User:Blackdagger01/BD1 Characters

This sandbox is filled with Characters I am either revising, or hope to create in the near future.

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

Hitomi Igarashi (瞳イガラシ, Eye of Fifty Storms):

Personality






Vampire Physiology
While vampires look nearly indistinguishable from their human cousins it can be noted that the two are quite different despite their close relationship to one another. A vampire's digestive system cannot pull nutrients from human foods such as meats or plants. Vampires can only derive nutrients from the blood ingested from a human host. It is currently unknown why vampires can only derive the nutrients they need to survive from human blood as several have tried to derive those same nutrients through the consumption of animal blood only to end up sick. It can be noted that the blood a vampire can consume must be from that of a living human. As such, drinking the blood from a corpse that has been dead for longer than ten minutes can lead to illness for several weeks. The tools vampires use to retrieve this blood from their human hosts are retractable fangs that are found to be located just behind their canines. These fangs can extend and retract in less than a second, allowing quick access to their feeding tool. While a vampire can bite anywhere so long as they can draw blood from that area, many aim for major veins or arteries which allow them to receive as much blood as they can in one feeding. Those who have lived through the experience of being bitten by a vampire have said that it is by no means a painful experience. This is due to the fact that a vampire's saliva contains a numbing agent which suppresses the feeling of pain in the area of contact until several hours after the initial bite has occurred. After which the wound will begin to flare up and swell for a short time before ultimately going away leading most people who were bitten while unconscious or under a sleep spell to believe they were bitten by a spider or mosquito as the wounds left behind after a vampire bite are actually quite small and would most likely go unnoticed at all if not for the pain and swelling. Among the tools vampires have to capture and feed on their prey are retractable claws on their fingers. These claws normally measure in at about one to two inches at the most and are believed to exist to allow vampires to easily grasp and hold down prey while they feed to keep them from fleeing. These claws actually tear their way outward through the skin above the fingernail, healing almost instantly. Vampires are also known to be biologically immortal, no matter how old they become they will never age biologically past the age of thirty years old. The only two ways to kill a vampire is to decapitate them or pierce them through the heart. The object that is used to achieve this can be nearly anything so long as it gets the job done. Vampires, being the predatory creatures that they are, also possess enhanced senses. As a result of them having once been creatures only of the night possess a form of night vision which allows them to see in areas with very little light. This is due to the fact that, like many other nocturnal animals, they possess a mirror-like layer within their eyes known as a tapetum which is located behind the retina. This allows light that passes through to reflect off of this mirror-like layer and have a second chance to sense and process it. This night vision can be turned on and off at will. The tapetum move out of place when not in use. When a vampire activates their night vision their eyes will begin to glow a pinkish red, similar in color to their Elder blood ancestors. It can be noted that their eyes may also change color even when night vision is not in use. This normally occurs during times in which the vampire is under high levels of stress. A vampire's sense of hearing and smell are also several times higher than a human. A vampire possessing several times more scent receptors than their human cousins, allowing them to sense pheromones in the air. It is because of this that they can also estimate a human's emotional state based on the pheromones that human releases into the air. A vampire's hearing is acute, being able to detect sounds at much higher and lower frequencies than humans. vampire is able to hear the very blood running through a humans veins from two feet away. This distance is increased when the human's heart rate rises. Not only do Vampires possess far better senses than humans but they are also much stronger, faster, and more durable than them as well. A vampire's skin, muscles, and bones are able to both take and dish out far more damage than a human could. Their bodies have often been described as living shock absorbers, allowing them to run fast, jump higher, take hits and keep fighting. This also allows them to push their bodies to the absolute limit, meaning that they can run at speeds of up to one hundred miles an hour for short periods of time before their muscles begin to tear themselves apart and need to regenerate. This skin is thicker than that of a human's though if felt directly one would have a hard time telling the difference by feeling alone. That being said there are several noticeable differences that can be spotted if one is looking. Vampires tend to have paler skin than humans and cold to the touch, within their veins were blood should be is a black ooze similar in texture and viscosity to tar. Vampires also have no need to breathe, the air that fills their lungs is expelled outward again. Despite these, what one might call horrifying, differences between the two, vampires are considered to be very much alive. Their heart still beats in their chest, moving the black liquid through their bodies though at a much slower rate than that of human blood. It is because of the thickness of the black substance that it is unlikely for a vampire to bleed out, a wound healing long before enough of the liquid is expelled from the body. A vampire has the ability to transform humans into one of their own. This has lead many to believe that vampirism is actually a curse that was placed on the offspring of the Coven of the night children by the Gods because of the abominable way in which they were conceived. This is simply a rumor that eventually became a scary story in which people would tell around the campfire. A vampire can transform a human into a vampire by biting them, but instead of drinking the victim's blood they will instead inject their own blood into the person in question. The effects will not be immediate and instead will take up to forty-eight hours to complete. The symptoms begin with a slight chill and a fever followed by shakes. At the ten hour mark, the victim will begin to feel excruciating pain all over their bodies. Their muscles and bones will feel as though they are being torn apart and their head will feel as though it could split open at any moment. This is due to the changes their body is undergoing, their nails will begin to extend and their newly formed fangs will rip through their gums. The next part has been described as the most horrific to witness. At the twenty-four hour mark, the blood of the victim will begin to thicken, losing it's red color and becoming sludge-like. The victim's heart will stop several times during this process. In between those times, the victim will suffer from several strokes as the thicker blood begins to block veins and arteries. At the thirty hour mark, the victim will have stopped breathing and their heart will also have stopped pumping completely. Their fangs and claws will have fully formed and their blood will have turned to a black sludge that now set in their veins. The victim will appear completely dead for the next several hours. At the thirty-seven hour mark, the heart will begin beating again but the victim will remain in a comatose state. The victim will wake up again sometime between the forty and forty-eight-hour mark, they will be hungry and confused. Weak at first but their strength will return to them once they have fed. Newly formed vampires are highly sensitive to sunlight and may die if it is directly shone down onto them. This sensitivity will fade with age but until the vampire will be forced to hide under the cover of night.

