Alanna L. Atonia

Alanna L. Atonia (アラナ エル アトニア, Arana Eru. Atonia), known by most as the Grand Theft Magician (大々的窃盗魔法使い, Daidaiteki Settō Mahōtsukai), is currently one of the strongest mages to ever set foot in Earth Land history, her strength exceeding those of higher ranked by a fair margin. Being an orphaned child that was forced into a living of stealing from others, Alanna's desires for what she wished to thieve continuously expanded, essentially leading her to create Library of the Enchantress which broadened the horizon of what one could do with magic. Despite only wielding the magic for approximately three years, Alanna took the magic world by storm, the sheer versatility added with her understanding of the magic in her library enough to rise her through the power ranks to that of a S-class mage tier and not before long, to a Guild-Master's level when her armed and unarmed combat skills were brought to light.

Despite being an, after failing to defend herself from the talented yet borderline insane scientist, Fleming and being successfully cloned as a consequence of her loss, she shared one thing in common with the law-breakers, the destruction of Fiore's governing body, the. Infuriated with the lack of sanctions in place for organisations that are not recognised as guilds, Alanna knowing that a change in power won't be anytime soon, decided that the council needed to be reformed and the only way of doing that was its destruction first. She then went onto form her own independent guild, Twilight Empusa, her inspiration for the name stemming directly from demi-goddess Empusa from ancient Fiore mythology, who similar to Alanna, enjoyed feasting upon human flesh and blood.

Appearance
Contrary to the typical resident of Fiore, Alanna has many distinctive features that set her apart from the stereotypical appearance. The female guild master stands at an above-average height of 5 ft. 9 inches. . Despite having a rather lean build, she has well-toned muscles present from her shoulders to her feet, with her most notable muscles being seen at her thighs. For a Fioran, Alanna was born with a rather dark pigment while also donning a pair of shimmering yellow eyes and natural tomato-coloured hair in which she allows to hang freely with the exception of the hair located at the top of her head, in which she keeps that in place with some sort of bandanna headband fusion accessory. Her unique outward form often attracts both men and women seeing as it rare to see such an appearance in Fiore, this can be proven with the amount of offers she receives from modelling agencies each and every year. This look has bestowed the title Shadow Flame (影炎, Eien) upon Alanna, the alias taking into account her hair colour and her immense speed.

The Grand Theft Magician prefers to wear a long, short-sleeved dress with frilly edges complete with a eternano-hardened jacket over it, and two tinkered yellow earrings that absorb ambient eternano and "feed" the energy to Alanna in order to regenerate the magical energy she loses while using such a taxing magic such as Library of the Enchantress. She also sports fishnet stockings as well as thigh-high boots with white soles. She also travels with her main katana, Judgement Blade sheathed in a white, red striped case. In her pocket, she keeps her pocket knife there and the rest of her weapons are kept in a pocket dimension in which she can access any time with her Requip.

Magical Aura
Magical Aura (魔力の霊気 Maryoku no Reiki lit. Aura of Magical Power): A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user'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 particles exceeds the limits of what it contains, or is purposefully released by the user. 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.
 * Monster Aura:Alanna1.png (未力の魔霊気, Miryoku no Mareiki lit. Magical Aura of Outstanding Power): A Monster Aura as it is classified, is the strongest classification of aura to date. Only extremely powerful mages are capable of this aura, and are generally Guild Aces, if not masters. In the canon, two individuals have shown this aura, notably and, both individuals with tremendous levels of magical power. Upon release, the magic almost consumes the user in their color, leaving nothing but a phantom-like apparition to remain. It should also be noted that the aura is far wider, and is generally uncontrolled by the individual. However, "Monster" auras aren't limited to intimidation, and can be used for the preparation of a spell. This was demonstrated aptly by  in his activation of , which caused the environment to become distorted due to the sheer level of magical power concentrated in the atmosphere thanks to his release of power. It is also worth noting that the pressure exhibited from such an aura can form a large column of energy, leaving the pressure enough to visibly cause strain on individuals even from a considerable distance away from the exertion of the aura, indicating at the sheer level of power within this aura.
 * Magic Signal (, Majikku Shigunaru lit. Magic Satellite Broadcasting): Magic Signal is a spell derived from the use of a Magical Aura, and is a common method for most mages to sense the presence of other people. The Magic Signal works through precise control over one's magical energy, although it doesn't need to be exceptional. Most ordinary mages are able to utilize this spell with enough training; about a week of intensive training. The spell takes focus by exerting one's magical aura in precise pulses, therefore increasing their overall radius several meters beyond what one would normally achieve when exerting their power. While they exert their power in pulses, the overall essence remains with the user of the spell. The effect of the spell takes place following the interaction of these pulses with a source of magical energy. This interaction signals the user of their presence, and allows them to appropriately respond. However, an obvious backlash is exposing their own selves while using the spell, consequently causing tension among mages who utilize the spell and whomever it encounters. For this reason, most opt to only use it when in a hostile environment. An additional benefit from training the Magic Signal is for the ability to estimate the quantity and quality of an individual's magical energy after having the pulse encounter with them multiple times. In turn, an individual is able to give an approximation to their emotional state and the level of threat they are facing with, allowing for an appropriate preemptive strike if necessary.

