Kuro (Elder Spirit)

"Trust me, he's not invincible. He's just really hard to kill."

- Kuro

Kuro(黒 Kuro) is an Elder Spirit that is recognised as one of the members of a group of Elder Spirits, credited for the formation of Earth Land and the many species that dwell upon it, with Kuro being incharge of forming the landscapes and such as well as forming the human's appearances and such to fit their enviornments. Fond of the looks that he gave the humans, Kuro has taken the form of a human for himself aswell, though due to his Elder Spirit blood Kuro does not blend in well for he is commonly seen to stand out from the crowd. A spirit with unbelievable power, the Elder Spirit Kuro has acquired six Elder Magic spells to utilise, where many other Spirits have one or two, showing his superiority to the other spirits of Earth Land as well as the species living on the lands that Kuro had designed. Though not hailed as a god for his actions and effort to create the world as we know it, Kuro chooses to live quietly without much attention brought onto him away from the bustling activities of the humans, who he has come to find very irratating to work with despite working with a Spirit-Infused human in a guild filled with the race.

In actual fact, Kuro is trying to bring back the Elder Spirit race after the specie's near extinction, with Kuro being the sole survivor of the strange pandemic that left him lonesome, with no one else there to support him as all his friends and family had died mysteriously. Secretly planning ways to bring back the Elder Spirit race, Kuro has designed and perfected several instruments of destruction in order to use them for the Elder Spirit's return, scattering them all around the world instead of huddling them all up in one single place incase people seeking to destroy them come looking. These efforts to bring back his race have subsequently failed with many wrong calculations and such, but learning from his mistakes Kuro has come closer everytime after every attempt, knowing what to do in certain situations so that he can achieve the outcome that he has been looking for. Kuro is willing to put the existence of the human race on the line for his lost brethren, and will make sure that no human can interfere with any of his plans so that he may finally get to see his fellow Elder Spirits, as they take Earth Land back for themselves.

As the Guild Master's advisor in the guild of Herboren, Kuro has a long history with Uepon Mausu who is the first man that Kuro gave his Spirit blood to ever, making Uepon the first ever Spirit-Infused being of all time, though this is just one part of Kuro's plan to bring back the Elder Spirit race. Using Herboren as a cover for his actions, Kuro uses Herboren's wealth and influence to create more and more weapons for him and the guild to use, and being the right hand man of Uepon and gaining the Council member's trust, Kuro takes advantage of this by testing his newfound creations on the innocents of Earth Land, using his place on Herboren to cover any suspicion of his involvement. But that doesn't mean that Kuro does not still tend to the needs of Herboren, as being the Guild Master's advisor Kuro must take the reigns as temporary guild master if Uepon is absent from the guild, using his power as a guild master in order to take care of the guild members of Herboren to respect Uepon's wishes and care for his guild. Kuro's relationship with Herboren is a special kind, as he has developed a sort of caring feeling for the guild ever since he was invited to join and become Uepon's advisor.

Over the ten thousand years and more that Kuro has existed, the Elder Spirit has earned himself several names that have built him a reputation among the people of Ishgar, with names such as The Elder Spirit (ス エルダー スピリット su erudaa supiritto) as many people recognise him the last and sole survivor of his race, with noone like him around that he has become unique. The name of Black Dove (ブラック ドブ burakku dobu) references the appearance that he has chosen, as on the outside is a white and angelic knight that serves the countries dutifully and proudfully, but inside it mysterious, with a soul enveloped in a black shroud that noone can see through. But the name he has earned ever since joining Herboren and serving as Uepon Mausu's most trusted advisor, people have come to call Kuro The Archangel of Herboren (アーカンジェル オフ ハーボレン aakanjeru ofu haaboren) which does again reference Kuro's heavenly and anghelic look as well as being one of the highest ranked members in the whole of one of the wealthiest guilds in the whole of Ishgar. Despite this grand reputation that Kuro has built for himself, Kuro remains mor antisocial to the people of Ishgar, wondering how he even earned this reputation with the people of the land.

Appearance
With his human form being the most recognisable form for Kuro, it is a mystery to what Kuro's true form as an Elder Ethernano Spirit looks like, with many guessing that Kuro's true form would only just be a glittering, and shimmering cloud of ethernano particles that could simply float around everywhere. This is not the case in this form, for Kuro bears a resemblance to the human species, having identifiable features that all human beings have, making it a good disguise for Kuro so that other people may not see the Elder Spirit's extremely strange and terrifying form. Beginning with the bare features of Kuro's human form, Kuro seems to be slightly slender despite having superhuman strength that could match some of the greatest fighters in all of Earth Land, an oh what a sight to see would be a slender man defeating a muscle pumped warrior in an aarm wrestle. This according to him is a product of his design, wanting to be able to move around angelically, something that big muscled guys cannot achieve with the figure that they have as a human. His pale white skin is as if he hasn't been outside for months or even years, even though he spends most of his time outaide in the sunshine because both his work and meditation to search for more Elder Magic spells. His skin as you can see looks soft to the touch, as if it was like a marshmellow patting against one's skin, but this isn't the feeling when Kuro decides to punch someone who irritates him, as it's more than the feeling of a wrecking ball smashing into a person's body, which many people have described Kuro's punch to be. His greyish-white hair is short trimmed to let Kuro see where he is going, disliking the idea of long, lucious flowing hair, as it prove too much of a liability in combat. Finally is his golden yellow eyes that shine in both night and day, even resembling the sun's golden stare upon the world.

His most common outfit that Kuro likes to wear, we should start describing the piece of attire from the upper body wear, as most of the important details are here to be listed, and provide lines for this paragraph that I am about to write for you. Over the top of Kuro's outfit is a massive white cloak, with the clothing's back reaching down to the back of Kuro's knees, still big though but not too big that it might disable Kuro from any sort of combat whatsoever, for this cloak has many uses to it's abilities, such as concealing Kuro's clothes underneath to stay dry as well from any mess that may be coming to his perfectly, white, pale clothes, sort of like matching his skin. The large size of this cloak gives the outfit a bit more volume to it, and gives Kuro sort of a regal and important look to him, which is true because after all he is the Guild Master's advisor and the last Elder Spirit to be living at all. There are two meddallions on the sides of the cloak's top, just where the hood where I will explain later is crafted on, two medallions depicting what looks like a phoenix to symbolise reincarnation, something that Kuro wishes for his lost race to be, with the other medallion not really depicting any clear image or symbol of importance. From these medallions, gold chains hang off and around Kuro's shoulder and arms, which by the way serve absolute no purpose at all except for the fact that it is only a cosmetic addition to the outfit, where just like the size of the coat, it gives the outfit a much more regal and important look to Kuro's figure. The hood of the cloak is very large indeed, and goes over Kuro's head just fine, for him to protect his cranium from the weathers of the above so that he does not get sick from rain and whatever, and the hood is also used to conceal Kuro's face if he wishes not to look at the ugliness of the human species, even though he looks like one of them himself. The end of the cloak's sleeves are coloured a dark navy blue of some sort, where on his wrists he wears the same navy blue colour wrist bands, and on his hands are navy blue gloves with the thumb, index and pinkie finger removed from the gloves, displaying Kuro's thumb, index and pinkie.