Physical Abilities
Intellect:

Speed:

Magical Abilities
Magical Prowess:
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A magical aura is the exertion of magical energy around the user's body. Encapsulating the user in an aura of a color befitting their personality. Colors and potency of Magical auras are various. This aura is normally accompanied by a pressure of sorts, the strength of this pressure depends on the level of magical aura the user wields. Depending on the level of ones magical aura as well as their control over it, it may also be used as an intimidation tactic or even as a way to negate weak attacks. Magical aura come in three different forms, a standard aura which is exhibited by those of weak or average magical power. These auras are often weak, only being able to intimidate none mages. The second of these auras is an S-class aura which is exhibited by those whose level of magical power is equal to or greater than that of an S-class mage. This aura emits and overwhelming pressure that most anyone might find intimidating. The final and most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color.
 * Canon_Monster_Aura_BD1.gifMonster Aura (未力の魔霊気, Miryoku no Mareiki): The most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color. This aura, like an S-class aura, can negate most weak magical attacks and throw most forms of projectiles off from their initial trajectory. The approximate radius of this aura is said to be around ten feet when fully released.
 * Second Origin (二原, Nigen): The second origin, due to the nature of the magic origin, is wrongly named as it is simply the full extent of a mages power. Therefore, the activation of the second origin is simply the unlocking of the mages total possible magical reserves. There are a few different ways in which a person can go about unlocking their second origin. The first of which is through a sudden surge of willpower during a moment or time of immense stress. The body's natural instinct to survive causing a sudden increase in magic power and forcing the second origin open. The second way in which one might be able to unlock their second origin is through the usage of Arc of Time, aging the origin until it has unlocked. This suggests that if left alone, the second origin will eventually open on its own. Regardless of how it is opened, there are several passive effects that immediately take place upon its unlocking. In the case of Slayers, their physical prowess and magical potency will dramatically increase. In the case of standard mages, an immeasurable burst in magical power will occur, allowing them access to magic and items that have the ability to rewrite the laws of magic. However, it should be noted that such statements are still up for debate. If one wished to activate their second origin without suffering the passive effects for whatever reason, they need first place a seal on a portion of their magic origin. Due to the fact that magical energy is so intertwined with one's own emotions and willpower, this must be done via a method know as the pact. The pact is made once the user has reached the full potential of their magic origin, something that is known to take a considerable amount of time of emotional distress. The pact seals away a portion of the mages magical power behind several magical seals that can only be unlocked once the pact has been fulfilled. In past cases, this has happened when a mage feels their life or the lives of those they care about are being threatened. This sudden burst of magical energy, while extremely useful, leaves the mage utterly drained immediately after its use. Once the pact has been met and the seal having been broken, it can never be recreated again. The full potential of the origin now being accessible to the mage at any time, increasing their magical reserves and base stats by a considerable amount. Alice has yet to unlock her second origin, having never experience the required stress nor used the arc of time spell to achieve it. The fact that she has such immense power while only having access to only half of her potential magic should be a frightening thought to any who would dare to threaten her or Ishgar.