Hand-To-Hand Combat

 * 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. ReiSpeed.gif 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. As the Reduced Earth technique is focused entirely on speed, it can be best characterized by 'the velocity at which the user gets from the starting point to the finishing point in the least amount of movements', attempting to waste no unnecessary motions while attempting to achieve its goal. Generally, in regards to how much any user is capable of getting out of the Reduced Earth technique, things like racial traits such as perhaps elves being faster than humans do not factor into the end result- rather, it relies solely on the user's training and skill to determine how fast they can actually move, and it is mentioned that if the user neglects the skill and rarely harnesses it or practices with it, they would move at a slightly slower pace as the body would have to be accustomed to undergoing the motions of the technique regularly- this is something that could quite possibly lead to a theoretically weaker user of Reduced Earth accelerating towards their point of choice at a swifter pace than somebody who was previously deemed stronger. However, despite being heavily compared to "true" Teleportation Magic, a user of Reduced Earth is capable of being stopped in their tracks if anyone who is in the vicinity of the distance between the user and their destination calculates the miles-per-hour as well as the ending phase of the technique that the user is accelerating at and takes steps to intercept the movement accordingly, and as such it can be quite predictable in comparison to actual movement-type magics, as it doesn't use supernatural energies to prevent any sort of interruption- indeed, with Reduced Earth, an opponent with swift enough reflexes can properly counterattack the burst of speed simply by blasting them with a higher-speed projectile no matter its origin, as in the case of most users, it is near impossible to stop and turn on a dime, requiring great effort of simply stop before reaching the destination, meaning that while in motion, a user can be seen as almost powerless against an opponent's attacks- however, commonly, it is shown that due to the speeds that they move at, this generally isn't a serious concern. Something interesting to note is that similar to "basic"-type techniques such as Magic Ray, Defenser, and Magic Ball, Reduced Earth, despite possessing no real supernatural properties, is capable of being merged with other supernatural powers such as Magic, Curses, and good ol' fighting spirit of any type, resulting in almost infinite cross-up options, allowing the user to augment their movements with different powers and the like; something of note is that Reduced Earth can be seen as a "stone" from which numerous results can be carefully carved and perfected. Because of its faster speed and almost unmatched adaptability for what's effectively moving with a short burst of speed, it is well-known that Reduced Earth is effectively a superior high-speed movement ability to the likes of High Speed, Slowing Magic, and many more; this is one of the major reasons why many choose to use it over those magics; as not only is having an entire magic that is suited to increasing one's movements a complete waste of a magic slot, it is well-known that some regular fighters are capable of moving faster than said magics without a speed boost. Another interesting point to consider is that skilled users are capable of simply taking on the trait of "speed boost" granted by the usage of Reduced Earth and applying it to almost any other aspect of their being- for example, it can be harnessed in order to drastically enhance their reflexes, minutely to evade attacks in a split second; making a utilization of Reduced Earth akin to precognition with a technique known as Flash Perception Reduced Earth (閃勘縮地, Senkan Shukuchi). In addition to enhancing their reflexes, a user can increase the release speed of their strikes, allowing them to land blows rapidly- this is referred to as Flash Attack Reduced Earth (閃撃縮地, Sengeki Shukuchi). Not only this, any user is able to  induce Reduced Earth on a wall once they make contact with it, allowing them to kick off of it and bounce to another location in an action known as a Wall Kick (壁蹴り, Kabegeri). Of course, obviously, with all the customization going around, one can naturally assume that Reduced Earth has been adapted for usage on all sorts of environments, such as the air and water; these two are known as Air Waltz Reduced Earth (空円舞縮地, Kūenbu Shukuchi) and Water Walk Reduced Earth (水歩縮地, Suipo Shukuchi) respectively. Because of its sheer adaptability and compatibility with all sorts of powers and abilities, Reduced Earth has many variations as a result of the high-speed movement technique being personalized by those who are skilled enough to integrate the mechanics of one power into another- indeed, in conjunction with elemental magic, it can be seen as a variation or precursor to the Elemental Body spell. One of the more popular iterations of Reduced Earth with magicians is known as Lightning-Fast Reduced Earth (雷迅縮地, Raijin Shukuchi); where the user merges their Lightning Magic with Reduced Earth, allowing them to effectively generate an aura of lightning around themselves, increasing their velocities to the point that they move at the speed of lightning, which is approximately one hundred and fifty kilometers per second, giving off the visage of a lightning bolt that appears and disappears from the vicinity; another popular version is combining Fire Magic with Reduced Earth, causing an aura of sweltering flame to shroud the user's body, leaving trails of fire in the wake of their movements. Masters of the Reduced Earth technique are able to apply it minutely to enable high-speed movements while effectively remaining able to perform all sorts of actions as if they hadn't induced the technique, making it appear as if they were still on the ground- this version is known as Wavejet Step (, Uēbujetto Suteppu lit. Professional-Usage Instant Movement Technique: Jet-Propelled High-Speed Crouching Sprint). All of the variants of Reduced Earth are capable of being branched out into numerous extensions as well; more than living up to the saying that the ability has infinite possibilities.
 * Air Waltz Reduced Earth (空円舞縮地, Kūenbu Shukuchi): A variant of the regular Reduced Earth high-speed movement technique- unlike the other variations which require a solid surface to kick off of in order to produce astounding velocities, Air Waltz Reduced Earth enables the user to harness the technique on the air by bouncing off of it, effectively allowing the user to induce pseudo-levitation by first inducing Reduced Earth to launch themselves into the air, enabling users to perform all sorts of tasks that would normally be impossible or impractical. When performing Air Waltz Reduced Earth, the user performs the bog-standard Reduced Earth activation motions by kicking off ten times upon a solid surface in the blink of an eye- however, in this case, the user, instead of using the technique to get them from point A to point B on the ground, the kickoff and the resultant thrust that is produced launches them high into the skies when they harness the power gathered within their being in order to perform a jump, elevating the user from their current position in the blink of an eye to heights never imagined; leaping high enough to effectively pierce the heavens albeit without a drill; to onlookers, it appears as if the user was a rocket shooting into the skies. Once they have become airborne, the user is capable of using keen eyesight to search out for "pockets" of air, which are essentially masses of air condensed in a single point that can be considered a "solid" that are scattered throughout the atmosphere which the user is able to kick off of the empty air instead of the ground like the normal Reduced Earth, effectively performing a double jump and staying in the air for much longer than usual- Air Waltz Reduced Earth enables the user to cross vast distances without ever touching the ground or be utilized as a starting point for a powerful aerial assault. By itself, without altering the technique a bit, the Air Waltz Reduced Earth technique does not have a direct combat application, but it is an extremely useful ability as numerous areas cannot be unfairly accessed without a flight-type technique. And, of course, the Air Waltz Reduced Earth technique greatly assists the user with evasion in combat, particularly against ground-based opponents, as by bouncing off the air multiple times, the user is capable of slightly increasing the amount of time spent within the air; this also has the effect of enabling the user to gain access to areas that would be normally out-of-reach otherwise, simply by elevating themselves up to the desired location. When performing Air Waltz Reduced Earth, the user can also enhance their already swift flight speed by riding on strong gusts of wind, and can slow or deflect falls by creating cushions of air.
 * 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.
 * 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. Like the regular Reduced Earth technique, Afterimage Reduced Earth is capable of having all sorts of supernatural powers infused within it, granting the afterimages tangibility which the user can remove at any time and allowing the user to harness the afterimages to pull of various attacks and tasks from all angles, giving the doppelgangers further believability in that they are the actual user to keep the opponent fooled; for example, if an enemy strikes an afterimage infused with Lightning Magic, the decoy will erupt in a discharge of static and paralyze the enemy momentarily.
 * Wavejet Step (, Uēbujetto Suteppu lit. Professional-Usage Instant Movement Technique: Jet-Propelled High-Speed Crouching Sprint): The Wavejet Step is a hideously overpowered 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.
 * Ki no Michi(木の道, Ki no Michi lit. "The Way of the Tree"): Ki no Michi 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 her. 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. The name of this type of martial arts comes from the fighting style's extremely proficient defensive abilities. Because of the strong defense a practitioner of Ki no Michi must be able to hold in order to get achieve an effective counter measure, it is said that they move "with the flexibility of a willow branch, but the sturdiness of a live oak." It is because of this nature that practitioners generally have a high degree of flexibility, as well as a mesomorphic body build. This is because mages who specialize in this martial art have a higher percentage of Type IIA (fast twitch oxidative glycolytic) muscle fibers in their muscle groups to allow for fast contraction times, long term anaerobic endurance, and high force production.
 * 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 the user 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, the user 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.