Underneath that coat lies a simple outfit with bits of armour on it to provide the protection that Kuro needs when combatting opponents, even though there is little to no armour even located at all on Kuro himself, you can be sure theres definitely armour underneath all that clothing to make sure Kuro doesn't get too damaged. Underneath his giant cloak is a same coloured kimono like garb that fits onto his body well, sort of matching his body slim though still doesn't make Kuro seem all that skinny compared to most people, as he looks well fit and healthy to the many people of Ishgar. Not much can be said about the kimono itself, with the fact that it has a v-neck that displays quite a partial bit of Kuro's human chest as well as the strange yellow thread like collar that fits around Kuro's neck, tied in a knot at the front, and underneath the white kimono garb is another layer which is the same navy blue colour that shows up from underneath. Over his kimono, Kuro wears a waist belt that is coloured navy blue, and over that is a smaller waist belt coloured grey, with it's knot tied in the front sort of resembling a cross or a kind of flower. Moving down the body, things look a bit more detailed as we are introduced to the side metal leg armour that is Kuro's strongest piece of armour on him currently, built in the way of metal plate onto metal plate until the last metal plate is hanging from the sides of Kuro's waistbelt. This armour is coloured with a black tint respectfully to Kuro's name, but gold lining for the metal plate give just as what the other gold on Kuro's outfit do, gives Kuro a more regal and rich look as he may look of someone of royalty, even though he may not be one personality wise. At the bottom of the side metal leg armour is two short chains that just dangle there for no other reason but for cosmetics and looks, but also because it's gold and I'm sure we all know why Kuro has gold on this outfit, for one reason that keeps getting repeated over and over again eachtime it comes up.

Underneath his kimono outfit on the bottom is extremely baggy ants that are known to reach down past his feet, making it look like if Kuro wasn't wearing any shoes, a walking marshmallow man with giant marshmallow stumps for feet as he trots around the area with style. There seems to be many stichings and layers to these pants as due to the fact that it is covering Kuro's crotch, it serves as a countermeasure for electricity attacks on his magnificent and stunning armour boots, the pridee and joy of Kuro's outfit, only being just as defensive as Kuro's side leg armour pieces. Kuro's boots are really something to take a gander at, for they cover the entirety of Kuro's feet, except the the toes of the shoe which are cut out to display Kuro's socks, which are very white, nearly as white as Kuro's skin, with the toe of the shoe being replaced with a sandal like thing to give Kuro a more eastern look to his attire. The whole metal boot is covered in a sort of thick-thin layer of hard leather, or we can just call it a medium layer of hard leather, which allows Kuro to use his legs to block incoming electricity attacks if he feels like it. With gold threading at the top I don't really need to repeat why that is there, not to forget the gold designing of the threading that goes straight down the middle front of the boot, where another gold threading not is waiting and hangs down the middle of the thread line, being a second fasten for the boot so that it stays nice and secure on Kuro's legs when he's rushing around on the battlefield. The armoured boots are high platformed, giving Kurp much more height even though he's already pretty tall, and more damage with his underfoot kicks when he kicks down targets with his massive strentth, as if his platforms haven't done enough damage to people anyway.

Kuro's second kind of outfit is in no way a replicate of his normal outfit, so why would one suggest such a thing? Because of the fact that Kuro actually does use the same outfit and I was only making the introduction to this paragraph pretty long just for bytes. Now to get into the description of his second outfit, one must consider the features that Kuro has removed to recieve this semi-badass look which to be perfectly honest the author has no idea if it actually looks semi-badass but you can liekly tell he's only doing this to get more bytes. First off, one can definitely see that Kuro has removed his large cloak in order to move around easier, even though the cloak was like nothing there and he could move around just as easy without it. This now reveals a slim body of Kuro as he has remove the entire left top side of his outift, revealing his bare arms as well as half his chest and torso, woth the left side horribly turcked into the waist belt as it can be seen that Kuro attempted stuffing the clothing down into the wasitbelt of his attire. The right sleeve however is still very much there, and shows that the ends of the kimono's sleeves are coloured the dark toned navy blue that is often shown on Kuro's outfit. It is also revealed that Kuro's sleeves are extremely loose as shown by the fact that his right sleeve droops down from his arm to the waistbelt, which is quite abit but not too much as Kuro can find difficulty in moving aound with that. There also appears to be sort of like a makeshift wing in order to distract and confuse enemies, as it is not just another bit of cloth hanging from his right sleeve of the outift that serves no other reason but cosmetics, just like the several pieces of gold located all over Kuro's body. Kuro has also removed his gloves and such for an unknown reason but to take them off, which is very strange indeed. Because of all that, it was enough to make this considered a second outfit to Kuro, even though he might rarely ever be seen in this second outfit at all.

Aside from all those other battle-ready outfits, there is one outfit Kuro particularly likes to wear whenever he is finished with battles and such for the day, slipping into something a bit more comfortable and yes, a bit more eastern traditional if you can't tell already. In this suit, Kuro doesn't show as much skin as he did in his second outfit, but hasn't covered too much skin which means it sort of like Kuro's normal and casual outift to walk around in, bcause of the sheer simplicity of the outift standing out from the ground as well as it's old look. Strangely, lets start describing this entire attire from the bottom to the top, meaning that we will start detailing Kuro at his sandals which sort of look like his armoured boots. As just said a few seconds ago, Kuro wears sandals in nearly all the outifts that he utilises, as he wears sandals with hooden platforms with a navy blue sandal thing so that it can stay on his feet just as a sandal would do, except these sandals actually stay on your feet and don't make those annoying sounds and stuff when you walk around in them. With only just a bit of height to them, Kuro isn't as tall as he was battle-ready but nonetheless still taller than most folks here in Ishgar, towering over many other residents of the continent in his fearsome casual wear, which he has definitely slain many opponents in with his fearsome blade, which is concealed deep within the fabrics of the attire. His lower body wear is nothing too special, as it is just as a long dressed kimono or unless there is actually a proper name for it then I apologise I guess, and is tied to his waist with a single white material belt that seems to have crossed Kuro's waist at least three times in order to maintain and gain that design, with the knot of the belt being at the front and only having two tails that stick out the sides of the large knot. Navy blue colours can definitely be seen here if it isn't clear enough, and the medallion things that Kuro used to wear on the sides of his hood are locked onto his waist belt, though only the phoenix medallion can be seen and not the mysterious symbol one that was worn on Kuro's left side. There is no collar so Kuro's back hair can flow down easily, showing that it reaches the bottom of his neck but the sides do not, sort of like a whack mullet.

