Lance Dracoon

""TBA""

- Lance Dracoon Lance Dracoon (ランスドラクーン Ransu Dorakūn)

Magic Abilities
Sword Magic (剣の魔法 Ken no Mahō) is one of the most common Holder Type Magic in existence. The user starts by channelling Ethernano directly into a specially constructed magic blade that causes a chain reaction to the sword, having the blade alter it's entire structure until it reaches an unstable form of metal and magic, allowing the person to manipulate it into a solid shape that can also engage the spell that the user sees fit to use. In some cases, when the person condenses the unstable structure, they often add their own elemental affinity magic, allowing for the user of elemental sword spells to be created through the effective means of the user. During the time after the sword spell is used, the Ethernano is immediately ejected from the blade, allowing the instability, the result from the Ethernano, to cease and transform the blade back to it's normal shape. However, there are certain risks to using this magic as it takes much mental focus and incredible magic control in order to allow the blade to be altered in it's solid shape, and to be controlled in it's unstable form. When the user often attempts to make any spell, their hand is to remain on the hilt at all time, due to the fact that unless the ernano is controlled and is kept at a steady flow into the blade, the blade will simply revert back to it's normal shape while the Ethernano is simply ejected outward.
 * Sword Pressure (剣圧, Ken'atsu) is a basic ability where the user swings forward with their sword, swinging the blade so swiftly that it seems that the user is able to utilize air itself to slice enemies, focusing a current of wind to the point where it takes on a sharp edge, which the user launches at foes; sending it through the air towards the user's enemy. It is a powerful blade of pressure that appears as faint ripples of wind that is launched towards the foe at high speeds; this attack enables the user to assault things which are out of their sword's range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash. The person struck by the sword pressure is assaulted by countless invisible blades which happens so fast that they would normally be unable to properly react in time, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet; this technique possesses enough power to slice down many trees in a forest. This technique can deflect both physical and sound wave attacks and attack at the same time, making it both an offensive and defensive technique. These blades of wind possess incredible range and devastating power; and at its highest level of mastery, the sword pressure is capable of cutting through barriers of magical energy; and they can even remain floating within the air until the right minute to slash.
 * Sword Pressure: Blade Concealing Gale (剣圧・刃隠風, Ken'atsu: Jinkakupū): A special application of Sword Pressure. When performing this attack, the user gathers and condenses their magical power into one of their swords, before using it as a magnet of sorts in order to draw enormous amounts of air towards it—using Shape Transformation, the user molds it upon their blades, compressing multiple layers of wind into air of a super-high pressure onto the blade, which distorts the refraction of light and renders what's inside the multiple layers of wind invisible to the naked eye. The moment that the wind is molded upon the sword, it takes upon the shape of the armament and renders it as an invisible weapon that emits no secondary effect—not even sparks will fly off of it, and no clashing sound will be heard. The technique itself is known to be exceedingly simple in regards to its execution, but that, along with its effectiveness in combat, for the record, the winds compressed upon the sword are not a vacuum, so the air which is always whirling around the armament grants it a rather notable boost in power. Due to the slicing winds surrounding the armament, the damage emitted is increased, and so is the cutting power—and it also has the side-effect of being more difficult to evade, as the winds can expand their range at a moment's notice. However, its true purpose is what makes it so deadly—due to the sword being, well, invisible; it is indeed extremely difficult to counter for people whom are unfamiliar with the nature of the attack, as they are left unable to successfully defend themselves from a weapon which cannot be seen. The opponent would fail to analyze or discern the properties of the armament, which would leave them constantly on the defense against the user, relying only on their movements in order to develop a proper counter for their strikes—this causes them to become confused regarding the user's attacks and defending actions, and thus, they are required to stay out of the user's strike range in order to stop themselves from being defeated rather easily. Lastly, Sword Pressure: Blade Concealing Gale makes it possible to manifest the multiple layers of wind on something other than the user's weapon. For maximum effectiveness, Blade Concealing Gale is best utilized with a weapon that is capable of shifting its size, or a morphing weapon, adding another layer of unpredictability to this spell. At any time, the user is capable of releasing the layers of Blade Concealing Gale in order to activate one of two special attacks, as listed below.