Swordsmanship

 * Sword Magic (剣の魔法 Ken no Mahō): Sword Magic 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.
 * Sword Beam (, Sōdo Bīmu lit. Magical Power Sword Wave): Sword Beam 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. Is it a beam that shoots swords? Is it a sword that's actually a beam? Nobody knows, but one thing is certain- without the spell, weapon-based combat probably never would have gotten as far as it has these days. 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.
 * Sword Pressure (剣圧, Ken'atsu): Sword Pressure is a basic ability which can be learned by almost everyone and their mother, but it sure is deadly if utilized properly; it is the most basic techniques that one can perform with their sword. 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 (, 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 (, 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.
 * Emergence of the Phantasm (出現の幻想 Shutsugen no Gensō): Emergence of the Phantasm is a Sword Magic spell. As if the user's magic has a will of its own; requiring nary a gesture, nor stance, this spell activates with a mental command. Like a ghost-like phantasm, the spell projects itself out from the user's sword with a speed that has the capacity to push any foe aback great distances, regardless of weight and size. Not serving as a method to invoke immense damage or cut into flesh, this spell's intent is to simply dispatch adversaries. However, with enough force poured into the spell, it could cause a foe to cough blood, and even break one's bones if hit correctly, demonstrated as it instantly upturns a portion of the ground whenever used. Due to the manner in the which energy flows, this spell is deemed to be an invisible force, further making the spell unavoidable. Because of its near inability to be seen, it generally perceived as a technique which doesn't require magic. Thus, it thought to be an attack which can be magically absorbed; something which can foil this spell entirely. With mastery, this spell has shown the capacity to invoked in a defensive manner. Through projecting the spell outward in manner not completely release it, but more as to envelop a sword in the spell. With this, the user can shape the invisible spell to deflect opposing spells according to the manner it is shaped.
 * Hidden Blade: Thousand-Carved Retribution (秘剣・千刻罰, Hiken: Senkobatsu): Hidden Blade: Thousand-Carved Retribution is a spell that can only be mastered by those who've understood the true meaning of "wielding a sword for one's convictions". It's described as a spell that embodies the concept of "condensed power of the samurai" — a thousand slashes launched in a single instance. A technique belonging to master-class swordsmen, it's been used throughout various times in history since the creation of swordsmanship; as it's a sword-based technique, can be used with any bladed weapon — magical or no. It's also said that this technique signifies one's mastery over the art of the sword, as it allows them to call upon the full extent of their swordsmanship prowess — unleashing its destructive power against those unlucky enough to be deemed a target. If one were to surmise the technique, it would based off of the phrase: "one thousand strikes in a single slash", which ironically serves as the basis of this move. Since it involves the use of the Sword Pressure technique — which serves as the vessel for such a feat, it's imperative for a swordsman to have certain knowledge over the technique in-question. In order for this technique to be properly carried out, the user must empty out their mind and enter a state of Mushin (無心, "No Mind" or "No Heart") — their focus reaching its maximized limit; it's then that they synchronize with their weapon, which results in the two glowing with an incredible aura. This aura is not of magical nature, but represents the swordsman's spirit. With a single swipe, they unleash a shockwave of such proportions that it completely dwarfs all other beings within the area and is recorded to be many times the size of the user. Whatever happens to be in its flight-path is eliminated without question; this is due to the technique carrying "one-thousand slashes" behind its person — or so it may seem. In fact, the user's eliminating the ability to cut through anything else — focusing on a single target. When one is hit with this technique head-on, their body is cut by various vacuum blades that the technique carries, taking major damage and unable to defend themselves; it's said that the technique can even cut through things of a magical nature — despite not being magic in and of itself, making it possible to break through barriers and clashing with other spells, possibly overwhelming them. Since the technique is based on one's will and concentration, breaking either one can easily cause the technique to be disrupted and possibly overwhelmed; aside from this, there are no other ways to stop it once it's launched. While being one of the most powerful of its kind, it's used by a rare few because of what's required.
 * Heaven-Shaking Slash (動天斬, Dōtenzan): Heaven-Shaking Slash 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.
 * Sword Birth (, Sōdō Basū; lit. "Phantasmal Genesis of a Myriad Blades"): Sword Birth 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.AlannaSwordBirth.jpg Also called the "Thousand One-Blade Style of Ultimate Annihilation" (千一刀流の杏都波, Senman Ittōryū no Kyōkuha) by many opponents due to the immense amount of damage it produces and using only blade as its catalyst. 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. When using all of their magical power, the radius becomes one hundred miles in distance, being twenty times the size of the minimum, with its power being increased a thousand times over, potentially making this particular spell one of the most powerful within his arsenal, though this is rarely used as it can obviously exhaust the user and render them unconscious. It's been stated by past users that the technique is much easier to utilize than originally perceived as it's only limited by one's imagination, saying that the name is most appropriate for this technique. Thus, this is to be, without a doubt, a preferred technique that many swordsmen would utilize during combat, having enough power to take out a plethora of foes at any given moment and could be used to their liking in any given situation.

Magic
Master Magician:
 * Magic Ball (, Majikku Bōru lit. Bullet Sphere of Magical Power): Magic Ball is an all-too-common uncategorized spell which involves the magician shaping a small-to-medium sized sphere of pure magical energy which they then launch at the target. Magic Ball is an uncategorized magic spell that is of no magic type—instead, it is said to be incredibly easy to learn, and thus rather basic; indeed, Magic Ball is more often than not the very first spell that an upcoming magician learns in several countries, as its formation involves almost all of the essentials of manifesting a spell of any kind. As the learners are commonly simply starting to discover magic, and don't know the intricacies of high-tier spells, Magic Ball was created to be learnt so that they would be easy and fast to teach, yet effective- "like fast food". When performing the projection of Magic Ball, the user releases a minute amount of their magical power from their Magic Origin, subtly controlling it so that the magical energy focuses upon their pointer finger. Their magical power acts as a magnet of sorts, drawing in ambient eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. From here, the user harnesses Shape Transformation in order to use their magical energy base to spin the eternano in numerous directions at once while increasing the output of their magical energy, before completing the final step- utilizing Shape Transformation in order to induce the merging of the previous two steps to contain the magical energy and eternano and shape it into a sphere of pure magical energy. Now that the Magic Ball has been formed, the user is capable of launching it at the enemy by pointing at them with their index finger, releasing the sphere of magical energy focused upon their finger at high speeds; though, like most spells, the desired target must be within the user's field of vision so they can aim at them. Upon the firing of the Magic Ball from the user's finger, it travels through the air at high speeds- because it is rather small, only those with keen eyes or those who possess the ability to utilize Sensory Magic will likely keep their sights on the Magic Ball. As the Magic Ball is automatically released from the magician's finger upon formation and targeting, unlike many other constant use spells, the Magic Ball does not require a constant stream of magical energy to sustain its existence, effectively giving it an unlimited amount of times that it can be cast. While commonly, the Magic Ball is the size of slightly bigger than the user's thumb, if the user pours more magical power and eternano into its formation, it can become twice as large as their hand at its strongest point. The Magic Ball packs roughly the destructive power of an actual pistol bullet, and upon contact with the target, the sphere bursts and inflicts a moderate amount of damage (which actually depends on the amount of power used to fuel the spell) and propels whatever it hits backwards or into the ground. Magic Ball itself is known for its sheer versatility, as it is capable of being modified in almost any way that the caster wishes.