Phantom Guardian Magic
Phantom Guardian Magic (ファントム保護者の魔法, Fantomu hogo-sha no mahō):







Vampire Magic
Vampire Magic (吸血魔法, Kyūketsu Mahō): Vampire magic is a form of Caster Magic that allows the user to temporarily paralyze a target. The user can achieve this by overwhelming the opponent with their magical power, forcing their own magical energy into the body of the opponent to restrain and bind them to the point that movement is nearly impossible. This magic can be cast when the user points their hand at the target, their middle and index fingers extended outward toward the target, sending out a wave of magical energy toward them, forcing its way into the victim's body before blocking the flow of the victims own ethernano and replacing it with their own and taking control of the user's body. User's of this magic are known to have not only incredible magical power but just as equally amazing mental and physical prowess as all three are needed to be able to overwhelm powerful mages. Users of this magic are often well versed in the knowledge of magic, uderstanding it and how it flows though and effects the mages body on a deeper level than an average mage. After the usage of this magic there is a cool down of thirty seconds. This cooldown time is increased to one minute is the target is able to break free of the magic via their own mental prowess and exerting their own magical aura to expel the user's magical energy from their bodies. Mages powerful enough to achieve such a task are relatively hard to come by though they do exist.

Sleep Magic
Sleep Magic (眠りの魔法, Nemuri no Mahō): As the name suggests, Sleep magic is a form of Caster and Holder magic that allows the user to lull a target or multiple targets to sleep in a matter of seconds. This can be achieved via the user waving their hand in front of the target or through the use of held items such as cards. When the user waves their hand in front of the targets they enter a state similar to hypnosis at which point the user must verbally command the target to sleep. The target, now in a highly credulous state, will be quick to obey the command, doing so without question or hesitation of any kind. Those who are being affected by this magic will feel a sudden want to obey the user's orders, upon hearing the word sleep the target will feel as though they have been hit with a powerful anastasia. Their eyelids and limbs will feel unbearably heavy, the weight of them feeling as though it is increasing until the point in which the target can no longer bear it. This process only takes about three seconds, the target being out before they hit the ground. The effects of this can take as long as several hours to fade away and allow the user to wake up. This is only the case if the mage who cast the spell remains nearby and if the target isn't messed with by some kind of outside force. Loud noises do not count on this list, the target having to be physically shaken awake if they are to be awoken before the magics effect wears off on its own.

Trivia

 * }

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

Weiss (白, Shiro) is an Ice Goddess who rules over the frozen peaks of the mountains located in Iceberg, worshipped by travellers who seek safe passage through the mountains and those who live in these harsh environments. A User of Blizzard God Slayer Magic, she is the one and only God capable of using said magic.

Appearance
Her God Form appearance is that of a towering Goddess with skin and hair as white as freshly fallen snow. Her face is often covered by a veil hanging down from her crown, extending past her chin down to her collarbone. Despite her veil, her piercing, icy blue eyes remain easily seen, often sending shivers down the spines of anyone who makes eye contact with her. She often wears a long, white dress that extends downward past her feet to crumple up on the ground. Ice shards and halos float around her wherever she goes, easily turning into weapons if she so wished to use them as such.

Weiss' human form is much less intimidating, no longer a several hundred foot tall being that could crush entire towns beneath her feet. She takes on the form of a young female of medium build with a somewhat thin frame. Her hair and eyes remain the same color but her skin becomes a bit more human-like, being pink rather than pure white. Her lips are often covered in an ice blue lipstick and her top eyelids are colored the same shade in eyeliner. Her silver hair is long, extending down to her lower back. Weiss wears a long white dress with an equally long blue cape and a metal neck guard for whatever reason. Several jewels of different shapes and sizes line this guard.

Personality
Weiss is a quite and reserved woman TBC

Blizzard God Slayer Magic
Blizzard God Slayer Magic (吹雪滅神魔法, Fubuki metsujin Mahō): is a form of Caster, Lost, and Slayer magic that utilizes the element of Ice to give the user the ability to battle, defeat, and even slay Gods, though it can be noted that while God slayer magic makes the job of killing a God a much more simple one, powerful mages have been shown to slay Gods without the use of God slayer magic. It is a magic that can be learned in several ways similar to its slayer counterpart, Dragon Slayer Magic. The first way that one can learn this form of magic is to be taught by a God themselves which allows users who learn through this way to be granted extra powers of some sort normally manifesting itself in the form of Dual elements or other boosts to power. God slayers that learn God slayer magic through this method have come to be known as fist generation God slayers, the most versatile generation of the two currently known generations. God slayer magic can also be taught through the use of ancient grimoires, allowing the magic to be studied and then applied in combat. Another way this generation of God slayers can learn this magic is through having a God slayer lacrima implanted into their bodies. God slayers who learn through this form have come to be known as second generation god slayers. This particular form of God slayer magic was taught to Yukiko by the Ice God, Weiss, summoned to earth my Yukiko's father. It was through this training that Yukiko obtained this magic.

Like all God slayer magic regardless of element, Yukiko's ice is black in color, appearing very different from its dragon slayer counterpart. The ice utilized by Blizzard God slayers is far stronger than regular ice, in no way fragile or frail, having a very similar strength to that of iron. The temperature of A Blizzard God's ice can be measured at around -109°F (-78°C), instantly freezing skin on contact, leaving a burning sensation to become present on the skin where contact was made, causing blisters and possible frostbite within moments of contact. This temperature can be found in all basic and intermediate Blizzard God slayer spells, secret arts having the ability to reach temperatures lower than -321 degrees Fahrenheit (-196 degrees Celsius) causing frostbite on contact and freezing nearly anything it touches after only a few brief moments of contact. Blizzard God slayers have the ability to mold their ice similar to a molding magic, creating swords, armor, and even beasts to aid them in battle.

