatum Magic users will naturally get the gist of things and finally be capable of executing the commands without failure, as like a natural instinct.

Barrier Magic
Barrier Magic (バリアの魔法 Baria no Mahō) is a Caster Type Magic where the user is capable of manifesting their magical energy as a shield in order to defend against the attacks of the enemy. In order to do so, the user allows their magical energy to flow into their hands; which projects a field of magical force which they can manipulate into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by the user's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: not even the user is able to see the forms that they create. The size of a given magical force projection is also limited by the user's ability to imagine. The smallest force projection they can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about 100 feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome 1 foot thick about a mile in diameter (5,280 feet) and a dome 1 inch in thickness the user can project for about 3.2 miles. Small objects at high speeds become missiles; large objects at slow speeds become rams. The user can make these objects grow or shrink as desired. Thanks to striking the barriers, it can cause a powerful backlash that damages the opponent's muscles in such a way that it leaves no scars or damage; besides the damage that was inflicted- without being capable of healing from the damage done. In any case, the barriers can be very complex and elaborate barriers, or very simple shaped barriers such as circles or squares. These barriers can also hide the presence of the things it coats or even make the target invisible. However, Barrier Magic is difficult to use has it can only manipulate so many magical particles at a time and it required precise timing. However, despite being far more advanced than any other barrier, it still suffers from magical draining. The barrier can only be used for a total of 105 seconds and requires 120 seconds to cool down. If the user has no other defensive measures this leaves a window of 15 seconds where they have no defense against attacks.
 * SimpleShield.gifSimple Magic Shield (シンプルマジックシールド Shinpurumajikkushīrudo) like it says in the name is the most basic of Barrier spells a user is able to learn, although it does take some magic depending on how big one would want the magic barrier to be in order to protect more area. A Simple Magic Shield has the ability to successfully block both magic attacks as well as physical weaponry to ensure that those behind it do not get hit by the used item, as the shield is programmed to instantly harden up upon impact of a magic projectile or physical weapon on contact with the magic. The tint of the Simple Magic Shield can depend on what kind of skill and technique the user of the barrier magic has, represented such as Gumagad using a near transparent shield that is extremely difficult to see from a distance, and there have been mages who were able to conjure up orange and even red barriers which are mostly unheard of within the community of users. The magic that is projected into the shield blast apart upon contact as the fall off the sheild with ease, where as a physical weapon attacking the shield would simply be knocked back forcing the wielder to bounce off from the shield. Simple Magic Shield can also depend on the magic inserted into the spell though however, users do not put large quantities into the shield due to the limit of how big and thick the shield can get. Simple Magic Shields are recommended to be used against short bursts of projected magic such as Bullet magic projectiles and similair to them as the density of the shield is only able to withstand smaller projectiles and normal physcial slashes, stabs, thrusts and what not. To advance to a higher tier of the Magic Shield spells, one must have been able to exert alot more ethernano and magic power into the spell as well as having a good amount of experience with the magic.
 * AdvancedShield.jpegAdvanced Magic Shield (アドバンスドマジックシールド Adobansudomajikkushīru) a step up from Simple Magic Shield, Advanced Magic Shield is alot more powerful and defensive when casted due to the amount of magic power and energy that was concentrated into the magic shield, resulting into a much powerful level of barrier magic that those well experience are able to conjure up. Much more dense and durable than it's simple cousin, Advanced Magic Shield has the ability to block larger scaled attacks such as more powerful magical projectiles such as magic beams, spells that include a high mass amount of magic power into a melee strike and can even block now heavier and much more thicker physical things like cannonballs and even huge giagntic blades used by the incredibly strong mages throughout the land. Reaching this level, Advanced Magic Shield has the upgraded durability to even face against the almight powerful Dragon Roars however, these Slayer Magics (Any slayer magic that involves a roar or similair) can only be composed of only one element alone, as the shield isn't strong enough to deal with the combined power of two magic elements in one full strike, meaning those that enter a dual elemntal mode or dragon magic may have the upperhand must Gumagad be using advanced Magic Shield. The Advanced Magic Shield always takes on a purple tinge no matter how well trained and whatever you are at Barrier Magic. Gumagad is exceptionally well at casting this as his substantial and near endless amount of magic energy allows him to keep the shield up as much as he wants however, this means that he cannot move from his position as users of Advanced Shield Magic must stay in place for them to concentrate on the spell being kept up.