 * Strike Gale (, Sutoraiku Geiru lit. Sixfold Iron Hammer of the Supreme Commanding Wind King): Strike Gale is further extension of Sword Pressure: Blade Concealing Gale—when performing Strike Gale, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically, creating a vicious surge of air pressure as it diffuses into the air with enough force to knock people over and uproot trees with ease. The Strike Gale technique acts in a similar manner to a hammer which is composed purely of wind—the attack is capable of crushing and blowing away a multitude of people and it is also able to upturn asphalt with ease. Indeed, the air pressure unleashed by releasing the windy layers around the user blade take upon the form of large yet immensely sharp blades of wind which not only possess a large amount of pushing power, but they move so fast that the movements of the blades are invisible, and it truly seems like the user shoots their opponent with a bullet from all directions, except that the resulting impact is not akin to an actual pistol, but to a small hand-held cannon and powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge; connecting instantly with the target. This attack possesses incredible power, able to tear through non-magical armours with relative ease. The hit of this technique will have more of an impact on actual magical defenses since it is sharper and larger than regular blades of Sword Pressure. It is a very useful technique that can connect rapidly and accurately, which works well with their impressive speed and agile techniques. Strike Gale serves as a medium-to-long range attack with a consistent amount of damage that isn't influenced by the user's physical condition of the magical energies left within their magic origin; while it is capable of being deflected normally, it is best defended against by using a high level of magical energy. What should be noted is that Strike Gale applies enough knockback to force opponents out of range and away from the user within seconds, and can then keep them away from the user without hope of getting near them due to how it doesn't cause flinching—though this will only last for a few moments. Interestingly, after unleashing Strike Gale, the user is capable of re-summoning their Sword Pressure: Blade Concealing Gale by compressing the surrounding air to reform the invisible barrier.
 * Slipstream Accel (, Surippusutorīmu Akuseru lit. High Speed Upper Air Gunshot Stride): Slipstream Accel is further extension of Sword Pressure: Blade Concealing Gale—when performing Slipstream Accel, the user assumes the position of crouching their knees, leaning forward, and holding one of their blades in a behind stance, with both hands grasping the sword's grip- in this position, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically; when this is done, the user does a short hop up and down, dragging out the noise so that the sound of their feet tapping on the ground isn't heard until after their feet have left the floor again. Once the sound lag is at its fullest, the user leaps forward with a powerful forward boost while the user charges forward, accelerating their towards their opponent, enabling them to move at thrice their regular speed, if only momentarily. This movement is known to be at exceedingly high speeds; almost invisible to the naked eye at a velocity that gives them the appearance of a supersonic bullet shooting towards the enemy at the speed of sound; it produces a sonic boom that echoes outwards for several meters, destroying everything in front of and behind themselves, propelling the user into their opponent at inconceivable speeds. Because they move faster than the eye can see, the opponent won't be able to react until after the user has already hit them. Slipstream Accel is excellent for getting the jump on the opponent. If working together with another person, the partner can use the vacuum left behind by the attack to immediately rush in behind it by using the surge of air taken in by the vacuum as a Slipstream.