God slayers, like all slayers, possess a different physiology than that of a regular human, their body being morphed by the magic into that of a God's. The magic transforming the user's magic origin, allowing them to possess such powerful magic. This change occurs during the user's training with said magic, eventually allowing the user to embody their element. Users of this particular type of God slayer magic are completely immune to the cold, incredibly low temperatures having no negative effects on their bodies. The drawback to this is that these God slayers radiate a very cold aura from themselves, making whatever room they're in at least five degrees colder than anywhere else in a house or building. Like all slayers the user is granted immunity from their own element, being able to devour it to boost their own strength and magic. An ability possessed only by God slayers, however, is their ability to devour their own magic, something that would cause illness to any other slayer type. Doing this allows them to regain some of the magic used to create their spell in the case that said spell misses its target.

Relationships
Yukiko Akiyama:

Yukiko's Father:

Trivia

 * Permission to create this God was given by Per
 * }

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

Homura (ほむら, Homura) is a middle-aged woman from TBA and a member of the Solis Knights; Taking the position the position of Venus, a fitting title for the flirtatious woman. She is a user of Take Over magic and is well versed in the use of Tomes. Her main tome being one of duel element, utilizing a combination of Fire and Earth magic to devastate her foes.

Appearance
Homura is a beautiful woman despite her age with long, silky blonde hair normally pulled up into a high ponytail. When not set in this position her hair extends down past the small of her back, however, when pulled up it normally only reaches about down to the middle. She keeps her hair in a ponytail not only because it is easier to manage and more comfortable but also because it is more suited for combat, keeping it out of her face and making it so that the enemy must get behind her to grasp onto it. While she knows, due to having been told over and over again by the others, that she wouldn't have to worry about it being grabbed at all if she'd only cut it to shoulder length, she remains adamant that she'd rather die than let her precious locks be taken from her. Her bangs are long, hanging down just above eye level though they are combed over a bit to the side as to not obscure her vision. Homura's face consists of smooth, flawless skin, completely untarnished by age. Partially hidden behind her square, silver rimmed glasses are a pair of deep purple eyes known to hypnotize men and women alike rest perfectly spaced out on her face above thin, straight as an arrow nose. Her lips are a soft pink pigment though few know this due to her tendency to wear lipstick, her preferred shade being a deep red. The lips normally sit curled into an inviting smile, beyond lies a set of straight, healthy white teeth. To either side of her face can be found a pair of rounded cheeks leading downward to a pointed chin. Homura's head as a whole can be described as triangular shaped.

Homura possesses a thin neck with well defined collarbones. Homura's arms are long, ending in soft palmed hands and long fingers with sharp fingernails painted the same deep shade of red she wears on her lips. Her body is hour glass shaped, fitting the general stander of what the major populous is said to consider beautiful. Her torso, much like her face and the rest of her body consists of nearly flawless skin as she is deeply obsessed with her own physical appearance and how others view her. Homura possesses an D-cup bust, a flat stomach along with wide hips leading toward into silky legs ending in high arched feet. Homura's toenails are painted the same red as her fingernails, a deep shade of red matching the shade of lipstick she wears.

TBC

Equipment
Gale-force Reading Glasses: Homura possesses a pair of Gale-force reading glasses which allow her to read at a far superior speed than the human eye could ever hope to achieve. The glasses themselves have no real unique features aside from a wing-like accessory which extends off from the left frame of these glasses. On this wing can be seen heart shapes being featured near the bottom of the last of the three feathers. The glasses are a mildly dark shade of red, possessing elongated oval shaped frames. These glasses can be worn over prescription grade glasses as the glasses themselves are not meant to improve the users vision, meaning those who require glasses would not be able to see through them without the use of their own prescribed pair. There are several different types of gale-force glasses of varying quality, the lowest only allowing the user to read at twice the speed of the average human. The highest quality allowing the user to read at over one hundred times faster than an average human. This astounding feat is achieved by infusing the glasses with a wind Lacrima. Homura possesses the highest quality of these glasses, allowing her to quickly read through her tomes to locate the spells she needs if she ever forgets their place.