Sword Magic
Sword Magic (剣の魔法 Ken no Mahō) is a Holder Type Magic used by various mages. Alongside Requip, this is one of the most common magic's in existence. The user starts by channeling Eternano directly into a specially constructed magic blade that causes a chain reaction to the sword, having the blade alter it's entire structure until it reaches an unstable form of metal and magic, allowing the person to manipulate it into a solid shape that can also engage the spell that the user sees fit to use. In some cases, when the person condenses the unstable structure, they often add their own elemental affinity magic, allowing for the user of elemental sword spells to be created through the effective means of the user. During the time after the sword spell is used, the Eternano is immediately ejected from the blade, allowing the unstability, the result from the Eternano, to cease and transform the blade back to it's normal shape. However, there are certain risks to using this magic as it takes much mental focus and incredible magic control in order to allow the blade to be altered in it's solid shape, and to be controlled in it's unstable form. When the user often attempts to make any spell, their hand is to remain on the hilt at all time, due to the fact that unless the Eternano is controlled and is kept at a steady flow into the blade, the blade will simply revert back to it's normal shape while the Eternano is simply ejected outward. Being the skilled swordsman, Gumagad has made himself quite proficient wiht the use of Sword Magic and is able to utilise any sword that he comes into contact with to manipulate it to match his power. Gumagad only uses Sword Magic when it seems that his hand to hand combat isn't enough to deal with opponents.
 * Sword Birth (, Sōdō Basū; lit. "Phantasmal Genesis of a Myriad Blades") is a Sword Magic spell of immense power, said to be one of Secret Arts (奥義, Ōgi) of swordsmanship; it allows a swordsman to accomplish a feat that no other thought was possible. It's mastered by a select few, with those being recognized as true master-class swordsman. The spell has been used throughout various instances in history — decimating the caster's opposition with ease and turning battlefields into desolate wastelands. It's because of this that the technique has been highly sought after, even in the modern era. It's known that there are variations of this technique used with other weapon-based magic — emulating the incredible power & versatility this one possesses. Said to be the penultimate of one's experience as a swordsman, it can be described as something as ethereal and phantasmal, while fearsome in both power and name. It's a technique that's only mastered by those who truly bonded with their sword to an extreme, completely becoming one with it in any given situation. It's a technique is versatile in nature and extremely fast that most don't have time to react, making it a potent surprise attack technique. the user first focuses magic power into their blade(s). Then, by imagining the radius of the area he wants to cover, they slams down the blade(s), forming a spell circle that encompasses said radius. Once that's done, the user activates the spell, causing numerous amount of copies of said sword(s) to violently burst from the ground, easily wiping out all within its range, making it indiscriminate to both allies and enemies alike. Each sword is said to carry half the power of the original, though powerful nonetheless. There have been few who've mastered this technique to such an extreme, thus there are none before and after them that can use it on the same scale has they currently can, or so it's believed. This technique can be used in a plethora of ways, going from mid-air combat to integrating it into their swordsmanship in order to give them the upper hand. They can also created many variations of this technique. One being that while in mid-air, by creating an arc, they can transform that single strike into a cascading wave of blades that shimmer into reality, launched at great speeds decimating all of its foes that are caught in the crossfire. It can also be used as an omnidirectional defense mechanism, creating a makeshift shield of blades that has enough power to easily disarm any foe that dares to stand up against it. A third variation seen is that they can cause the blades to easily multiply & increasingly oscillate every time they're destroyed at an astonishing rate, creating a distortion effect and can cause several forms of phenomena to happen, some not explainable by normal means. The possibilities of this technique are endless when wielded in the hands of a master. The current radius of this technique, while using minimum amount of magic power nonetheless, is five miles in total.
 * Sword Beam (魔力剣波 (ソード・ビーム), Sōdo Bīmu lit. Magical Power Sword Wave) is one of the most basic Sword Magic spells to exist; while it is unknown, perhaps it is one of the first spells to be developed, as it is the basis for any magical attack that launches some sort of energy from a weapon; it allows the user to fire a wave of magical power from their sword. When performing the Sword Beam spell, the user infuses their sword with their magical energy, condensing it to its utmost limit, converging at a singular point—the tip of the sword; intensifying the kinetic energy that is about to be released by convergence and acceleration. This process can take from about half a second to a full minute, depending on the user's preferences or the properties of the blade; the caster is capable of compressing even more of their magical energy upon their sword to achieve a higher level of power. In any case, once this process has been completed, at the instant of the slash, the user swiftly releases the magical energy compressed upon the blade which magnifies the slash attack, unleashing it in the form of a wave of energy that flies forward at high speeds. The principal use of Sword Beam is to strike at adversaries outside of the sword's range, effectively nullifying the claim that swords are meant for close-range combat only. In any case, the Sword Beam spell, without any modifications, is extremely powerful, as it possesses great force that enables the user to unleash large-scale damage and destruction. Upon impact, the Sword Beam spell causes a large explosion with enough momentum to breach defenses; making it extremely powerful, ripping into the ground and destroying a very large prison building. A single swing of it is more than enough to disperse an entire rainstorm; as well as demolish a large radius of the surroundings and leave behind a huge crater in the wake of the attack. It can be utilized in many ways; striking at the ground allows the user to unleash the energy condensed upon their blade as an omnidirectional blade which can used as an impromptu shield for incoming attacks while upturning the earth before them; the debris of which crushes everything in its path. What should be noted is that the Sword Beam spell possesses homing properties; tracking the foe's heat signature in order to sniff them out and deal damage; curving until it reaches its destination; once fired, the user can move around as normal without any drawback. The attack requires about two seconds to travel a few hundred-kilometer distance, and the user can immediately fire the next attack after confirming a miss as long as they have magical energy left. Going back to the part about being charged; the user is capable of adding more of their Magical Aura onto the blade when they are initiating the attack to achieve a higher level of power; this process, while it does result in the spell being launched at an ever-so-slightly later date, it can drastically enhance the power, width, and size of the Sword Beam spell, and as such, the option of charging can mean the difference between victory and defeat in the heat of battle. Generally, the charging speed of the Sword Beam spell takes about two seconds down to the letter, and if the Sword Beam spell is charged, it travels in a straight line, but when fired without charging, it flies in an up-and-down wave motion. The user is also capable of continuing to hold the spell in its magical energy compressed form and move around as normal; this can serve as a way to take advantage of extra power while taking evasive action. The user is capable of interrupting the charge of the attack by grabbing their weapon with their free hand; the charge cancel can be used to bluff an opponent by allowing them to come close to the caster while they're charging, only to find themselves attacked by another method.