Elder Magic
Elder Magic (エルダーマジック Erudāmajikku) is a magic that had existed before the magic that is known in the present time. Elder Magic varies among the Elder Spirits, with every spell unique to each Spirit. Elder Magic is exclusive to the Spirit race as it requires vast amounts of Ethernano to preform, which goes beyond the magic limit of the standard human wizard. Elder Magic is never the same for each Spirit as all spells learned under Elder Magic are unique to every Spirit that all have unique effects on the world around it's castor. The amount of Elder Magic spells due to their power among the Spirit population range from one to two considering the effects that Elder Magic can have; three to five Elder Magic spells are considered God-Like while six and more is known as impossible. Some Elder Magic spells can reflect on their user's personality and acts in the way as an expression of its user's nature as a being. In total Kuro has learned six powerful Elder Magic spells which reflect on his personality and will to over power the world and bring back the Elder Spirit race, through violence and war, and his true power as being one of the most powerful races in the known world.
 * Elder Magic: Novis (エルダーマジック:新 Erudāmajikku: Shin) Kuro intensifies the magic within him to make a small blast of pure magic energy that is capable of transferring a given amount of magic into a different vessel, mostly other mages who use this magic to cast their spells. By causing the ethernano to be intensified and frictioned so that it may be transferred into a human vessel, there are two very different ways that Kuro could use this spell in order for a chosen target to accomplish Kuro's wishes, either death or regeneration. As a blessing and a curse, Novis can effect in very different ways that may prove useful to Kuro, if he was to shoot a mage that was still supplied on enough ethernano energy without needing surplus amounts, than they will feel an excruciating pain and unbearable overflow of ethernano, which may result in the death of the supposed mage or weaken them greatly to the point where they cannot attack. Though it can be said differently for mages who have been drained to the point of no more ethernano magic power where the blast will instantly and automatically regenrate the magic supply of the mage, allowing them to carry on casting spells. One of the Elder Magic spells used to form the world, Elder Magic: Novis was the reason to the spark of life that gave birth to the operation of ancient mechanical golems that still operate just out of sight from the human world, as well as being the birth giver to the human's ability to cast magic as Kuro had shot magic right into the humans before time, forcing the humans to adapt to the Ethernano aswell as utilize it aswell. This seems to be one of Kuro's most used spells because of it's bullet like shot thhat can either help or kill a wizard if he is not too careful, but being the spirit that enjoys destruction and death of the human race he doesn't seem to care.
 * Elder Magic: Recensere (エルダーマジック：レビュー Erudāmajikku: Rebyū) By concentrating pure ethernano into that air, magic energy that Kuro can control remotely from his person, Kuro can infuse a surface or material with the special ethernano so that Kuro can control wether that the material may liquify or solidify depending on Kuro's choice of attack. By changing the solidification of a certain surface, Kuro utelises this special Elder Magic spell to trap targets within it's grasp, commonly using this spell as a way to easily catch runaways that would be now vulnerable to any of Kuro's attacks, as he mostly liquifies the ground and proceeding to solidify it as the victim sinks in, now stuck into the ground without the required stregnth to pull himself out. Though this spell may sound as if it has no flaws, Kuro's Elder Magic spell Recensere does not work on organic beings such as humans and dragons as it only works on inanimate objects like wood and rock, which would make it more merciful as using this spell against an organic being would look gruesome and disgusting, which I wouldn't really like to do as it could easily make a battle easy. The original spell that effects the solidity of the surface, Kuro has used this spell plenty of times during the creation of Earth Land to form the mountains and such as well as the varied landscape to ensure that humans and other sentient life living upon it may keep it in the shape as it was that day. This can be used as a quick way to entrap targets within it's surface as extreme strength must be used to even escape the surface as Kuro can even change the solidity of the ground to ensure that those who unfortunatly get entrapped within the ground stay there as he carries on decimating the place. This however works on surfaces that are above the Earth Land's crust so unfortunatly for him he cannot escape his prison due to being so far underneath the surface. Basically this spell is just like Liquid or Solid ground spells from the Earth Magic art, except this spell actually works on all materials not just earth, meaning that Kuro can liquify metals of all kinds and wood from trees to melt down an entire forest thanks to his powers.
 * KuroAvosImage.jpegElder Magic: Avos (エルダーマジック： AVOS Erudāmajikku: AVO) Possibly Kuro's most powerful spell yet, the Elder Spirit can maniupulate the ethernano particles inside him that he mainly uses for his Elder Magic and friction them together to create a powerful force that now resides in him ready to obliterate whomever he may choose. By storing the dangerous energy inside his ethernano capacity, the blast force builds up within him meaning that the longer that Kuro keeps Elder Magic Avos inside him, the more destructive and greivous the damage will become once the spell has been cast, so if Kuro wants to (if he wants) to possibly bring the landmass of Ishgar into a total state of rubble and ash, Kuro would have to hold in this powerful magical force within him for centuries, while keeping it in for a few days to destroy a single town. When Kuro is ready to release such energy, Kuro must fly into the sky out of reach of the explosion, as he must not get too close to the blast or he will suffer sevre burns due to his weakness to Elder Magic, releasing the stored magica within with abrupt force as it violently and quickly bursts out from his one of his palms, as it widens up the further Kuro is from the location of the planned site of impact. This blast of magic force can burn, decimate and poison the air in a single blast showing how powerful an ethernano spirit must be to learn their third and over Elder Magic spell, displaying Kuro's capability as a spirit and his power with the three Elder Magic. Noone can escape a massive blast without the use of immense speed or teleportation devices which many mages would rarely have to use during combat, as this is Kuro's trump card.
 * Elder Magic: Semidei Corpus (長老魔法：セミデイコーパス Chōrō mahō: Sem) His fourth spell, Kuro has inherited the forbidden ability to control Spirit-Infused beings with a simple blast, amassing an army of these Spirit-Infused beings to follow his every command without hesitation, a new faction that Kuro will follow Kuro loyally. Through somehow manipulating the way that his ethernano and Elder Magic spells and particles work, Kuro can send a wave of invisible magic that once collides with the presence of a Spirit-Infused being, can completely overiride the Spirit-Infused being's willpower and give Kuro total command of their actions and mindset, programming the victim to follow Kuro without failure and to never disobey his order. This is by far, one of the most dangerous spells in the world considering how many Spirit-Infused beings there are living on Earth Land and how many are capable for dangerous arts, and when in the wrong hands, in this situation Kuro, can lead to unbelievable destruction and chaos as Kuro sends many Spirit-Infused beings to do his will. However in his normal form, he can only take control of the maximum number two Spirit-Infused beings, meaning that his control over the spell isn't too great for him to be able to take over the entire world. Luckily, Kuro has created a device that will magnify the spell's effects and therefore act as some sort of satelite that will send these waves of Semidei Corpus all around the world, reaching into every corner until all Spirit-Infused beings are under Kuro's control, which is a dangerous event indeed. This spell does not effect Younger Spirits and Half-Spirits who are considered more powerful than the Spirit-Infused, depending where some of the Spirit-Infused beings recieved their Spirit blood from, which those who have recieved blood from Kuro or any other Elder Spirit can even be considered around the same level as the latter two. It does not matter where the targeted variant is, as the waves produced from Semidei Corpus have a moving effect like Nullification Magic, ignoring all physical surfaces and not stopping until it hits it's target, making it nearly impossible to counter Semidei Corpus.
 * Elder Magic: Anima Memoriae (エルダーマジックソウルメモリ Erudāmajikkusour) A special spell that allows Kuro to delve into soul and mind of his targetted victim as he scans and reads their history to find their deep and darkest secret, which he could use later on as some sort of bribe to blackmail the other, turly a dangerous weapon to use against another person's reputation. There are many things that are not seen on the outside of the human being, storing well kept secrets within themselves in order to keep a good public image for themselves, though that isn't safe when Kuro is around, as being the nosy spirit he is likes to peer into the souls and minds of the people around him to discover what hidden secrets that the person may hold within themselves. The spell is also used to read the mind and soul of the victim for their memories, allowing Kuro to look through the target's memories in order to find the thing that he is looking for, which he may believe the target of his spell may have witnessed. This use for the magic is one of the most common ways that Kuro uses as it has proven to be the most helpful in his times of searching, using the minds of others to look for what he wants with nothing stopping him. Elder Magic: Anima Memoriae however can be stopped through different methods, such as the use on Telepathy users makes weakened and Kuro can only access certain memories not protected by Anima Memoriae, which is done by the Telepathy user concentrating hard on the subject that they want to protect, but it seems that the maximum that they can do is to cover atleast three subjects. Uses for it in the Herboren guild comes in handy when dark mages have been caught acting against the guild, in which case the Herboren members may wish to retaliate, but first needing to interogate the enemy through different methods. Since there is nothing stopping Anima Memoriae, Kuro's spell is used as the last resort if the guild is having enough of the victim's stalling.
 * KuroMonster.pngElder Magic: Imperator (長老魔法使い：イペレーター Chōrō mahōt) Just as how numerous Elder Magic spells used by the Spirit-Infused beings change their appearance and attributes when places them above many other humans in terms of power and race, nothing can compare to the monstrosity that Kuro turns into after having realised that something else needs to happen. This is where Kuro will introduce his sixth and final Elder Magic spell, Elder Magic: Imperator which changes Kuro greatly into something more than just human, though do keep in mind that Kuro is actually an ethernano Spirit, highly different from human mages. Kuro in this form takes up the appearance of an extremely large lizard I don't know sort of creature that can stand on it's two hind legs, which were built for running at extremely fast speeds and strike with vastly high powered kicks, capable of bringing down a building in a single strike with just one leg. On both legs there is a set of three claws per foot, allowing them to cut through targets and opponents to add more damage to Kuro's kicks, where can swing his feet around and cut down several lines of men in one fatal strike, and can also allow Kuro to slow down if he is somehow pushed back a powerful force. The armour shown on the body is the fitted version of the armour that Kuro wears in his human form, which turns into a pale, snow white just like his clothes somehow forming with the, to create this near indesuctible armour that protects Kuro from even the most powerful blast, but that still doesn't mean one cannot break through this special and unique armour. The beast's tail is extremely long and has the ability just like the legs to break through solid structures in a single swipe, giving Kuro more weaponry to utilise in this form, as it too is covered in armour except this armour is flexible and allows Kuro's tail to swing freely. Kuro's arms are also covere in armour except the undersides of the arm which show off the extremely thick and darkened leather hide of the magnificent creature, with the metal armour going on the outside of the arms and onto the fingers where just the feet are claws of bone that are extreemly sharp and can cut through nearly anything, nearly. One special feature on the arms is the huge golden shield that lies on the beast's right arm, where orange fur potrudes from the sides of the large metal barrier, which one gives Kuro's punches more power, and two also soaks up most of the damage coming Kuro's way. His head armour is something special too, for the armour covers the backside of his long neck, displaying the same thick and blaack hide that makes up the beast's skin and on the head, Kuro's whole head is encased in metal besides the face bit where his eyes and mouth are shown, to reveal several razor sharp teeth that Kuro uses to chomp through many materials, especially humans. On this body there are several counter,easures for Kuro, such as the thick, black leather hide to defend Kuro from any conductive attacks to his metal armour such as electricity and lightning, even though Kuro's endurance and durability already can handle this. In this form, Kuro is much more stronger, much more faster and extremely durable that many weaker mages could not be able to handle themselves. As an added bonus, Kuro can also use his two Elder Magics, Elder Magic: Novis and Elder Magic: Recensere in this form just to make things a little bit more spicy.