Tomes are books infused with different elemental magics, allowing user's to wield and utilize these magics at will, similar to a magically charged Lacrima. The pages of the tomes themselves are filled with spells holders can utilize, these spells often being written by powerful mages and wizard scholars who have devoted their lives to writing these large books. While these tomes can indeed be utilized in battle, their original purpose being to further the magical knowledge of mages all over the world, each spell being accompanied by said spells history and a list well known user's from the past. A several page table of contents found at the beginning of the tomes help wielders quickly locate spells. Any damage caused to these tomes renders them completely useless, leaving the wielder defenseless. Damage caused during a wielder's casting of a spell will result in said spell backfiring on the user. This is the risk users take when wielding these items. This item is best utilized alongside Gale-force reading glasses to make for quicker reading and casting. In a safe place such as a library, tomes can last upwards of four to five hundred years before degrading. However, constant usage on the battlefield causes these tomes to degrade rapidly, only lasting a few months to a year at best.

Physical and Mental Abilities
Above Average Intellect:

Charisma:

Keen Senses:

Acrobatics and Parkour mastery:

Magical Abilities
Magical Prowess:
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A magical aura is the exertion of magical energy around the user's body. Encapsulating the user in an aura of a color befitting their personality. Colors and potency of Magical auras are various. This aura is normally accompanied by a pressure of sorts, the strength of this pressure depends of the level of magical aura the user wields. Depending on the level of ones magical aura as well as their control over it, it may also be used as an intimidation tactic or even as a way to negate weak attacks. Magical aura come in three different forms, a standard aura which is exhibited by those of weak or average magical power. These auras are often weak, only being able to intimidate none mages. The second of these auras is an S-class aura which is exhibited by those whose level of magical power is equal to or greater than that of an S-class mage. This aura emits and overwhelming pressure that most anyone might find intimidating. The final and most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color.
 * Monster Aura (未力の魔霊気, Miryoku no Mareiki):

Take Over
Take Over: Beast Soul (接収:獣王の魂, Teiku Ōbā: Bīsuto Sōru):

Partial Takeovers

Take Over: Golem Arm (接収: ゴーレム手, Teiku Ōbā: Gouremu te):

Take Over: Tiger Claw (接収: タイガーつめ, Teiku Ōbā: Taigaa tsume):

Take Over: Lizard Eyes (接収: リザードおめ, Teiku Ōbā: Rizaado ome):

Take Over: Fish Gills (接収: さかなえらこきゅう, Teiku Ōbā: Sakana erakokyuu):

Take Over: Cheetah Legs (接収: チータかきゃく, Teiku Ōbā: Chiita kakyaku):

Full Body Take Overs

Take Over: WereBear (接収: くま, Teiku Ōbā: Kuma):

Take Over:WereTiger (接収: タイガー, Teiku Ōbā: Taigaa):

Take Over: Werewolf (接収: 狼男, Teiku Ōbā: Ookamiotoko):

Take Over: Lizardman (接収: リザードマン, Teiku Ōbā: Rizaadoman):

Take Over: Apeman (接収: 猿人, Teiku Ōbā: Enjin):

Take Over: Sharkman (接収: さめにんげん, Teiku Ōbā: Sameningen):

Take Over: Ahool (接収: バットマン, Teiku Ōbā: battoman):

Take Over: Frog Beast (接収: フロッグマン, Teiku Ōbā: Furogguman):

Take Over: Golem (接収: ゴーレム, Teiku Ōbā: Gouremu):

Terra Nova
Terra Nova is a series of tomes divided into several volumes of Tomes written by one of the members of the Vroman Family, this series of tomes details the history, description, and instructions for casting several offensive and defensive spells of both Earth and Fire magic. Terra Nova is a special addition, being one of less than two hundred duel element tomes ever written. The one in Homura's collection is the last remaining copy of the original text, many reprints have been made but all lack several of the tomes most powerful and ancient spells.

Terra Earth Magic (土魔法, Tsuchi Mahō): Earth magic is a form of Caster Magic that allows the user to utilize the element of earth to cast powerful spells. This "earth" can mean a variety of different types of stone, mud, sand, and even magma, making this magic highly versatile in combat. Users can cause powerful earthquakes or create and throw "earth" at targets at high speed through the use of their own magical energy. Users of this magic can tunnel through most forms of dirt and rock with ease, allowing them to escape sticky situations and strike the target from below.

Earth magic users can create things such as dirt and stone, allowing them to smash and hurl these heavy, sometimes massive objects at targets with great ease as their magic allows them to lift these objects telekinetically. Earth magic users magic effects any and all types of stone and dirt, including but not limited to Limestone, Granite, Marble, Soapstone, Slate, Clay, and even the many gemstones found in the earth such as diamond. This ability to manipulate earth also extends to things such as mud and sand. As mud is simply "wet dirt", earth magic users can manipulate this soggy soil into devastating attacks such as whipping the mud at opponents to slash them. Because this dirt is also filled with water, earth magic users can drown opponents in mud similarly to how a water magic user might do with their water. In muddy environments, earth magic users also have the ability to harden the mud, banish the liquid from the earth they intend to use. Advanced users can do this on a large scale to turn a swamp areas into plains or deserts if they so choose, but doing so requires a lot of magical energy despite how simple the task sounds.