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

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

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

Piguàquán (, Piguakuan lit. Chop-Hanging Fist), also referred to as Piguàzhǎng (, Piguachan lit. Chop-Hanging Palm) is the name of a form of martial arts which is focused around the use of palm strikes and explosive, long-range power. Piguàquán is a martial art which revolves around the use of palm strikes. Piguàquán is more often than not initiated by the martial artist whom wields its power assuming particular fighting stances, such as bending their knees and diagonally stretching their arms upwards, allowing them to assault foes with great force and accuracy with whipping motions from their heavy hands which are augmented by using all of the body's mass. The majority of the power of Piguàquán is derived from the forward surging kinetic forces produced by the user's arms as they accelerate forth while rotating – the user allows the laws of the world, such as gravity and momentum lead their hands forwards, keeping their arms relaxed while striking as to give the user the feeling of being light as a feather whereas their hands are as heavy as steel. As a martial art, Piguàquán's main purpose is that of unbalancing, throwing the opponent off-guard and open to attacks through strikes, locks, grappling, throws, and takedowns – however, striking is more often not the best "weapon" in a user's arsenal.
 * Dān Pī Zhǎng (, Danpaichan lit. Single Splitting Palm): Dān Pī Zhǎng is a basic Piguàquán technique which involves the user lashing out with a single palm strike. When performing this technique, the user focuses for the briefest of moments, before striking outwards with an open palm that shoots forth like a bullet with a relaxed motion that's also quite limited as to ensure that the movement of the palm packs such a velocity that very few indicators of it beginning can be perceived even by the keenest of eyes; and while being launched towards the opponent, the user's arm rotates rather swiftly, generating a powerful force that grants the user's arm incredible penetrative and destructive power while still deceiving the enemy through its movements being as free as a river, giving off the visage of a lashing whip speeding towards the opponent. The motion also causes a rather prominent upsurge of gravel and the like from below the user as an exemplary trait of its incredible power and speed – with the force produced by the technique focused upon the striking open palm of the user, the attack connects with the user's target, producing incredible power that deals an enormous amount of damage, commonly winding the opponent if not straight-up blowing them away. The Dān Pī Zhǎng, as a Piguàquán technique, is capable of being utilized in various methods, such as the stationary manner, when the user is advancing, throwing the opponent alongside the move, bolstering the move with an uppercutting motion, evading and then striking, and stepping around the enemy before striking.