Teleportation Magic
Teleportation Magic (瞬身の魔法 Shunshin no Mahō) is a primarily Caster Magic that allows the user of the special magic to teleport and transport themselves along with others providing that his accomplices are solid objects and are also in physical contact with the user to what ever location the user of the Teleportation Magic wishes, provided that the limit for their teleportation is just enough distance away from them as well as the user of the magic can remember what the area that he wants to teleport to looks like in order for the spell to work. Users of the teleportation magic can teleport however they wish and can use this special magic in combat as well besides its transportaion abilities as a magic, no matter where they teleport to they will always somehow get there due to the teleportation process of the mage's thought which is a key factor in teleportation and the transportation of subjects to and from a location with the use of their magical energy. To begin this spell users of the teleportation magic must concentrate magic to spread across their body which shows as the mage starts glowing or fading depending on how strong your magic is to cast this spell, with Kuro's being that he simply vanish in a flash of light as his presence is reased without a trace left, with the flash blinding the people around him temporarily to ensure that they do not know what had happened to him. If joining someone through the teleportation, the magic would then proceed to go through that person's body just as it does the caster, however it is only temporary and doesn't give the other person the same magicka for them to cast teleportation, along with weapons and other solid objects that the user of the magic holds with them. The magic within their bodies begin breaking apart as the break down the mage's form as they transfer to another location, building the mage back up as they take their form once again after the magic particles have bonded back together as the user's body has finally regained their physicality from the magic particles regenerating his body muscles once again.