 * Magic Splinter Orb (, Majikku Supurintā Ōbu; lit. "Unknown Energy Synthesis: Fissure Kick Violet Blaze Shots"): Magic Splinter Orb is a very basic & simplistic spell in nature; it's one of the few spells that doesn't belong to any form of magic — instead being completely reliant on pure magical energy to cast. Despite it's nature, it's a very versatile spell — being able to take out multiple targets at once while using as little magical energy as possible. This spell is used very often by numerous mages in the modern days, often incorporating it into their fighting styles. This spell is considered to be simplistic in nature, as it only requires one to have the basic understanding and skill at Eternano Manipulation; it's because of this that the spell is seen as a lower-class spell used by various novice mages. It's often taught in many magic and martial arts schools, teaching its practitioners how to properly handle and subsequentially manipulate the various energies surrounding them. By focusing their magical power on the area around them, they use it as an electromagnetic conduit in order to attract the eternano — concentrating it to a single point, usually between their palms; it's then that they form and shape such rogue energies into a ball of light. The bigger the ball, the more powerful the spell becomes; while novice users of the spell are able to simply conjure the energy of various sizes, more advanced users are able to infuse other magics into it in order to become more potent, usually elemental such as fire or ice. With a swift motion, the user fires off the condensed energy orb which splinters off into little darts of magical energy that fires off in either multiple directions or in a wide range. It's because of this that the technique becomes nigh undodgeable, thus can only be blocked or countered. While it's naturally weak in nature, it can be proven to be a powerful asset if used correctly; it also seems useful to use even when one has low amounts of magical energy to rely on. It's stated, and later proven, that this technique is useful when employed at the end of a battle between high-level or multiple opponents — the air becoming saturated from the remnant magical energies produced by the spells fired. Because this is an eternano collection technique, this makes the spell easier to invoke, even when the user is exhausted.
 * Magic Ray (魔力光線 (マジック・レイ), Majikku Rei lit. Magical Power Beam): Magic Ray is an uncategorized magic spell that is of no magic type—instead, it is said to be incredibly easy to learn, and thus rather basic. Within the Rune Knights, it is very often the first spell that is taught, along with Defenser. Magic Ray does as the name says—it allows the user to fire a beam of pure, concentrated magical power at their enemy. When the Rune Knights were first formed, the head of the Magic Council reasoned that most magicians joining would be need to taught several spells in order to maximize their effectiveness. However, since many magicians joining were simply starting to discover magic, and didn't know the intricacies of high-tier spells, the head decided to simplify the spells learnt so that they would be easy and fast to teach, yet effective- "like fast food". Magic Ray is one of three spells taught, along with the barrier Defenser. The reason all three were chosen is because of their sheer versatility, as they're all capable of being modified in almost any way that the caster wishes. When performing Magic Ray, the user utilizes coherent particles of eternano, which are charged by the user's magical power as to rapidly excite the constituent particles of eternano, which experience an increase in density and seem to multiply; this causes them to seek equilibrium and self-stabilize, being reflected and amplified by the magical aura and formed into a high-powered and potentially destructive beam of coherent radiation which is in a hyper-condensed form; essentially, a powerful ray of pure magical energy. What is so notable about Magic Ray is that everything about it can be customized, from the trajectory, the properties, and even the shape and firing position. The user is capable of altering the trajectory of the attack to the point that it can undergo several complex maneuvers, which can, in extreme cases, allow the user to strike more than one opponent with relative ease. Indeed, the speed settings are capable of being altered as well, though this is stuck to two settings. Version one causes the user to unleash a higher-velocity beam with enough momentum to breach weak defenses –even able to smash through steel and assorted metals- but in this case, the damage dealt to the target without penetrating their personal defense spells are significantly reduced due to the lower transference of magical power in the Magic Ray; though because of the high velocity of the attack, it's certain that it will reach its target. Version two is more like a classic "ki attack" from fiction, as the magical particles have less velocity, and while generally less penetrating, the particles quickly transfer their energy to the target upon contact, reverting to pure heat and destroying the target from within. Interestingly, Magic Ray has a special function—when using an elemental Lacrima as a medium to launch the spell, the composition of the spell reacts with the particular type of elemental magic contained within the Lacrima, allowing it to change into theoretically any elemental type; also giving Magic Ray a large type coverage. In addition, Magic Ray has been modified by the creator of the spell to attack the opponent from within in any form if a foolish Slayer attempts to devour it in any of its elemental forms, meaning the only way to properly defend against it is to use an actual magic.
 * Magic Arrow (, Majikku Arō lit. Ballistic Bullet of Magical Power): Magic Arrow is an all-too-common uncategorized spell which involves the magician shaping their magical energies into arrow shaped missiles that are then launched towards their target; the commonality of this uncategorized spell and its usage is comparable to that of spells such as Magic Ray and Magic Ball in terms of its simplicity and ease of use. Magic Arrow is an uncategorized spell of no particular magic type, thus making it exceptionally easy to learn, thus making it rather basic; as such a simplistic spell to learn, it commonly is one of the first spells that a new wizard may learn as its casting contains almost all of the essentials of manifesting a spell of any kind. When performing Magic Arrow, caster will start by releasing their own magical power from their Magic Origin, mixing it with ambient Eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. The caster will then, using Shape Transformation, begin manipulating the masses of magical energies, shaping them into elongated forms that will begin to resemble arrows of sorts; the heads of these magical lances can vary greatly as they depend upon each casters individual style. With the first step completed and the magic missile('s) now formed all the caster need do is launch them at their intended target at high speeds; though, like many spells that require its target to be within their field of vision, the arrows created by this spell can, if its caster is skilled enough, the ability to track its target, otherwise a clear line of sight is required to launch this spell. After its launch each individual arrow created by this spell will fly through the air on a straight trajectory unaffected by gravity at high speeds. While the lances of magical energy created by Magic Arrow are not launched immediately upon formation they also don't need a constant supply of magical energies to maintain their forms or power, instead they are capable of drawing the required energies straight from the atmosphere to maintain themselves, which allows the spells caster to constantly use this spell. At first, many users of this spell are unable to create very many arrows of magical power, with sufficient practice and magical power users can create nearly unlimited amounts of them, using them as volley fire against their targets. The lances created by Magic Arrow pack a relatively low amount of base power (a fact that can be overcome by using more magic in its creation), compared to that of a regular pistol bullet, and upon impact with a target will drill into it before detonating with a small blast and will propel the target backwards or into the ground. While a weak spell by itself, Magic Arrow grants its strength to its sheer versatility; indeed, magic Arrow can have its power supplemented by its caster with forms of Elemental Magic's, which aside from changing the spells outward appearance, imbues the magical lances with the properties of the element that was used to conjure them. This fact means that a Magic Arrow imbued with Lightning Magic will paralyze its target if struck. The versatility of Magic Arrow is further increased by its ability to be "programed" by its caster before its launch, meaning that including the ability to imbue the arrows with an element they can made to do various other things besides their standard impact and detonation, this feature is further enhanced by the fact that a skilled enough caster can input several different commands into a single arrow, increasing its basic effectiveness several times over. Some of the basic programmed "applications" of Magic Arrow include magic missiles that do nothing more than penetrating damage, arrows that bind and restrain instead of causing any damage at all, they can be made to follow and track a target down, and even allows its caster to increase its power by following through the attack with a physical strike, such as punch. These programmable applications can be further augmented with elemental effects as a skilled and savvy enough user can completely control a battle with just this simple spell with the correct combination of magical elements and programmed applications, thus making this spell one of the most versatile of its kind.