 * Sword Birth (, Sōdō Basū; lit. "Phantasmal Genesis of a Myriad Blades") is a Sword Magic spell that is feared by many opponents due to the immense amount of damage it produces and using only blade as its catalyst. Said to be the penultimate of one's experience as a swordsman, it can be described as something as ethereal and phantasmal, while fearsome in both power and name. It's a technique that's only mastered by those who truly bonded with their sword to an extreme, completely becoming one with it in any given situation. It's a technique is versatile in nature and extremely fast that most don't have time to react, making it a potent surprise attack technique. the user first focuses magic power into their blade(s). Then, by imagining the radius of the area he wants to cover, they slams down the blade(s), forming a spell circle that encompasses said radius. Once that's done, the user activates the spell, causing numerous amount of copies of said sword(s) to violently burst from the ground, easily wiping out all within its range, making it indiscriminate to both allies and enemies alike. Each sword is said to carry half the power of the original, though powerful nonetheless.There have been few who've mastered this technique to such an extreme, thus there are none before and after them that can use it on the same scale has they currently can, or so it's believed. This technique can be used in a plethora of ways, going from mid-air combat to integrating it into their swordsmanship in order to give them the upper hand. They can also created many variations of this technique. One being that while in mid-air, by creating an arc, they can transform that single strike into a cascading wave of blades that shimmer into reality, launched at great speeds decimating all of its foes that are caught in the crossfire. It can also be used as an omnidirectional defense mechanism, creating a makeshift shield of blades that has enough power to easily disarm any foe that dares to stand up against it. A third variation seen is that they can cause the blades to easily multiply & increasingly oscillate every time they're destroyed at an astonishing rate, creating a distortion effect and can cause several forms of phenomena to happen, some not explainable by normal means. The possibilities of this technique are endless when wielded in the hands of a master. The current radius of this technique, while using minimum amount of magic power nonetheless, is five miles in total. When using all of their magical power, the radius becomes one hundred miles in distance, being twenty times the size of the minimum, with its power being increased a thousand times over, potentially making this particular spell one of the most powerful within his arsenal, though this is rarely used as it can obviously exhaust the user and render them unconscious. It's been stated by past users that the technique is much easier to utilize than originally perceived as it's only limited by one's imagination, saying that the name is most appropriate for this technique. Thus, this is to be, without a doubt, a preferred technique that many swordsmen would utilize during combat, having enough power to take out a plethora of foes at any given moment and could be used to their liking in any given situation.


 * Sword Beam (魔力剣波 (ソード・ビーム), Sōdo Bīmu lit. Magical Power Sword Wave) is one of the most basic Sword Magic spells to exist; while it is unknown, perhaps it is one of the first spells to be developed, as it is the basis for any magical attack that launches some sort of energy from a weapon; it allows the user to fire a wave of magical power from their sword. When performing the Sword Beam spell, the user infuses their sword with their magical energy, condensing it to its utmost limit, converging at a singular point—the tip of the sword; intensifying the kinetic energy that is about to be released by convergence and acceleration. This process can take from about half a second to a full minute, depending on the user's preferences or the properties of the blade; the caster is capable of compressing even more of their magical energy upon their sword to achieve a higher level of power. In any case, once this process has been completed, at the instant of the slash, the user swiftly releases the magical energy compressed upon the blade which magnifies the slash attack, unleashing it in the form of a wave of energy that flies forward at high speeds. The principal use of Sword Beam is to strike at adversaries outside of the sword's range, effectively nullifying the claim that swords are meant for close-range combat only. In any case, the Sword Beam spell, without any modifications, is extremely powerful, as it possesses great force that enables the user to unleash large-scale damage and destruction. Upon impact, the Sword Beam spell causes a large explosion with enough momentum to breach defenses; making it extremely powerful, ripping into the ground and destroying a very large prison building. A single swing of it is more than enough to disperse an entire rainstorm; as well as demolish a large radius of the surroundings and leave behind a huge crater in the wake of the attack. It can be utilized in many ways; striking at the ground allows the user to unleash the energy condensed upon their blade as an omnidirectional blade which can used as an impromptu shield for incoming attacks while upturning the earth before them; the debris of which crushes everything in its path. What should be noted is that the Sword Beam spell possesses homing properties; tracking the foe's heat signature in order to sniff them out and deal damage; curving until it reaches its destination; once fired, the user can move around as normal without any drawback. The attack requires about two seconds to travel a few hundred-kilometer distance, and the user can immediately fire the next attack after confirming a miss as long as they have magical energy left.