Archive Magic
Archive Magic (古文書 Ākaibu) which is also referred to it's other name as the All-Knowing Magic (マジックのすべてを知っています, Majikuu no Subete wo Shiite I Masu) is a Caster Magic that Kuro uses to transfer information between himself and others of his liking to share details as well as plans with the allied force around him, making it useful when Kuro wants to share a detailed plan with those that he wants taking part in order to make sure that the devised plan run smoothly and works to his satisfaction. Kuro's Archive magic can also be used to store valuable pieces of information that maybe Kuro may wish to keep to himself as it may be classified to him as highly secretive and his eyes only to the work of documentation, where only he is able to see it due to Archive magic only allowing it's user to access the large storage database that the magic grants it's user, being extremely unique among the community of Archive magicians due to some different situations and experiences that each mage of Archive magic has to other mages of the magic. This magic type is a complicated type that many mages strive to learn as the process to casting and learning this special magic is extremely delicate as well as lengthy, where it will not work for impatient mages that try to learn Archive magic. To cast and utilize this spell, Kuro should have read, seen or head anything about any event that has been displayed through those three ways, where Kuro absorbs this special knowledge where it could also be received through hearing another person say this information, skimming through entire books no matter how thick the book is and even learning about the basics of magics where Kuro can record this information and transfer this to other mages who are willing to learn the magic.
 * Information Transfer (情報転送 Jōhō tensō) just as the name of the spell suggests, Information Transfer the the ability of transferring valuable data and intel from Kuro's mind and accessing another being's mind in order to complete the transaction, if the other user gifts their consent for the transfer to happen, which they should be cautious as Kuro is entering and accessing their mind. Probably one of the most delicate and fragile spells that Kuro can do as an Archive magic user, this spell requires intense concentration and complete determination as entering and configuring the mind of another person is extremely dangerous if not handled properly, despite Kuro's calm look whenever he may be casting this spell professionally. The spell is started off by Kuro concentrating on the information that he wants to transfer, this time without the need for hand movements as this is solely on the actions of Kuro's brain power and capability to work with magical energy within his head. By concentrating really hard on the thought of infusing thought energy with magic energy in order to easily transfer it, Kuro needs to make sure that the in fact doesn't bust his brain function as he does this infusion, producing thought magic energy that he has configured not to somehow disrupt the operation of the receiving vessel all in just a few seconds. Once the combining of both energies is complete Kuro then releases the combined energy from his mind and head as it is internally programmed now to aim and reach their desired programmed target, which Mago has ordered to infiltrate and enter their mind as they configure the brain and mind capacity to make room for this intel as it implants itself into the vessel's brain, therefore transferring the information from Kuro's brain to the other's.
 * ArchiveMeasure.gifPower Measure (電力測定 Denryoku sokutei) using his Archive magic interface which he uses alongside communicating with people from long distances away from him as well as telepathy, Kuro uses this unique spell in order to measure two kinds of powers that he would need measured in order to execute many plans that need specific numbers in order for it to work, which the Power Measure spell of Archive is able to do. From mass amounts of data that Kuro has collected, the power measure spell displays the amount of maximum power where it is at a point where it can kill a human being and average power where it just damages them though can still have a tremendous effect. To survey and observe his target Kuro uses Power Measure in order to list down and note the power of an attack from a mage, most popular use for it is large scale blasts such as an etherion blast which to Kuro's notes is extremely powerful as it does not leave survivors who get caught up within the radius of the blast. He can also use this on himself in human form however, casting the spell so that the display interface screen appears in front of him as his chosen spell to cast is then starting the process of execution, as the arrow on the scale beings moving to the right to show that magical power is building up allowing Kuro to reach the perfected point of power in which he would need for his plan. As it measures the build up of magical energy within a magical vessel Kuro can test to see how much power his opponent will be building up in order to decide whether or not it would be worth the trouble in striking back with enough time.
 * Force Shield (力の盾 Chikara no tate) Using the magic particles that Kuro uses to cast his Archive Magic, he intensifies and dense the display screens that he uses as an interface when reading up information inorder to create a solid block shield that can withstand against pretty strong attacks which Kuro wants to avoid colliding with. Like he uses his mind to summon his Archive magic where the database of all intel that Kuro had uncovered over the time he was practicing Archive Magic, Kuro utilizes the magic within him to condense as well as harden compared to his ethereal interface screen which he uses for casual work with Archive, making it act as a shield in order to deflect magic projectiles away from him, with all summoned force shields encrypted with big bold, red letters "Shield" which obviously details what the spell was summoned to do. By releasing the magic energy from his mind and hands to summon his force shields the summoned blocks do not come in a solid human height wall that would stand in front of Kuro, instead coming in several blocks with the red words errored on the screens that group together in order to provide extra defense in case that one of the shields deactivates or is destroyed, leaving the other ones carrying on protecting their summoner instead of taking his whole defense down with it. Force Shield has shown and proven to stand mass amounts of damage as it has withstood against the collision of a devastating attack from a Dragon Slayer's roar thanks to the intense and lengthy aiming that Kuro put into his force shield in order to protect him from devastating attacks. This seems to be Kuro's main form of defense when using Archive, as he mostly utilizes Archive Magic when dealing outside on matters concerning peaceful terms which he mostly does in his time in Ishgar.
 * Life Detection (ライフ検出 Raifu kenshutsu) Having collected several techniques in detecting life forms around Kuro's area, Kuro has been able to develop a display screen that shows the possible available life forms that are located around Mago's position. This spell is very simple to cast as it requires both mind and special magical energy that connects to Kuro's database as well as display screens that Kuro would cast normally up with all Archive magic spells that he preforms with. By concentrating energy into his hand, the special magical energy spreads across the area with a limit of a two hundred metre radius which gives Kuro enough space and time to deal with any enemy that he counters with the use of Life Detection. This magic energy is only attracted to sentient life and scan the body that it will latch onto as it records required details that they have been programmed to acknowledge, sending the retrieved information back to Kuro as the data then takes effect on the summoned screen. Details such as size, power and affiliation to Kuro which are labelled enemy as red, ally as blue and unknown as grey, which Kuro does not recognize to as. Sometimes the Life Detection spell is not always accurate and can sometimes exaggerate or minuscule the danger that Kuro would truly be in, causing him to miss interpret the importance and details that if he was to make plans using the details provided by Life Detection, Kuro's plan would be incorrect and may lead to some devastating mistakes. This spell is useful for scanning suspicious and hostile areas as well as checking for attendants of troops in order to prepare. Just with the simple waves of his hands, Kuro can open and close the Life Detection screen with ease, opening it up whenever he may need and closing his hands together to close the screen when he has finished his business with it.
 * Database (データベース Dētabēsu)
 * Structural Design (構造設計 Kōzō sekkei)
 * Ability Scan (能力スキャン Nōryoku sukyan)
 * Hack (ハック Hakku)