Because sand is simply ground up siliceous (as well as several other kinds of) rocks caused by erosion, earth magic users are able to take control of the tiny grains, turning them into a truly destructive force as they can be crashed down onto enemies from above to bury opponents alive. In sandy environments such as deserts, earth magic users can easily create powerful sand storms and twisters known as sand devils, giving the sand a cutting effect to completely rip apart opponents. Users can also use these sand storms to hide or disorient enemies, using their earthen sense to locate and take out the blinded opponents. Due to the fact that magma is made up of molten and semi-melted rocks, earth magic users can also take advantage of that form of earth, manipulating it with ease just as they can do to mud and sand. This is arguably the most dangerous and destructive form of earth that earth magic users can utilize. With the temperature of magma being anywhere between 700 °C to 1300 °C, the hottest ever recorded being 1600 °C, earth magic users can use magma to burn through metals such as steel and quickly burn targets to a crisp. Due to the fact that magma can be thousands to millions of times more viscous than water, said magma can also be used in blunt attacks, smacking into the opponent with more than enough force to break bones rather than washing over them like a wave of water. It is this combination of things that makes earth magic user's ability to manipulate magma one of their most dangerous abilities.

Earthen Sense (地球感, Chikyū-kan): Earthen sense is an incredibly basic spell, usually the first mastered by those practicing earth magic. This spell allows users to track and locate others that are touching the ground, making this spell utterly useless against flying opponents. Users can initiate this spell in multitude of ways, so long as a part of their body is striking the earth in some way, shape, or form. Upon striking the ground the user will send out a pulse of their own ethernano into the ground. This pulse will spread out in every direction for several hundred feet with a maximum range of eight hundred and forty six feet. The pulse will move outward from the target until it comes in contact with other objects such as rocks or trees, or other vibrations created by objects moving along the earths surface. Upon coming in contact with objects, the pulse will return to the user, giving them an incredibly detailed map of the objects and individuals around them. This spell also penetrates three feet into the ground, allowing users to easily find landmines and other hidden traps in the ground. This spell makes hiding from earth magic users nearly impossible, opponents who attempt to do so are easily discovered and dispatched. While this spell can be used while wearing shoes, most prefer to use it without them as the spell is normally much more accurate when the user maintains skin to earth contact. Users also tend to close their eyes when using this spell as the clash between their visual interpretations and the information obtained through the use of earthen sense has a tendency to confuse and disorient the user. This spell works very similarly to echolocation, the vibrations sent out are returned to the user with information about the environment they are in.

Earth Cutter (地球カッター, Chikyū kattā): An incredibly basic spell, normally the second learned by those who chose to practice earth magic. This spell allows users to cut and dig through solid stone no different than one would be able to do to fresh powdery snow. The user is able to achieve this ability by wrapping their body or the body part they wish to use, which in most cases is either the user's hands or feet, in the ambient ethernano found in the air around them. The user will then send out a blast or wave of ethernano into the ground or stone they wish to cut through, the ethernano blast sent through the stone of dirt will break apart the molecular bonds that keep the object together, effectively breaking it down and allowing the user to easily cut or smash through. While this was originally created to be used for the purpose of things such as construction and therefore, unable to be used any further than close range. Those utilizing this technique in battle have discovered a way to make this a mid-ranged attack, condensing the ambient ethernano pulled from the air round them into an invisible, flat, disk or blade-like object which can be thrown. This object will have a similar effect to the pulse of ethernano the spell normally takes the form of, when it comes in contact with something such as stone or any other form of earth it will cut through it. More advanced users have found a way to utilize the pulse as a long ranged attack, creating a "wall" from the ambient ethernano around them before sending it flying forward. This allows users to quickly and easily punch large holes in the ground or wall to make trenches or doorways, however, it can also be used to negate projectile attacks. For example, if a rock of some kind is throw at the user and said object comes in contact with the ethernano pulse fired by the user, the rock would quickly turn to dust. These earth cutter techniques allows users to easily cut and tunnel through dirt and stone, the showing of this ability is normally enough to intimidate most people as they watch someone crush solid rocks to dust as though it was nothing. While these pulses can be devastating to earth based attacks, it is completely harmless to humans. People who come in contact with any of these pulses will simply feel as though they had been hit by a quick gust of wind possibly strong enough to knock the hat off of someone.