 * Defenser (魔関 (ディフェンサー), Difensā lit. Magic Barrier): Defenser is a basic magic spell, and one of the first spells any magician learns—it, along with Magic Ray, are the two defining powers of a magician. When performing Defenser, the user releases their magical energy outwards, utilizing Shape Transformation in order to mold their energy into the form of a hexagonal structure that surrounds them—before their magical energy reacts with the ambient eternano saturated within the environment, solidifying the structure, causing it to take the form of a hexagonal barrier that surrounds the user's body which acts as a shield in order to defend against the attacks of the enemy. The shield itself is similar to a geodesic dome, made of tessellating hexagons. The shield protects against magic, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic. Also, if Defenser successfully guards an attack, it unleashes a spray of light around the dome that does damage equal to the enemy's attack power to anything hit by the light. In fact all attacks can be reflected, with correct timing. The user can manipulate the barrier 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 one hundred feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome one foot thick about a mile in diameter (five thousand, two hundred and eighty feet) and a dome one inch in thickness the user can project for about three point two 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. 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, Defenser is slightly difficult to use has it can only manipulate so many magical particles at a time and it required precise timing—despite this, once the user gets the hang of casting Defenser, it will be incredibly simple to harness it in any way that they wish. 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 one hundred and five seconds and requires one hundred and twenty seconds to cool down. If the user has no other defensive measures this leaves a window of fifteen seconds where they have no defense against attacks. A special trait of Defenser is that with any Elemental Magic, the user is capable of infusing their element into the barrier, granting it special properties that make Defenser an extremely versatile spell.
 * Defenser Counter: Defenser is also capable of being utilized as a form of counterattack, allowing the user to deliver damage to the attacker when the user is hit; essentially, it is just as it is labeled; a counterattack. When performing Defenser Counter, the user kicks Defenser away from them upon the moment of the spell being activated, before returning to them as magnetized. This serves not only as a reflector, but also as an unpredictable approach to opponents. If timed correctly, it will trip opponents, leaving them vulnerable to follow-up attacks. Upon contact with the opposing technique, Defenser reverses the opponent's attack, whether it be close-range or projectile, upon them, returning it to sender, causing the user to retaliate in any way that they wish as well. If the attack is a projectile, it will simply be deflected behind them and upwards at about a thirty degree angle. It's worth noting explosive projectiles can still explode and will still do damage if they are struck when the Defenser is dissipated. If the attack is a powerful spell such as a Secret Art, then the attacker will be knocked back at a ninety degree angle. The user is capable of leaping out of the counterattack, allowing them to take the opponent by surprise. Essentially, a Defenser, when used to counter, multiplies a spell or technique's damage by one point five percent when there is a successful counter. If a projectile is reversed several times, then this method of harnessing Defenser will be rendered null and void, as the user loses the energy to retain the stance, and the projectile just passes through the stance and damages the user normally. Defenser is capable of being used for regular offense, as with it, the user is capable of knocking their opponent downwards. Defenser, when used as a counterattack, weaker when used against airborne opponents, and doesn't become invincible. It can travel through enemies unhindered, though. However, since the user kicks it, they cannot hold it in place, meaning that timing is crucial in reflecting projectiles. Note that when Defenser comes back to the user, it can also reflect any projectiles back at any angle at the last second.

Library of the Enchantress
Library of the Enchantress (魔法使い集の魔法, Zōsho no sono Yōfu; lit. Enchanter's Collection of Magic): Library of the Enchantress is a purely original Caster-type Summoning Magic invented by Alanna that is known throughout Fiore, if not, the nearby nations located by the neutral country she and her guild currently reside within for its sheer versatility, allowing Alanna to bare monikers such as Hell's Librarian (地獄司書, Jigoku Shisho) and Grand Theft Magician (大々的窃盗魔法使い, Daidaiteki Settō Mahōtsukai) solely due to the magic's properties. Since a young age, Alanna had a made a lifestyle purely based off stealing with her feats of robbery progressing until adulthood. By the age of seventeen, she was a notorious robber known for leaving whole households destitute. What was once her lifestyle turned into more of a hobby, in other words, it was no longer compulsory for her to commit these actions with the amount of things she had stolen for the last ten years or so. However, she was not content with what she had now, she had only mastered Sword Magic, Ki no Michi and a few uncategorised magic spells. She soon came to the resolution of stealing another's magic. Throughout her travels, she had heard of a magic named Capture seemingly used by a mage that belonged to the so-called Toveri Alliance, the biggest alliance of legal guilds in Fiore. For the next three years, she thoroughly researched into all sorts of Sealing, Spatial and Summoning Magic, trying to understand how they work, their limitations and pretty much anything else about them. During the later months of age 20, nearing age 21, Alanna had finally made a breakthrough on a method where she would be able to steal magic. By consuming her opponent whole, down to the bone, she can then take on all magical traits of said opponent (which she had just consumed) though this addition of power is only for a limited time. To make up for this limitation, she then stores her new-found magical energy into a grimoire where it takes the form of runes. Once stored in the grimoire, Alanna can access the magic at any point in time in or outside of battle. Though there is one downside to this magic that even Alanna herself admits being no solution or counter-measure to it. While in her new state of power, if Alanna lets go of the book at any time, without a second wasted, the transformation will instantly disappear and will not return to the grimoire, instead, merging with the ambient eternano in the atmosphere with no chance of being reverted to its previous form. However, as previously stated, this scenario will only take place if Alanna lets go of the book in which she doesn't intend on doing so. Because of the inconvenience of carrying a large and mischievous book around everywhere, Alanna learned Requip for ease of access. At this current of moment of time, the Diablo mage has all five primary elemental magic under her belt (in other words, Fire, Earth, Water, Wind and Lightning Magic) which has given her the title of Master of Elements (, Fūun no Shukun) as well as Telepathy. With this many magic at her disposal, Alanna has easily risen to one of the most elite members in her guild, with even the likes of Rei Vaccaro acknowledging her battle prowess.