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

Sword Pressure (剣圧, Ken'atsu): When performing the Sword Pressure technique, the user swings forward with their sword, swinging the blade so swiftly that it seems that the user is able to utilize air itself to slice enemies, focusing a current of wind to the point where it takes on a sharp edge, which the user launches at foes; sending it through the air towards the user's enemy. It is a powerful blade of pressure that appears as faint ripples of wind that is launched towards the foe at high speeds; this attack enables the user to assault things which are out of their sword's range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash. The person struck by the sword pressure is assaulted by countless invisible blades which happens so fast that they would normally be unable to properly react in time, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet; this technique possesses enough power to slice down many trees in a forest. This technique can deflect both physical and sound wave attacks and attack at the same time, making it both an offensive and defensive technique. These blades of wind possess incredible range and devastating power; and at its highest level of mastery, the sword pressure is capable of cutting through barriers of magical energy; and they can even remain floating within the air until the right minute to slash.
 * Sword Pressure: Blade Concealing Gale (剣圧・刃隠風, Ken'atsu: Jinkakupū): A special application of Sword Pressure. When performing this attack, the user gathers and condenses their magical power into one of their swords, before using it as a magnet of sorts in order to draw enormous amounts of air towards it—using Shape Transformation, the user molds it upon their blades, compressing multiple layers of wind into air of a super-high pressure onto the blade, which distorts the refraction of light and renders what's inside the multiple layers of wind invisible to the naked eye. The moment that the wind is molded upon the sword, it takes upon the shape of the armament and renders it as an invisible weapon that emits no secondary effect—not even sparks will fly off of it, and no clashing sound will be heard. The technique itself is known to be exceedingly simple in regards to its execution, but that, along with its effectiveness in combat, for the record, the winds compressed upon the sword are not a vacuum, so the air which is always whirling around the armament grants it a rather notable boost in power. Due to the slicing winds surrounding the armament, the damage emitted is increased, and so is the cutting power—and it also has the side-effect of being more difficult to evade, as the winds can expand their range at a moment's notice. However, its true purpose is what makes it so deadly—due to the sword being, well, invisible; it is indeed extremely difficult to counter for people whom are unfamiliar with the nature of the attack, as they are left unable to successfully defend themselves from a weapon which cannot be seen. The opponent would fail to analyze or discern the properties of the armament, which would leave them constantly on the defense against the user, relying only on their movements in order to develop a proper counter for their strikes—this causes them to become confused regarding the user's attacks and defending actions, and thus, they are required to stay out of the user's strike range in order to stop themselves from being defeated rather easily. Lastly, Sword Pressure: Blade Concealing Gale makes it possible to manifest the multiple layers of wind on something other than the user's weapon. For maximum effectiveness, Blade Concealing Gale is best utilized with a weapon that is capable of shifting its size, or a morphing weapon, adding another layer of unpredictability to this spell. At any time, the user is capable of releasing the layers of Blade Concealing Gale in order to activate one of two special attacks, as listed below.
 * Strike Gale (統帥風王の六重鉄槌ストライク・ゲイル, Sutoraiku Geiru lit. Sixfold Iron Hammer of the Supreme Commanding Wind King): Strike Gale is further extension of Sword Pressure: Blade Concealing Gale—when performing Strike Gale, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically, creating a vicious surge of air pressure as it diffuses into the air with enough force to knock people over and uproot trees with ease. The Strike Gale technique acts in a similar manner to a hammer which is composed purely of wind—the attack is capable of crushing and blowing away a multitude of people and it is also able to upturn asphalt with ease. Indeed, the air pressure unleashed by releasing the windy layers around the user blade take upon the form