 * Shadow Force Assailant Demon Slash (影軍加害・魔斬, Kagegun Kagai Mazan) is an ancient and lethal spell that is a sign of Lance's mastery over Sword Magic. To begin the intial step into activating this spell, the sword master must first empty their minds, blocking out all thoughts of logic and focus on their instincts of the sword to guide them. In their state of mind, the space around starts to distort from the slow increase of the magic energy that starts to build up as they begin to channel said energy into their bodies, slowly allowing the instincts to take over as they shift positions, putting their sword into a forward defensive position as the charge of magic energy begins to double and cause shift in the space around them, distorting the air and causing it to split in different directions as if they are being sliced every second the charge beings. Eventually the full force of the spell begins to emerge as the full force of the pressure beings to cause the area to break apart piece by piece as if the sword itself was slicing into the ground, dicing everything into cubes as the energy continued to charge more more until the sword would glow a very bright and hardened color depending on the material it was made from. Once fully charged, the user would disappear in an instant, slashing normally as they would end up behind or next to the opponent as suddenly the area around them experiences almost an infinite amount of slashes that deal deadly damage to them, and also destroys everything around the user, devastating everything in it's path like a demon looking only to consume blood.
 * Shadow Force Assailant: Devil Cut (影軍加害・鬼斬り, Kagegun Kagai Onigiri): Shadow Force Assailant: Devil Cut is the second version of Shadow Force Assailant: Demon Slash, being considered a revision of the original. The second version of Shadow Force Assailant: Demon Slash shows a much less harmful way, but it is also considered to be one of the most dangerous methods to do as it involves a gamble with lady-luck and chance. Instead of the slash devastating everything in it's path, the user's focus could actually only attack the enemy and the surrounding objects, leaving only any sort of hostages intact. With such a destructive spell, there comes great risks for those who wish to use it, one being that they must be a master of the sword, or else face the consequences of having their own body chopped up like sushi. Another risk to this is that the long time it takes to summon it, the user would have to endure the constant onslaught of the opponent with no means of defending themselves at all. Lastly, due to the incredible amount of magic needed to use and control this great spell, it is warned to only be used when all options are exhausted, and even then, it can only be used once in which afterwords the user is drained of almost their entire magic.

Celestial Spirit Magic (星霊魔法 Seirei Mahō) is a Holder-Type Magic and Spacial Magic used by Celestial Spirit Mages that involves the summoning of Celestial Spirits. A Magic in which the user summons Celestial Spirits by opening their gates through the use of Keys. When a Celestial Spirit Mage receives a Key and opens its Celestial Gate for the first time, they have to set up a contract with the respective spirit. This contract consists of asking the spirit which days it can be summoned by the Mage. Under certain circumstances, i.e. during battle, a contract can be asked to be completed later. Contracts can be broken if the Mage gets arrested, releases the spirit by him/her self, or dies. When a Celestial Spirit Mage summons a spirit, it appears directly next to them, as that's where the gates to the Spirit world had been opened. It's impossible to summon spirits elsewhere. 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. According to the untrained eyes of those watching on while the user performs this technique, more often than not it appears as if the user has effectively teleported using sheer power and speed alone, moving faster than anyone is capable of following as they seem to reduce the earth between the themselves and the opponent in the blink of an eye. As the Reduced Earth technique is focused entirely on speed, it can be best characterized by 'the velocity at which the user gets from the starting point to the finishing point in the least amount of movements', attempting to waste no unnecessary motions while attempting to achieve its goal. Generally, in regards to how much any user is capable of getting out of the Reduced Earth technique, things like racial traits such as perhaps elves being faster than humans do not factor into the end result- rather, it relies solely on the user's training and skill to determine how fast they can actually move, and it is mentioned that if the user neglects the skill and rarely harnesses it or practices