Barrier Magic
Barrier Magic (バリアの魔法 Baria no Mahō) is a Caster Type Magic where the user is capable of manifesting their magical energy as a shield in order to defend against the attacks of the enemy. In order to do so, the user allows their magical energy to flow into their hands; which projects a field of magical force which they can manipulate into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by the user's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: not even the user is able to see the forms that they create. The size of a given magical force projection is also limited by the user's ability to imagine. The smallest force projection they can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about 100 feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome 1 foot thick about a mile in diameter (5,280 feet) and a dome 1 inch in thickness the user can project for about 3.2 miles. Small objects at high speeds become missiles; large objects at slow speeds become rams. The user can make these objects grow or shrink as desired. Thanks to striking the barriers, it can cause a powerful backlash that damages the opponent's muscles in such a way that it leaves no scars or damage; besides the damage that was inflicted- without being capable of healing from the damage done. In any case, the barriers can be very complex and elaborate barriers, or very simple shaped barriers such as circles or squares. These barriers can also hide the presence of the things it coats or even make the target invisible. However, Barrier Magic is difficult to use has it can only manipulate so many magical particles at a time and it required precise timing. However, despite being far more advanced than any other barrier, it still suffers from magical draining. The barrier can only be used for a total of 105 seconds and requires 120 seconds to cool down. If the user has no other defensive measures this leaves a window of 15 seconds where they have no defense against attacks.
 * RuneLightningBarrier.gifLightning Shell (ライトニングシェル Raitoningusheru) Is a Barrier Magic spell combined a few Runes from Rune Magic that give off a lightning effect, basically combining three types of magic into one spell for Kuro to protect himself with. By conjuring up a barrier made out of extreme amounts of ethernano that make it immensely dense and protective that surrounds Kuro such as like a shell, Kuro already had the first step to conjuring up the special combination barrier as the next two steps require him to switching to Rune Magic in order for him to implant the lightning. By using the little knowledge of Rune Magic he has, Kuro can summon up three special runes that dot the barrier, releasing mass amounts of lightning energy that spread out over the barrier as it encases the shell in a second layer of sparks that instantly zap anything that comes near it. A combined use of magic, this spell proves Kuro's capabilities with the art of magic, having formulated the spell himself so that those that rely too much on physical combat such as armed and unarmed melee fighting abilities can barely even come close to him even though he already has Blazing Coat for such measures. Deactivating the spell gives it a much more offensive effect, as once the barrier has been removed and the runes have dissolved into thin air, the residue and remaining particles of lightning magic are blown outward, sending a wave of voltage right at the opponents into every corner of the room or arena. Lightning Shell's size also depends on who many people Kuro wants to protect within the barrier, with the more magic being used to fit more people inside.
 * SimpleShield.gifSimple Magic Shield (シンプルマジックシールド Shinpurumajikkushīrudo) like it says in the name is the most basic of Barrier spells a user is able to learn, although it does take some magic depending on how big one would want the magic barrier to be in order to protect more area. A Simple Magic Shield has the ability to successfully block both magic attacks as well as physical weaponry to ensure that those behind it do not get hit by the used item, as the shield is programmed to instantly harden up upon impact of a magic projectile or physical weapon on contact with the magic. The tint of the Simple Magic Shield can depend on what kind of skill and technique the user of the barrier magic has, represented such as Kuro using a near transparent shield that is extremely difficult to see from a distance, and there have been mages who were able to conjure up orange and even red barriers which are mostly unheard of within the community of users. The magic that is projected into the shield blast apart upon contact as the fall off the sheild with ease, where as a physical weapon attacking the shield would simply be knocked back forcing the wielder to bounce off from the shield. Simple Magic Shield can also depend on the magic inserted into the spell though however, users do not put large quantities into the shield due to the limit of how big and thick the shield can get. Simple Magic Shields are recommended to be used against short bursts of projected magic such as Bullet magic projectiles and similair to them as the density of the shield is only able to withstand smaller projectiles and normal physcial slashes, stabs, thrusts and what not. To advance to a higher tier of the Magic Shield spells, one must have been able to exert alot more ethernano and magic power into the spell as well as having a good amount of experience with the magic.
 * AdvancedShield.jpegAdvanced Magic Shield (アドバンスドマジックシールド Adobansudomajikkushīru) a step up from Simple Magic Shield, Advanced Magic Shield is alot more powerful and defensive when casted due to the amount of magic power and energy that was concentrated into the magic shield, resulting into a much powerful level of barrier magic that those well experience are able to conjure up. Much more dense and durable than it's simple cousin, Advanced Magic Shield has the ability to block larger scaled attacks such as more powerful magical projectiles such as magic beams, spells that include a high mass amount of magic power into a melee strike and can even block now heavier and much more thicker physical things like cannonballs and even huge giagntic blades used by the incredibly strong mages throughout the land. Reaching this level, Advanced Magic Shield has the upgraded durability to even face against the almight powerful Dragon Roars however, these Slayer Magics (Any slayer magic that involves a roar or similair) can only be composed of only one element alone, as the shield isn't strong enough to deal with the combined power of two magic elemnts in one full strike, meaning those that enter a dual elemntal mode or dragon magic may have the upperhand must Mago be using advanced Magic Shield. The Advanced Magic Shield always takes on a purple tinge no matter how well trained and whatever you are at Barrier Magic. Kuro is exceptionally well at casting this as his substantial and near endless amount of magic energy allows him to keep the shield up as much as he wants however, this means that he cannot move from his position as users of Advanced Shield Magic must stay in place for them to concentrate on the spell being kept up.
 * MasterMagicShield.gifMaster Magic Shield (マスターマジックシールド Masutāmajikkushīrudo) The big brother of the Advanced Magic Shield spell, Master Magic Shield is made of incredibly powerful magic as well as insane amounts of magic energy that limits the amount of users who is ever able to utelise Master Magic Sheild themselves. The most notable Magic Shield for the immense distance that Master Magic Shield can cover, Master Magic Shield has the ability of reaching the distance of an entire town even reaching as high as the mountains of Ishgar if not higher, displaying the power that the casting mage wields and is a symbol of their strength as a wizard. Master Magic Shield can be designed in any way shape or form that the caster wishes it to be unlike it's relative shield spells whoch can only be casted as sort of a circle shield. From gigantic walls, typical shield and even a shell to surround the barrier mage, there is an endless selection of possibilities that the Master Magic Shield can be formed into. Also, with the vast amount of strength, durability and layers made to form this giagntic and powerful shield it is able to surpass the Advanced Magic Shield's abilities even more as it can now block Dual Elemental Dragon modes and magics, as well as facing combined attacks from several opponents at the same time with ease as it easily deflects the attacks as if they were nothing. Master Magic Shield also can be to trap within targets to keep them in place if the user does not have an ability that does just that, using the Master Magic Shield to create this shell that surrounds the target to prevent them from escaping, although however it isn't recommended that one should use this on lower tier enemies due to the sheer amount of power used to conjure up this special shield. The final shield from a series of magic barriers formulated by Mago, Master Magic Shield always is his main option when casting the barrier as he is one of the only ones ever to know and cast this spell, due to having been taught by Mago himself.