 * Fire Magic (火の魔法 Hi no Mahō): Fire Magic 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. From this point, the user of Fire Magic is capable of controlling and moving the flames, casually forming fire-based attacks which can be used both in melee and as a ranged form of offence; more often than not, a caster of Fire Magic possesses a fairly aggressive attacking style with very little defensive spells, regularly attacking with powerful bursts and torrents of flame- though there are a few exceptions to this rule, and it should be noted that intelligent users of the magic can alter offensive spells to serve defensive purposes. The generated flames can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency by manipulating the ambient eternano in the air. The user can form fire into long streams, spheres, or even more complex shapes like letters in skywriting; molding them in any way that they deem suitable- this form is called Fire-Make. These blazing objects will only remain in their designated shapes as long as the user concentrates their energies upon them. The objects will only burn for about three minutes before expiring unless the user continues to infuse them with magical energy. The temperatures of these fiery projections are generally around two thousand, eight hundred Fahrenheit, near the melting point of iron. Not only this, as mentioned above, a user of Fire Magic can also control the size and intensity of any nearby flames and can draw them in order to manipulate them at will. One of the better usages of Fire Magic is to amass a large amount of fire upon the caster's feet or palms before releasing these flames in order to induce high-speed movement via jet-propulsion. It should be taken into consideration that anyone who possesses a certain degree of power over fire-based powers is known to be much, much stronger whenever they can draw energy from all kinds of heat- indeed, like most forms of elemental magic, a user of Fire Magic can immediately turn the tables on the opponent if the weather is hot enough; it is also said that fire manipulation powers become much more powerful during the day, reaching the peak of its destructive power during noon. With Fire Magic, the caster is capable of controlling heat, allowing them to heat a wide range of liquids and metals or melt ice. The flames formed through Fire Magic seem to be unaffected by water, as the user is able to create flames even when submerged in water. As with all forms of Elemental Magic, a caster of Fire Magic is capable of modifying these fires in any way that they deem suitable, including the shape, heat and even colour; as long as they put their mind to it, anything can be done, and they can even change more obscure properties such as the smell and taste for different effects- these are more often than not signified by the fires changing colour- this is referred to as Rainbow Fire. Finally, a caster of Fire Magic is capable of charging up their spells by drawing more and more eternano towards their bodies, which then undergo the excitation process to form more flames to add to the collection already amassed.
 * 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.
 * Hot Spring Relaxation (, Yu Kyūsoku; lit. Hot Spring Tranquillity of the Definite Dead): Despite not being one of Alanna's more flashier moves, it still ranks high when compared to other spells in the category of lethality. Her inspiration for this technique is derived from her favourite place of relaxation, a hot spring. By controlling the air within a five metre radius of an opponent, she heats the air gradually to that of a hot spring, though unlike a hot spring where you can exit at any time, Alanna reacts to her opponent's evasion techniques, deliberately making sure they are slowly roasting to their deaths. Within the first few minutes, the opponent will find themselves dehydrated, heavily impacting their performance in battle which is then followed up by the action of fainting and from there, death is inevitable.
 * Grand Celebration (, Daidanen; lit. Grand Finale): Undoubtedly one of Alanna's strongest spells throughout all her range of abilities she has attained during her lifetime, Grand Celebration is a spell of such strength that even Alanna herself has forbid herself from using unless the situation desires it. Though the mechanics of this spell are rather basic to a mage of Alanna's caliber, the destruction it can wreak upon a landscape is what could be described as inhuman or supernatural. By taming the air within a one-hundred metre radius of her body, Alanna rapidly heats up the tamed air to her maximum of 1,085°C in a window of ten seconds, cancelling out all possibilities of escape aside from users of AlannaExplosion.gif Teleportation Magic and any sort of portal-generating magic. By just being in the radius of the increase in temperature of the surrounding the air, the opponent can suffer fourth-degree burns, essentially, burn damage all the way down to the bone, this start-up period being enough to kill an opponent by itself. Though from this stage, the actions taken cannot be reversed. As explained before, the particles that compose both the heat and the oxygen split up due to reactions; thus causing a combustion with the atoms of hydrogen and such a reaction happening on a large-scale, a unsightly event. To the untrained eye, it would be as if the explosions all took place at exactly same time, as if they were synchronised though in reality, an approximated five second time-frame takes place from the first and last explosion due to the different distances Alanna is heating them up from, though for Alanna to be able to superheat air in such a short amount of time while covering such a large distance shows her understanding and mastery of Fire Magic.
 *  (, Nenhakkanōryoku): Pyrokinesis is a common ability mostly practiced by Fire and Telekinesis magicians of a somewhat intermediate level. As one could guess, a pyrokinetic such as Alanna has the skill to control flames of any temperature, manipulating them in a way that is often favourable to her, with the limitations of this ability solely depending on the user's (in this case, Alanna's) creativity. However, aside from having the power to manipulate flames, Alanna, being an experienced user of this technique has also attained a method where she is able to not only generate (eternano-lacking) flames but also negate any opposing fire that would be in physical reaching distance from her, essentially granting her near-to complete dominance over the popular element of fire. Pyrokinetics are also capable of constructing structures purely made out of fire, albeit not on the same level as users of Fire-Make though still useful when used correctly. The structures Alanna can make range from something as basic as fire bullets to simple domes and barriers, these constructs she is able to make not only providing her with efficient offensive techniques but also a suitable defence that can protect her from what would be classified as weaker attacks while also still managing to retain a fair portion of her magical energy. Alanna often combines her heat control and her supremacy over fire to forge scorching-hot flames that can permanently leave burns and scars when in contact with another's skin, even if only for a short time with the maximum temperature of the flames being produced reaching around 1,085°C Though if she wishes, she can release these flames in a stream from her palms, akin to a Slayer's breath attack, incinerating nearly everything in its path.
 * Great Blaze Ball (豪焔球, Gōenkyū): After being inspired by, Alanna yearned for a replication of the spell that she herself could use while producing the same effects as the original version. Luckily for her, the aforementioned dragon slayer didn't put much thoughts into the spell, obviously having more brawn than brains. By creating two large fireballs on her palms (with each fireball burning at 250°C), she then proceeds to slam them together over her head, forcefully merging the flames together to create a huge sphere of fire, rivalling the original in size though burning at a much hotter, 500°C than its slayer counterpart. Because of the momentum it has while travelling towards the target(s), instead of exploding upon impact, the ball of fire carries the opponent away before erupting, everything in the nearby area being consumed by flames, leaving only ash in its wake.
 * Fire Bullet (ファイア・バレット, Faia Baretto): Fire Bullet 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.