with it, they would move at a slightly slower pace as the body would have to be accustomed to undergoing the motions of the technique regularly- this is something that could quite possibly lead to a theoretically weaker user of Reduced Earth accelerating towards their point of choice at a swifter pace than somebody who was previously deemed stronger. However, despite being heavily compared to "true" Teleportation Magic, a user of Reduced Earth is capable of being stopped in their tracks if anyone who is in the vicinity of the distance between the user and their destination calculates the miles-per-hour as well as the ending phase of the technique that the user is accelerating at and takes steps to intercept the movement accordingly, and as such it can be quite predictable in comparison to actual movement-type magics, as it doesn't use supernatural energies to prevent any sort of interruption- indeed, with Reduced Earth, an opponent with swift enough reflexes can properly counterattack the burst of speed simply by blasting them with a higher-speed projectile no matter its origin, as in the case of most users, it is near impossible to stop and turn on a dime, requiring great effort of simply stop before reaching the destination, meaning that while in motion, a user can be seen as almost powerless against an opponent's attacks- however, commonly, it is shown that due to the speeds that they move at, this generally isn't a serious concern. Enchantment (付加術, Fukajutsu; lit. "Annexing Technique") is a core skill of Magic practiced across all of Earth Land, and is described as the skill of "bestowing and affixing one's Magic" (自分の魔法お与えと移設, jibun no mahō o atae to isetsu). Enchantment, at its basis, is a discipline of Magic that sought to apply this same connection to the world by using one's Magic as a base. Through exerting one's Magic into a specific medium, one manages to dominate over its physical or magical composition. Due to its broad effects and lack of absolute effect, most abandoned the basic concept of Enchanting and soon went to more specialized methods that lead to the branching of modern Magic. A peculiar form of Enchantment actually enables individuals to affix inanimate objects with a "personality." The greatest downfall to Enchantment, however, lies in its lack of permanence. Enchantment acts upon the basis of affixing one's Magic into the surrounding world, however it does not take into account one's willpower to suffuse any aspect of the world with one's power. All Magic affixed into the world will eventually become a part of the spiritual flow of nature, for that is the cycle of all things. Whereas in true Magic, the flow of energy within oneself and the flow of energy in nature is synchronized, leading to one pouring out their very soul to create miracles, Enchantment attaches onto this flow, rather than synchronizing with it. As such, those who do not possess the grandiose magical power, or additive magical items, to create a stronger link, will find their spells fading away against the test of time.  Gravity Magic  (重力の魔法 Jūryoku no Mahō) is a Caster Magic that involves the manipulation of gravity. When performing Gravity Magic, the caster gathers magical energies within their hands or feet, before releasing their magical energies into the natural forces of the world around themselves- as the world, no matter the location, is constantly saturated with ambient magical energies, the results in the caster's magical energy capable of influencing the world itself and its laws- in the case of Gravity Magic, this grants the user complete control over gravity. In regards to the effects of gravity in Earth Land, gravity gives weight to physical objects and causes the tides. Gravity has an infinite range, although its effects become increasingly weaker on farther objects. In order to use Gravity Magic, Lance increases the power of gravity or decreases it, mimicking a gravitational pull or push in some way. This can be achieved via various gestures and movements of the hand, such as simply spreading both arms with the index and middle fingers of both hands splayed, or by thrusting one hand towards the target, palm facing forward. It can also be utilized without any hand movements at all, such as when the user's arms are crossed.Gravity Magic has a large range of offensive and defensive properties. Lance can freely increase or decrease the gravity of anything around him, rendering most frontal assaults virtually useless- Gravity Magic can be harnessed to alter the terrain in any and every direction. This Magic is strong enough to easily crush solid earth, and can even be used to destroy other forms of magic with a tangible form, crushing them into nothingness in a way not dissimilar to that of Crash. It can also be used to alter the gravity of a person, either