Synopsis
Storylines= TBA RP's= TBA Jobs= TBA

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

Ki no Michi (木の道, Ki no Michi lit. "The Way of the Tree") is a martial arts style created by the monks of the Minstrel Mountains. It is said that the monks created it to be an integration of their martial arts practices and the personal expression of their philosophy to "live like that of a tree. Staying sturdy with deep roots, even in the face of a growing storm or scorching sun." This fast paced, flexible style of martial arts focuses on neutralizing an attack early on or using Kuro's momentum and predicted trajectory to dodge said attack for a counter. It emphasizes a majority of throwing techniques and joint manipulations, although the use of a mages Ki, later realized to be eternano, is of great importance when delivering an effective block or counter. Also of particular importance is the timing of a defensive technique, either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. This means that a mage must be of fast body and mind in order to read an opponents intentions and movements in order to effectively block.
 * God Cedar Cranial Descent (神杉頭蓋降下, Kamisugi Tōgai Kōka): Working best as in immediate counter move to follow an opponent's momentum, however, this move does require a great deal of strength to aid in the execution. As an opponent comes in for an attack, the mage will target the leading foot and scoop one the opponents thighs with their free hand. Using the opponents momentum to aid in their ascension, the mage will lift their opponent upside down so that their head is the closest point of contact to the earth. The mage will then proceed to drop to their side or back, driving the opponent into the earth on their neck and shoulders, or on the top of their head. If executed properly this move will follow one fluid motion and can leave the opponent with severe dizziness, a concussion, cracked cranium, paralysis, or even death if the opponent happens to land in such a way.
 * Great Banyan Dance (大きなガジュマルの踊り, Ōkina Gajumaru no Dansu): Beginning with an ethernano pulse from a low rise kick to the opponent's sternum, a mage is effectively knocked up into the air. Afterwards, the practitioner's moves will differ based on the opening they see. They will typically swivel gracefully to land a kick to the left side of their opponent. This will shift the opponents center of gravity on their fall to cause them fall on their side. On the opponents decent, a backhand strike to the face will shift the opponent's body to be parallel with the ground. It finishes with a ethernano infused punch to the gut upon the opponents impact with the ground. This final blow has been seen to break ribs, and never fails to knock the wind straight out of their lungs. Mages have been seen infusing their own magic into the hits to make this dance much more lethal and powerful.
 * Jaya Sri Maha Kick (ジャヤスリマハキック, Jayasurimahakikku): Once the practitioner is able to see an opening, they focus a great deal of ethernano into their leg for power, while also maintaining their center of balance and delivers a kick at the opponent's weak spot. The only major weakness of this technique is that Kuro 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, Kuro covers their hand in a coat of ethernano; at the moment of impact, the pronated hand is generally held in a horizontal orientation with the palm facing the ground. The power of this attack comes from it's ability to cut the vessels of it's opponent when executed with enough force. Using two fingers can cut off blood flow until the pressure is released, three can cause severe bruising, four fingers can cut superficial nerves and vessels, and 5 finger can damage muscle fibers.
 * Tembusu Mania Blitz (テンブスブリッツマニア, Tenbusu Burittsumania): This strike follows a downward push of the target's own strike by applying fierce pressure to the joint's of the target's striking limb and causing it to lose it's consecutive momentum. Afterwards, fighter had to stiff his body to it's utmost limits on the moment of impact. When the practitioner uses it at the right moment in a strike, all of his joints will be fixed. Although difficult, if done correctly,they will strike with the weight of their whole body. When the strike is covered in ethernano, and comes in contact with the water that makes up the human body, it sends a shock wave through the body that can temporarily paralyze the target.