 * Infernal Body (, Infanaru Bodi; lit. "Satanic Body Forged of Underworld Flames"): Infernal Body is a supplementary spell derived from the basic aspects of Fire Magic; though it belongs in such a category, it's usable by various Mages well-versed in either fire manipulation or any magic dealing with the element, including Lost Magic such as Slayer Magic or Subspecies Magic such as Sun Magic. This spell allows one to gain a form of immunity using the element of fire; however, this trait is shown in all elemental magics — thus not exclusive to just fire. In order to properly execute this simple spell, the user ignites the eternano in their bodies — done through high-paced friction & spreads it all over the body at a rapid pace. This causes it to gain momentum, thus igniting into small conflagrations. The small embers causes the body to slowly heat up until reaching a certain point. By adding more of their magical energy, the user excites  both the body's now-abnormal temperature and the embers even more until they become one, amplifying each other in an endless cycle. This causes the user's body to be alighted as a result, a clear sign being flames igniting from various parts of the body. At this point, the body's temperature exceeds its original point. To a non-fire mage, this can be seen as dangerous — the risk being that they could burn themselves alive or evaporating all the water in their body, becoming de-hydrated as a result. However, this serves as a different story to those well-versed in the element of fire. It's stated that it's difficult to get near to a person who uses this spell because of the intense heat it gives off. The main purpose of this spell, as explained before, is to give its users a form of immunity. Because the user is clad in flames and gives of intense heat, they're protected from most spells and projectiles such as bullets & arrows. In fact, such spells and weaponry would inevitably be burned to its core upon making contact with the user's body clad in this deadly spell. Only high-levels spells can possibly affect the user, but to a certain extent. This spell has other usages that's only limited to the caster's imagination because they're manipulating pure fire — albeit contained in & around their bodies, thus having no given form. One such possibility — albeit a common one, is the boosting of their other fire-based spells. It's recorded that spells influenced by the effects of this one are magnified, becoming twice as powerful & destructive. This gives it the ability to overpower stronger spells while dealing wanton damage to their surroundings, covering it in a sea of flames. Another possible usage is enhancement of one's martial combat skills. By focusing the flames to a certain part of the body — alighting it as a result, the user is able to burn their opponents with each strike while dealing heavy damage. It's said that if the opponent were to ever dodge a blow covered in this spell, they would surely be affected by the heat coming off of it. Physical attacks cloaked by this spell is able to aggregate injuries and cause second-degree burns. Albeit something not normally seen, the user is able to utilize the spell for flight. This is similar to Flameflight, albeit with stark differences. Unlike the former, the user utilizes the flames that they already have. By propelling the flames from their feet or hands, they can sub-sequentially fly in the air. It's known that while in flight, they are covered in a flame-like aura that protects them from outside influences. This makes it difficult for most beings to come near them. Because the heat gets even more intense in flight, as the user is constantly igniting magical energy to stay afloat — they unconsciously create vacuums, which is caused by the heat severely affecting the airflow. Such vacuums can draw beings in — causing major damage to them as a result, or create slipstreams, accelerating the user's movements even further. However, as this usage expends more magical energy than Flameflight, it doesn't long. But, when this spell is mastered, it's possible to lengthen the flight time.
 * False Fire Dragon's Roar (偽火竜の咆哮, Gikaryū no Hōkō): False Fire Dragon's Roar is a Fire Magic spell that requires little skill. As the name suggests, False Fire Dragon's Roar is a spell that mimics the signature spell of a Fire Dragon Slayer Magic, Fire Dragon's Roar. However, this is not a Dragon Slayer spell. Instead of regurgitating the fire they've already consumed, Alanna simply focuses a concentrated blast of fire in her mouth and fires it externally. This spell was mainly created in order to surprise an enemy and defend one's self if their limbs are bound though Alanna has also made it compatible with actual combat, converting the stream of fire to fireballs that are approximately the size of volleyballs. Like usual, she can alter the temperature of the flames she expels from her mouth which can have different effects on an enemy.
 * Earth Magic (土魔法 Tsuchi Mahō): Earth Magic is a Caster Magic and Elemental Magic which enables the caster to manipulate the element of earth. Earth Magic is activated by the user utilizing their magical energy in order to manipulate the soil and anything related to it in any way that they wish even without directly touching it- as long as their magical energy washes over something and it has traces of earth embedded within it, the user is capable of modifying it, even through thought alone. Effectively, this grants the user the ability to manipulate, modify, generate from their body earthen materials to their fullest extent- a skilled user has absolute dominance over the earth and everything related to and dwelling within it. When using Earth Magic, the magicians harness the power of the earth around them to attack or defend, giving Earth Magic users a great deal of flexibility in their magic. Earth Magicians use their magic to unleash powerful earthen structures, create walls to block opposing spells, and generally use it to enhance their physical attacks—Earth Magic is intricately tied to the caster's physical motions, though a user of Earth Magic is required to remain in motion at nearly all times, only standing still long enough to launch an attack—even though most Earth Magic users are fairly slow, these motions help to retain the Earth Magic user's balance between attack and defense, using strength and defense to become both a shield and spear. A user is commonly seen producing earth from their very existence, before shaping it mentally and setting it upon their enemies to inflict maximum damage with ease. To a skilled user, the earth around themselves is similar to an extension of their body as in they are capable of manipulating a pre-existing earthen construct's movements and structure, subjugating it to their will- a master of Earth Magic can levitate entire buildings, tear extremely large pieces of stone from the earth, create fissures with a simple stomp, turn soil and dirt into quicksand, and of course, tunnel through the ground. Skilled users can manipulate the physical properties of earth, such as making sand as hard as metal, creating iron-hard rock pillars from the ground, or even bending the ground at will and turning it into a liquid form. Earth Magic also enables a user to literally dive into the ground (be it rock, concrete, or metal), using their hands or feet, and tunnel through it. Earth magic is strong and immune to Lightning Magic and Fire Magic, but Wind Magic is capable of upturning it and Water Magic will reduce the earth to mud. Like other elemental magics some users can also transform their bodies to earth to travelling through solid obstacles and underground. In the manga, Jura's arms appear to turn into rocks, although it is unknown if this transformation is caused by Earth Magic or advanced Transformation Magic.
 * Water Magic (水系各種魔法, Mizu Kei Kakushu Mahō): Water Magic is a Caster Magic, Holder Magic land form of Elemental Magic that allows the user to create and manipulate the element of . Water Magic is the manipulation of water conjured through magical power outside of the body, directed through limbs; in addition, Water Magic could be manipulation of existing water bodies. In order to harness Water Magic, the user must project their magical power outwards, using it to manipulate the temperature down to the level that allows water to manifest, before combining their magical power with the ambient eternano within the atmosphere in order to make that water a reality. In order to manifest Water Magic, the is required to surge their magical energy into the equation so that the atoms rearrange to fit together; the process is dangerous, both requiring and releasing substantial amounts of magical energy. In addition, when forming water, the user's magical aura will contain it, making sure there is no overflow or such. It takes much more ability to create the water outside the body than to manipulate what is already available; but thankfully, the user is capable of generating water from nothing as long as there is hydrogen and oxygen in the vicinity. A Water Magic magician is able to manipulate water pressure, allowing their spells to grasp other objects or cutting through without simply parting around them. Since water is incompressible, it can be used as a semi-solid while being able to move and flow like a liquid. Water Magic, when harnessed in an offensive manner, seems to inflict harm from the sudden force that the spells exert, which would cause massive internal damage to a human. Depending on its use, the physical properties of water can be manipulated to the user's advantage; large masses of such liquid are shown to possess remarkable force, being usable to inflict blunt damage upon targets by sweeping them away with water.