themselves or someone else, allowing both the user and the enemy to levitate or become suspended in midair, or slow their movements down to a crawl or even to divert the course of natural phenomena around the user, such as rain. Lance can lower the target's gravity, enabling them to walk on walls, or raise the target's gravity, rendering them incapable of moving. The user can also change their body figure temporarily by using Gravity Magic. Finally, in the case of more experienced users, the caster is capable of compressing large amounts of gravity before firing these condensed forces in the form of a beam of gravity which carries the effects of normal uses of the magic. Territory (絶対領土 (テリトリー) Teritorī lit. Absolute Territory) is a Caster-Type Magic and a form of Spacial Magic. When the user begins to use this magic, their hands start glowing a rainbow-like colour, slowly allowing a special invisible sphere to appear all around the user and beyond their range of space, allowing anything and everything inside of the sphere to be controlled by them when they produce the magical membrane to produce from their hands. In the area surrounded by the sphere, the user is actually able to command and control everything around them within a certain degree, allowing them to be manipulated in any way the user can think of and producing incredible spells that can actually be alter to affect a different part of the area, often redirecting powerful spells to not affect anyone else aside from the surrounding territory within the sphere's range. It is also seen that the user is capable of changing the actual environment of the area, at times changing the actual gravity to make it much more difficult to fight in or making it harder to cope with for the enemy, but not the user as they are protected by the very sphere they produce. In addition to these abilities, the user is able to create explosions by altering the actual properties of the controlled space. There are certain risks with using this magic, due to the fact that only those inside the magic sphere are affected, meaning anyone who attacks from outside the range will be able to inflict damage and not get manipulated by the membrane. It is also seen that people themselves are not capable of being controlled or manipulated, meaning no one is able to make someone fight each other against their will and can often mean it is next to impossible to keep anyone in the sphere.
 * 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.
 * Atlas (アトラス (天地持天), Atorasu; lit. World-Bearing God) is an offensive Sword Magic spell casted by releasing eternano at a single point of a blade. A powerful Sword Magic spell, Atlas is simple in execution. Focusing their own magical energy at the tip of their blade, the user polarizes their magical signature, in a sense, and attracts large amounts of ambient Eternano from the surrounding area. Acting as an attractive force, the Eternano is pulled towards the tip of the user's blade, converging into one spot and spirals into the shape of a large, vibrant sphere with four sets of rings surrounding them, much like a gas giant planet, spinning furiously and creating a shrill screech-like noise, both during and post-formation of the sphere. Despite appearing as a detached sphere, Atlas is unable to be thrown, and the user must use it as a melee attack. After formation, the user slashes at their target with their sword, and makes contact with Atlas, which reacts like a volatile bomb, exploding in an upward pillar of magical energy, utterly eradicating everything within the radius of the column. Due to the sheer volume of magical energy, this technique charges at its best towards the end of a battle, when magical energy has been expelled by two clashing forces, and as the spell attracts magical energy by using only a small portion of the user's own, it can be used regardless of how much magical energy remains. As such, it serves best as a finishing move.
 * Forced Gate Closure (強制閉門 Kyōsē Hēmon):
 * Multiple Summons: Lance has gained the advanced ability to summon more than one Celestial Spirit at once, and is able to keep multiple gates open effortlessly; a feat considered to be exceptionally difficult for Celestial Spirit Mages due to the amount of magic keeping a gate open requires. This provides him with greater flexibility as he is able to combine the aspects of his Spirits' powers and abilities to form new and more powerful attacks. Thanks to Lance's immense magical reserves and stamina, the young dark mage is not only capable of summoning multiple spirits at once with minimal effort and fatigue, but is also capable of keeping gates open for what seems like forever. With Lance's infinite magic reserves, power and formidable arsenal of Celestial Spirits, the young man is a seemingly unbeatable opponent.