Earthquake Slam (地震スラム, Jishin suramu): A basic yet devastating spell utilized by earth magic users. This spell allows users to cause large tremors that leave behind large fissures in the earth. The user initiates this spell by concentrating a large amount of ethernano into either their hand, normally curled into a fist, or their foot before striking the ground with incredible force. The ethernano that had been concentrated into either the user's hand or foot with be instantly released into the ground upon impact. The sudden release of such a large amount of ethernano into the ground causes a sudden violent explosion to occur deep under the earth, the shockwave cause by this explosion will cause the ground within a twenty meter radius of the user to begin shaking violently, knocking opponents off balance. The explosion is also released upwards, causing the ground to crack and push skyward, normally resulting in the rising of several spike-like objects from the ground which can further damage opponents. This attack also has a tendency to uproot trees, causing them to fall every which way causing further damage to the environment. Advanced users can concentrate this attack for better accuracy and to cause less collateral damage to the environment around them. The will concentrate the condensed ethernano they have gathered into their hands into a form of a blast sent into the ground and toward their opponent with great speed causing fissures of earth to form along the surface of the ground before a larger explosion of earth occurs once the fissure has either reached the target or exceeded the spells range of exactly two hundred and fifty six feet. This explosion will bring with it one of four things, it will normally be three large earth spikes that will jut from the ground in an attempt to knock the opponent skyward. This is normally the go to thing because it is the most basic and normally the first learned by users who begin practicing this spell. The second is a large amount of mud that will shoot up into the air and then crash down onto the opponent in an attempt to disorient them. The third may be a large fountain of sand that will blast straight from the fissure and into the opponent's face, this is meant to achieve the same effect as the mud, to disorient the enemy long enough for the user to cast another, more damaging spell. The third and arguable the most powerful object that may come from these is magma, which is simply molten rock and therefore easily controlled by earth magic users. This magma will be released a large wave which will crash down upon the target in an attempt to burn them. All four of these variants of earthquake slam are known as Earthen Geyser (地球ガイザー, Chikyū gaizā).

Gaia's Reach (ガイアリーチ, Gaia riichi): A basic offensive spell of earth magic that allows the user to create one or more hands made any of the different substances earth magic users can manipulate such as mud, sand, gemstones, and magma, not to mention the several different types of dirt and stone. These hands can be created in large numbers to unleash a barrage of powerful punches down upon opponents or as giant hands that can be used to crush several opponents at once, making this spell versatile for both one on one fights, and as a crowd control attack. The user can initiate this spell is several ways, from placing their palm on the ground or striking it with their foot. So long as the user is striking the ground in some way, shape, or form. The user creates said hands by pumping their own ethernano into the ground, infusing the earth in the area around them with their own magical energy, allowing them to manipulate and transform said earth, this is normally done at the beginning of battle, before any fighting takes place as this infused earth is used in many other spells.These hands, while normally shot from the ground, can be shot from walls or other surfaces. Hands created through the use of magma can also cause severe burns to opponents, giving hands made from this material and added effect. Using a sub spell to Gaia's reach known as Earthen Spikes (だいち かすい, Daichi), users can also sprout spikes from the ground to knock back and impale opponents, these spikes can be as thick or thin as the user sees fit. The spikes may take on different shapes depending on their opponent, for example, blunt spikes can be used to cause blunt damage, pushing opponents back or possibly breaking bones. Blunt spikes can also be used to create pillars of earth that can be used to push opponents skyward or set up future attacks, and even for defensive measures, giving the user and their allies cover as well as changing the environment to suit the user's needs. Pointed spikes can be used to cut or impale enemies, usually causing mortal wound and damage to internal organs depending upon where the target is pierced. Jagged, or serrated edged spikes can also be created to further the damage caused by these spikes and are normally used when the user has the intention of killing their opponent. The jagged, or serrated edges make them nearly impossible to pull from an impaled opponent without causing more damage to both the organs the spike has impaled and the tissue that surrounds the opponents entry and exit wounds. These spikes can also be made into pillars similar to the blunt spikes, cutting those who brush by them on their way to the user. Spikes are also able to be combined with earthen armor to increase the armors offensive capabilities, jutting out from the armor's forearms and shoulders. All three different types of spikes can be turned into projectile attacks, the user being able to shoot them from the ground toward their opponent which cannot be done using the hands of its mother spell. The projectiles can be fired a great speeds, normally reaching up to around fifty to seventy miles an hour though advanced users have been able to reach speeds upwards of ninety to one hundred miles an hour.