 * Aqua Ring (水輪, Suirin; Lit. "Water Ring"): Aqua Ring is a Water Magic spell. The spell is the conjuration of magical water which subsequently surrounds the user's being in a ring-like formation, constantly spiralling around them. They can increase or decrease the number of rings on a whim. The rings enable the user to quickly forge other constructs out of water within a radius appropriate enough for her to counter virtually every assault against them, should they be a skilled user. At the same time, they are capable of simultaneously using the water within the rings to send out blistering offensive attacks in the form of water whips or bullets, allowing them to use minimal effort for maximum results in any battle involving Water Magic.
 * Evaporate (, Dassui): Evaporate is a handy Water Magic spell that allows the caster to instantly evaporate a body of water or partially evaporate a body of water and control where it rests. This means that they are able to condense the water in the atmosphere to create clouds or simple increase the amount of humidity in the air for various purposes such as make a very dry and hot place bearable or prevent enemy Water Magic users from using a body of water like a lake or a river.
 * Wind Magic (風魔法, Kaze Mahō): Wind Magic is a Caster Magic and form of Elemental Magic—diverted from Air Magic—that enables the caster to generate and manipulate the element of . This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind Magic grants them high offensive power, allowing them to assault enemies in different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness. Many of this Magic's spells seem to require special gestures which are performed with one or both hands, depending on the attack's power and magnitude. However, users also seems capable of producing minor, yet accurate, blasts without the need of moving their hands. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense.
 * Fist of the Wind God (風神の拳, Fūjin no Ken): Fist of the Wind God is an offensive spell that can be used by the various magics that utilize the element of air. A powerful spell that combined the physical skills of the user and augments them with powerful Wind-based magic. When utilizing the Fist of the Wind God, the user gathers a spiraling flow of air from the surrounding area, cloaking and compressing it into a violently swirling sphere around their fist. The user then connects their fist into the target in the form of a very powerful punch; physical contact alone is enough to disrupt the internal organs within the body and crack the bones of the individual the first makes contact with. At the moment of impact, the wind is released from the user's fist in the form of a furiously rotating whirlwind, a cyclone, that is enough to entirely rend asunder the target. The cutting nature of these powerful currents are enough to destroy all but the strongest of metals, and it slashes away at the body of the opponent in the form of invisible and miniature blades of wind. The primary weakness of this technique is simply predictability; this technique requires speed to perform, and it is easiest to pull off successfully when the user moves in a straight beeline towards their opponent. However, this makes the Fist of the Wind God a telegraphed attack; any opponent paying the slightest bit of attention can see what their opponent is aiming to do and successfully counter it, making this technique unreliable in a one-on-one match.
 * Eurus (ウーラス, Ūrasu): Eurus is an offensive spell that can be used by the various magics that utilize the element of air. A powerful, and assuredly lethal, spell, Eurus can only be utilized with someone whose skill in air based magic is masterful. With enough control and mastery over their magic, an Mage can forcibly apply their influence over the air in a person's respiratory system, extracting it, and surrounding the target's head in a vacuum, preventing any additional air from entering the lungs. Through this method, the target is effectively suffocated. While a very powerful spell, due to the fact that is it a surefire kill when used on any target that actually needs to breathe, it's use isn't widespread due to the fact that the victim's death is usually prolonged and cruel — essentially, any individual with a conscience cannot usually bring themselves to use this technique. Interestingly, Eurus can also be used to counter itself. When two air-magic combatants face off, if one attempts to force the air out of another's lungs, the victim can force the air back in, effectively negating the spell, making Eurus useless in a match with two or more air-magic users.
 * Lightning Magic (雷系各種魔法 Kaminari Kei Kakushu Mahō) is an Caster Magic, Holder Magic, and form of Elemental Magic that utilizes the element of .Lightning_Magic.gif order to manifest Lightning Magic, the user is able to modify their eternano and magical energy into that of electrons, which they can alter the movement of, allowing them to use almost any electricity based power; controlling, generating, and absorbing electric fields; utilizing electricity, but more specifically, lightning, as a form of offense and defense. The user is able to generate these elements from their body, and manipulate them, giving them the ability to channel and manipulate electricity through their body. However, unlike other types of Elemental Magic, users of Lightning Magic are also capable of utilizing lightning from a distance, such as from the ground near them, or down from the sky. Lightning attacks work by electrocuting the opponents to various degrees, and there are spells that are said to be capable of completely paralyzing enemies, due to the extremely high voltage of the electricity employed in their use. Because of the high amounts of light produced with its use, Lightning Magic can also be utilized to blind opponents, albeit for a short amount of time. By generating electricity on different parts of their body, the user is capable of causing their attacks in melee to become far deadlier; even capable of propelling themselves around at high speeds in order to gain extra momentum; as the user can create lightning orbs around their arms and legs before connecting punches and kicks, increasing their striking power in a way similar to most other elemental mages, allowing them move around much faster, propelling themselves towards their opponents, by surrounding their entire body with lightning, and empowering their connecting strikes by summoning forth lightning from the sky to accompany their motions. In addition to these properties, the bright light from the lightning can be also used to momentarily blind enemies. Similar to other types of Elemental Magic, Lightning Magic allows the user to transform their body into the element they control: by transforming into a lightning bolt, the user is able to avoid physical attacks, and have the added advantage of traveling around at very high speeds and damaging everyone or everything they come in contact with, much like real lightning. This is a very powerful Elemental Magic, having many avenues for usage. It can also be inserted into Magical Lacrima crystals, as seen with Laxus Dreyar's spell. However, there has been a recent discovery within the understanding of Mages as they have discovered revolutionary way of utilizing Lightning Magic. According to those that have discovered this method, it is incredibly dangerous as it can potentially damage the user's  and even result in a person's death if preformed improperly. In order to utilize this version of Lightning Magic, the user must amplify their bioelectric currents that exist within all aspects of the body existing in the nervous system,  and s. By doing this, the user is capable of manifesting their bio-electric fields for the purpose of combat. This unique form of electricity can be used in various ways such as unleashing burst of bio-electricity that can fry a person from the inside-out and even being able to drain the bio-electical energies that may dwell within another being, in a way that is similar to . The user is also able to form constructs out of the bio-electricity drained or stored, find persons by sensing their bioelectrical presence and even scramble personal bio-electric rhythms to shock others. This method of Lightning Magic is best reserved for master of said magic as they have the understanding to fully performing and using this method to its maximum potential.