of large yet immensely sharp blades of wind which not only possess a large amount of pushing power, but they move so fast that the movements of the blades are invisible, and it truly seems like the user shoots their opponent with a bullet from all directions, except that the resulting impact is not akin to an actual pistol, but to a small hand-held cannon and powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge; connecting instantly with the target. This attack possesses incredible power, able to tear through non-magical armours with relative ease. The hit of this technique will have more of an impact on actual magical defenses since it is sharper and larger than regular blades of Sword Pressure. It is a very useful technique that can connect rapidly and accurately, which works well with their impressive speed and agile techniques. Strike Gale serves as a medium-to-long range attack with a consistent amount of damage that isn't influenced by the user's physical condition of the magical energies left within their magic origin; while it is capable of being deflected normally, it is best defended against by using a high level of magical energy. What should be noted is that Strike Gale applies enough knockback to force opponents out of range and away from the user within seconds, and can then keep them away from the user without hope of getting near them due to how it doesn't cause flinching—though this will only last for a few moments. Interestingly, after unleashing Strike Gale, the user is capable of re-summoning their Sword Pressure: Blade Concealing Gale by compressing the surrounding air to reform the invisible barrier.
 * Slipstream Accel (高速上空鉄砲弾歩スリップストリーム・アクセル, Surippusutorīmu Akuseru lit. High Speed Upper Air Gunshot Stride): Slipstream Accel is further extension of Sword Pressure: Blade Concealing Gale—when performing Slipstream Accel, the user assumes the position of crouching their knees, leaning forward, and holding one of their blades in a behind stance, with both hands grasping the sword's grip- in this position, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically; when this is done, the user does a short hop up and down, dragging out the noise so that the sound of their feet tapping on the ground isn't heard until after their feet have left the floor again. Once the sound lag is at its fullest, the user leaps forward with a powerful forward boost while the user charges forward, accelerating their towards their opponent, enabling them to move at thrice their regular speed, if only momentarily. This movement is known to be at exceedingly high speeds; almost invisible to the naked eye at a velocity that gives them the appearance of a supersonic bullet shooting towards the enemy at the speed of sound; it produces a sonic boom that echoes outwards for several meters, destroying everything in front of and behind themselves, propelling the user into their opponent at inconceivable speeds. Because they move faster than the eye can see, the opponent won't be able to react until after the user has already hit them. Slipstream Accel is excellent for getting the jump on the opponent. If working together with another person, the partner can use the vacuum left behind by the attack to immediately rush in behind it by using the surge of air taken in by the vacuum as a Slipstream.
 * Heaven-Shaking Slash (動天斬, Dōtenzan) is a Sword Magic spell of considerable destructive power. The Heaven-Shaking Slash lives up to its name quite clearly; its a slash so powerful everything trembles in its wake. Unlike several Sword Magic spells, it can be utilized with any sword so long as the user is capable of manifesting the required energy to make use of it properly. The Heaven-Shaking Slash works by concentrating an excess of magical power into one's blade, creating surges of magical energy leaking out of the medium which the spell is being used from. From therein, the user makes a slash, generally vertical, against the opponent in question. The slash builds up an extraordinary amount of momentum from the movement that goes behind it, therefore releasing destructive shockwaves of kinetic energy which can slice through inanimate objects such as trees and even steel with some effort. While the spell is very powerful and effective, inappropriate use can easily lead to fatigue and unwanted destruction of the surrounding environment.

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

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

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

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

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

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