Earthen Twister (ちたつまき, Chi tatsumaki): A basic spell of earth magic that allows users to create large tornadoes out of the various materials that users are known to be able to manipulate such as stone, clay, magma, sand, and gemstones. The user does this by infusing the earth they wish to utilize with their own magic energy which allows them to manipulate it. The stone twister is the most basic and common of the several different types, normally consisting of several different types of stone in various sizes. These twisters can vary in size depending on how the user intends to utilize them, both large and small twisters can become prisons if the twister is created around the opponent. If the opponent is foolish enough to attempt to break free from said prison, they will be met with a barrage of rocks, inflicting heavy blunt damage to opponents, rocks can also be filed down through the users own magical energy to allow them to cut opponents. The twisters have similar qualities when used against those outside of them, chasing down opponents in an attempt to bombard them with a hail if rocks. Rocks can also be shot from the twister at high velocity similar to earthen bullet described in the spell above. Sand twisters, also known by many as "Sand Devils", can also inflict massive blunt damage to opponents, possibly burying them alive under several feet of sand. These sand devils can also be used to blind the enemy through a sub spell known as Sandstorm (砂嵐, Sunaarashi) which allows the user to create a massive sand devil to kick up all sand and dirt in the area into the air, disorienting opponents. The deadliest quality that these sand twisters exhibit is the ability to suffocate enemies, the sand forcing its way into their mouths and nostrils, blocking the opponents airways. These sand particles, like those of the rocks used in the stone twister, can be used to cut opponents. Each grain acting like a tiny blade that can slash and cut into opponents as they are caught up in the attack. A magma twister, while not having as many abilities as its sandy cousin, is also considered one of this spells deadliest attacks. Though, due to the wind created by the spinning force of the lava, this attack may only last a few moments, cooling into solid rock. That being said, this spell can cause massive damage to opponents and the surrounding area, the hot liquid earth causing fires and burning nearly everything in its path. This hot liquid can then be quickly solidified around an enemy to trap them.

Stone Labyrinth (ストーンラビリンス, Sutōnrabirinsu):

Seven Torii Gates (セブン鳥居ゲイツ, Sebun Torii Geitsu):

Heaven's Descent (ぜんてんかこう, Zenten Kakou):

Nova Fire Magic (火の魔法, Hi no Mahō): is a form of caster and one of the most basic forms of elemental that, as the name suggests, allows the caster to create and manipulate the element of fire. Despite how basic the magic truly is it is also the most destructive and difficult to control as fire as a tendency to go out of control. Users are able to create fire through the manipulation of kinetic energy ethernano particles to spark these fires, from there the user can grow or extinguish these fires with little to no effort. It is only once they have used these flames to set other objects ablaze that the controlling of this element can become complicated as the flames no longer require the user's own magical energy to burn, instead feeding off of whatever object or objects they have come in contact with. This can result in the creation of nearly unstoppable, raging infernos that have the possibility to cause major damage to the environment around it. While these types of situations normally turn people away from the usage of this form of magic it can be noted that the complications stated above do not extend to those well versed in the usage of this magic, advanced users begin able to pour their own magical energy into flames that have found other sources of energy and have grown to strong for weaker fire mages to regain control over them to the point of even being able to completely extinguish them with little to no effort. Users also have the ability to create explosions from long distances up to around six to seven hundred feet. Manipulating the kinetic energy of the ethernano particles in the air, forcing them to heat so quickly that they ignite with enough force to cause massive explosions capable of causing a great deal of damage to anyone standing near the site of the blast. Little more than the size of the explosion and intensity of the heat can be controlled by the user meaning that fires normally break out after the usage of the explosion technique. While some may consider this a good thing, it prevents the usage of it in places where collateral damage must be kept at a minimal. Advanced users can create controlled explosions where the flames only appear for the duration of the explosion before quickly disappearing, causing the same amount of damage while limiting the amount of damage caused to the environment. Though, witnesses have seen scorch marks left as a result of its usage by even some of the most advanced fire magic users meaning that regardless of ones own level of skill, because of the unpredictability of fire, damage to the surrounding area may be unavoidable. Fire magic has always been linked to the users own emotions, anger and willpower can be harnessed by users to increase the power of their flames and the intensity of its heat. Fire magic users can manipulate their flames in any nearly any way, allowing them to change its color though the color of these flames does not change its effects the way flames found in the subspecies magic, Rainbow Fire. The shape and solidarity of a users flames can also be changed, allowing users to beat and bludgeon opponents with their flames. Flames utilized by fire magic users can also be molded into different shapes and forms, allowing users to create rudimentary shields or weapons, unable to create the finely shaped and detailed objects users of the subspecies magic, Fire-Make can create. A cutting effect can also be given objects meant to be utilized as swords or other sharp objects, allowing these flames to slash opponents though wounds caused this way are normally cauterize instantly meaning opponents cut in this manner will most likely not bleed but instead simply be burned. Homura herself is known for the utilization of purple fire in all of her fire based attacks.

Flame Breath (炎のブレス, Honō no buresu):

Flicker (ちらつき, Chiratsuki):

Infernal Strike (地獄のストライキ, Jigoku no sutoraiki):

Flame Whip (炎の鞭, Honōnomuchi):

Hellfire Twister (ヘルファイアツイスター, Herufaiatsuisutā):

Flame Pillar (炎の柱, Honō no hashira):

Burning Rain (バーニング・レイン, Bāningu rein):

Lion's Kick (ライオン キック, raion kikku):

Flame Circus (ほのお サーカス, honoo saakasu):

Advanced Spells

Phoenix Tears (おおとり なみだ, ootori namida):

Heavenly Arrows (てんらい うちゅう, tenrai uchuu):

Raijin's Fury
Lightning Magic (雷系各種魔法, Kaminari Kei Kakushu Mahō):

Trivia

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