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

The Numbers Layered Magic Seal Style (号重魔法陣流, Gōjūmahōjin-ryū) is a Magic Seal-based fighting style. The Numbers Layered Magic Seal Style is a special method of utilizing one's Magic Seal in the heat of combat; it involves the user bringing out Magic Seals of all sorts of properties in order to induce a wide variety of effects upon the opponent and the surroundings; unlike the Divine Authority Magic Seal Arts, the Numbers Layered Magic Seal Style is derived from bringing out different layers of Magic Seals, which gives off the appearance of multiple Magic Seals stacked on top of one another, each Magic Seal linking to the others via a magical tether formed through the caster's magical energy. The Magic Seals utilized by a magician who practices the Numbers Layered Magic Seal Style is capable of augmenting their movements and attacks with the Magic Seals; the user can harness their Magic Seals offensively or defensively; being utilized as a shield from enemy attacks, as well as a weapon by flinging the Magic Seals against the foe telekinetically or by launching it physically at the enemy—thus producing a high velocity that smashes into the opponent, knocking them flying- though the Numbers Layered Magic Seal Style is best utilized with Magic Staves. An intermediately-level user of the Numbers Layered Magic Seal Style more often than not uses Magic Seals which have illusionary properties upon their targets in order to set up far stronger attacks. The properties of the user's Magic Seal can range to being solid in order to serve as battering rams and stepping stones to simply energy-based in order to serve as a medium to fire elemental attacks and the like from the Magic Seals. Generally, a master of this magic can use Generally, a user of the Numbers Layered Magic Seal Style is not as powerful as an up-close-and-personal fighter with a powerful magic such as Crash, but the Magic Seals can temporarily boost their power and spells' area-of-effect; additionally, they're usually not as fast as a user of High Speed and Slowing Magic, but they can boost their speed AND that of others with their Magic Seals; and they can attack from any range with several different elements while buffing everyone else. The only big weakness that the Numbers Layered Magic Seal Style is known to have is that constant can tire the magician using it out relatively quickly, as they are constantly generating magical energies with the power. Overall, it would be best to describe the Numbers Layered Magic Seal Style as a 'jack of all trades' magic style when fully mastered, giving the user not really exceptional power unless delving into the higher-ranked attacks, but exceptionally wide versatility when compared to a user of a single magic.
 * Four Layered Magic Circle: Karmic Lightning Battle Formation (四重魔法陣・業雷陣, Shijūmahōjin: Gōraijin): Four Layered Magic Circle: Karmic Lightning Battle Formation enables the user to attack the opponent from four points at once with powerful lightning bolts. When casting Four Layered Magic Circle: Karmic Lightning Battle Formation, the user creates four Magic Seals which glow golden- these Magic Seals have a crest in the middle that resembles a lightning bolt. At a moment's notice, the user directs this quartet of Magic Seals to flank the enemy, each in one of the main directions, North, South, East, and West. No matter where the enemy goes, all four lightning Magic Seals will follow them around like a heat-seeking missile of sorts. For the briefest of moments, all four lightning Magic Seals gather and condense stray ambient eternano which is saturated within the atmosphere, amplifying the sheer output of the attack which is about to rain down upon the enemy. In an instant, borne from the quartet of Magic Seals surrounding the enemy is four extremely large and destructive sparking golden blasts coming from the four cardinal directions, each beam of lightning travelling to the end of the opposing Magic Seals, with the eastern thunderbolt colliding with the western thunderbolt, the same goes for the northern and southern versions- all the while, the enemy is at the epicenter of this overwhelmingly powerful blast; while it does deal incredible damage, a side-effect of being hit by this attack is, if the target survives, the lightning paralyzes them, preventing them from escaping the user's next attack.
 * Six Layered Magic Circle: Eternal Illusions of Nothingness (六重魔法陣・無幻奈落, Rokujūmahōjin: Mugen Naraku): Six Layered Magic Circle: Eternal Illusions of Nothingness enables the user to cast the enemy into an illusion of the "Six Paths of Reincarnation" (六道輪廻, Rikudō Rinne); which are a concept of the cycle of death and rebirth stemming from Hindu philosophies. Each of these paths represent one of the realms a being is reborn into after death, determined by the accumulated karma of their past life. To activate it, the user manifests a dark Magic Seal which directly attacks the foe's mind without fail with an illusion- before they can react, malicious fantasies rush them away to a sextet of differing realms; each world is a step up from the last in horror. The first realm is known as "The Realm of Hell" (地獄道, Jigokudō); despite it being what many truly fear of going to when they pass on, it is the weakest- a terrifying fact indeed. In a flash, the user sweeps their target away to a hellish landscape where there is naught but blackened fire and bubbling pitch, along with multiple caves to set ones' eyes on for miles. There, several hellish guards appear before them armed with weapons, before inflicting karmic punishment upon them for whatever sins they have committed in their lives until the foe loses all will. The second realm is referred to as "The Realm of Hungry Ghosts" (餓鬼道, Gakidō); proceeding from the realm of hell; the realm of hungry ghosts pertains to the cardinal sin of gluttony; it is here that the foe is 'treated' to a world with naught but dinner tables stuffed with nothing but the most mouth-watering foods imaginable. As if by telekinesis, the food stuffs itself into the target's mouth. As even swallowing the food is constant, unbearable torture, the target must resort to drinking their blood and consuming their own flesh in order to survive. Continuing from the realm of hungry ghosts, "The Realm of Beasts" (畜生道, Chikushōdō) is focused upon the animalistic behaviour of hunting and devouring to survive. Here, in this barren landscape with very little in terms of flora and fauna, the foe is dropped off, conveniently surrounded by thousands upon thousands of unidentifiable beasts which appear somewhat demonic in appearance. The moment they arrive, it is wise to start running for the hills, as these beasts chase them down and pounce upon them, tearing into them like nobody's business. From there, the target experiences the sensation as if they are in the middle of being devoured for all eternity. The fourth realm; "The Realm of Demons" (修羅道, Ashuradō) is focused upon the inner drive and lust for battle in all beings, drawing out that desire. With a splash of scarlet, the foe is dragged from their devouring into a hellish landscape which appears ideal for an all-out war. There, on the left side is an army of magicians- opposing them is hundreds upon hundreds of demons; continually locked in a struggle. Involuntarily, the foe is forced to their feet, then as if they were possessed, they are forced to participate in this grand battle unto eternity, being revived again and again if they perish in the fields of war. Torn from the hell of the realm of demons, the foe is thrown into "The Realm of Humans" (人間道, Ningendō) without a moment's notice. Here, they are thrown into a luscious landscape- a far cry from the previous worlds. All in all, it seems that all is right with the world...until the masquerade is thrown aside, revealing a true nightmare; in the Realm of Humans, good and evil, yin and yang, light and darkness clash eternally, each vying to gain supremacy over one another. To the foe it seems as if feelings of kindness and evil are directly their brain viciously and never-ending- also filling them with doubts on which side they stand. The deadliest realm of the spell is known as "The Realm of the Heavens"(天道, Tendō); though for what reason has yet to be revealed. It is hinted that in salvation, true horror can only be seen; this is the scourge of existence and what plagues all life- truly, an actual materialization and embodiment of some sort of nihilism.
 * HasteGlyphPer.gifFifteen Layered Magic Circle: Flying Echo Step (十五重魔法陣・飛神響歩, Jūgojūmahōjin: Hikyōpō): Fifteen Layered Magic Circle: Flying Echo Step enables the user to take a greater amount of action in a given amount of time, drastically enhancing their speed as they use Magic Seals scattered across the vicinity in order to instantaneously transport themselves to a location where the Magic Seals are situated. When initiating Fifteen Layered Magic Circle: Flying Echo Step, the user forms around fifteen Magic Seals which are mainly white in texture- the crest in the middle resembles an arrow; from here, they mentally send the Magic Seals out in order to mark an intended destination, the Magic Seals can be infused into almost any area of choice through brief physical contact, including an unsuspecting opponent. Once the set-up phase has been completed, the user is capable of activating Fifteen Layered Magic Circle: Flying Echo Step by synchronizing their magical power with that of the frequency of one of the Magic Seals, breaking their physical body down to magical particles and transporting them to the location of the Magic Seal before reassembling their body. From here, the technique truly begins- after a few moments of gathering and condensing ambient ethernano within the atmosphere into the Magic Seals, the user harnesses the Magic Seals as a kick-off point, gaining an immense boost of speed which can propel them across the battlefield at high speeds; indeed, when harnessing the Magic Seals of this spell, the distance between the user and their opponent is shortened by an enormous margin, enabling them to more often than not attack first, leaving their foe bewildered as they dart around the immediate vicinity with a velocity which gives the illusion of the user being in several places at once, assaulting them relentlessly while seemingly speeding through the atmosphere- this also results in an increase on the threshold on the number of times they can use their magical powers, and due to the boost in speed, the sheer strength of the user's attacks are drastically enhanced to the point that even simple melee attacks can have great power. The user is also capable of switching places with an opponent if they marked them with one of the Magic Seals, and if they are in contact with another person, the user is capable of dragging them along for the ride. It is said that a master of Fifteen Layered Magic Circle: Flying Echo Step is capable of instantly evading almost any attack and retaliating with a blow directed at the opponent's weak point; however, upon jumping from one of the Magic Seals manifested by this spell, the Magic Seal vanishes, having fulfilled its purpose.
 * Skyscraper.jpgTen Layered Magic Circle:  (十重魔法陣・摩天楼, Jūjūmahōjin: Matenrō): Ten Layered Magic Circle: Skyscraper allows the user to cast a powerful illusion upon the target. When initiating Ten Layered Magic Circle: Skyscraper, the user manifests a dark Magic Seal which they slam into the ground, releasing an alluring scent which helps forge the illusion that the ground was destroyed through the sheer force of the impact the dark Magic Seal had upon the surroundings. The effect of the dark Magic Seal also releases nine other dark Magic Seals which float into the air and surround the opponent from all directions, letting off the same alluring scent as the original, which further bolsters the effects of what is about to commence- the scent attacking the foe's mind and senses causes their eyes to "glitch out", giving off the illusion that they were launched into the cold depths of space through the sheer "force" of the ground being destroyed. In an instant, four belts materialize from nowhere, each attaching themselves to the enemy's limbs, tying them down with nary a chance of escape. As the enemy can do naught but suffer, a rip in the fabric of space opens, revealing something beyond the enemy's wildest nightmares- a frog-like, draconic demon appears from his hole; the beast is eldritch; possessing burning scales from which heat seeps, a large mouth with razor-sharp teeth that also has teeth, and countless eyes. The sheer presence of this beast is enough to scare the foe silly, though they can be worse- much, much worse. With a single thought, the user can cause the beast to attack their foe without any prior notification, overwhelming with their fear-inducing presence- though a proper attack does not transpire, but rather, the claw reaching out to attack the target manages to scramble their brain out of fear. This spell is generally used to break the target's mind, but can also serve as a distraction, should the target be strong enough to break the illusion.

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

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

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

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

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

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

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

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

Trivia

 * Kuro is the only known Spirit with five Elder Magic spells.
 * He was intended to be much more stronger by the author but decided against it as it may cause problems in the future.
 * All art depicting Kuro as an eye was created by the author himself. (Lol my shit drawing skills :P)