 * Air Waltz Reduced Earth (空円舞縮地, Kūenbu Shukuchi): A variant of the regular Reduced Earth high-speed movement technique- unlike the other variations which require a solid surface to kick off of in order to produce astounding velocities, Air Waltz Reduced Earth enables the user to harness the technique on the air by bouncing off of it, effectively allowing the user to induce pseudo-levitation by first inducing Reduced Earth to launch themselves into the air, enabling users to perform all sorts of tasks that would normally be impossible or impractical. When performing Air Waltz Reduced Earth, the user performs the bog-standard Reduced Earth activation motions by kicking off ten times upon a solid surface in the blink of an eye- however, in this case, the user, instead of using the technique to get them from point A to point B on the ground, the kickoff and the resultant thrust that is produced launches them high into the skies when they harness the power gathered within their being in order to perform a jump, elevating the user from their current position in the blink of an eye to heights never imagined; leaping high enough to effectively pierce the heavens albeit without a drill; to onlookers, it appears as if the user was a rocket shooting into the skies. Once they have become airborne, the user is capable of using keen eyesight to search out for "pockets" of air, which are essentially masses of air condensed in a single point that can be considered a "solid" that are scattered throughout the atmosphere which the user is able to kick off of the empty air instead of the ground like the normal Reduced Earth, effectively performing a double jump and staying in the air for much longer than usual- Air Waltz Reduced Earth enables the user to cross vast distances without ever touching the ground or be utilized as a starting point for a powerful aerial assault. By itself, without altering the technique a bit, the Air Waltz Reduced Earth technique does not have a direct combat application, but it is an extremely useful ability as numerous areas cannot be unfairly accessed without a flight-type technique. And, of course, the Air Waltz Reduced Earth technique greatly assists the user with evasion in combat, particularly against ground-based opponents, as by bouncing off the air multiple times, the user is capable of slightly increasing the amount of time spent within the air; this also has the effect of enabling the user to gain access to areas that would be normally out-of-reach otherwise, simply by elevating themselves up to the desired location. When performing Air Waltz Reduced Earth, the user can also enhance their already swift flight speed by riding on strong gusts of wind, and can slow or deflect falls by creating cushions of air.
 * Water Walk Reduced Earth (水歩縮地, Suipo Shukuchi): Water Walk Reduced Earth is a variant of the normal Reduced Earth technique, which, as the name would ever-so-subtly suggest, enables the user to apply the Reduced Earth ability upon the surface of water, effectively allowing them walk, or rather, dash, on water just like some other guy used to do. When performing Water Walk Reduced Earth, the user, upon any body of water that appears as if it could support a person, allowing them to shift the majority of their bodily weight to one of their feet and kick down ten times in the blink of an eye before their body becomes submerged within the water, inducing a high-speed dash that propels themselves forward in the blink of an eye. When Water Walk Reduced Earth is activated, it effectively simulates the experience of simply performing the regular Reduced Earth on a surface, with the user's motions treating the watery body beneath their feet as if it were a solid instead of the actual liquid state that it is, calmly and swiftly moving across the water- while Water Walk Reduced Earth is engaged, anything across and below the water's surface is instantly repelled, as droplets and waves does not splash across the user's body as their motions step on the water, and any threatening animal such as a goddamn shark is knocked back down to the depths if it attempts to take a chunk out of an unsuspecting user; however, once the technique is disengaged, water physics return to normal and the user can be left vulnerable.
 * Afterimage Reduced Earth (残像縮地, Zanzō Shukuchi): A variant of the bog-standard Reduced Earth high-speed movement technique- Afterimage Reduced Earth, as the name would suggest, it allows the user to produce various afterimages while in motion. When performing Afterimage Reduced Earth, the user increases the amount of times they slam their foot down upon a solid surface from ten times in a row to fifteen- this produces much more thrust, which, while it doesn't increase the user's speed when inducing the technique as it logically should, it does have an arguably more useful function-the sheer thrust produced results in the user's swift physical movements instead form an intangible and transparent distorted decoy-like doppelganger of the user that follows their movements in accordance, remaining behind them at varying distances for the duration of the Reduced Earth technique. By themselves, the afterimages produced by this iteration of the high-speed movement are incapable of acting out of their own "will" autonomously, but rather, are an indication of the velocity that the user is moving at despite no real change in movement speed- however, that's where its true utility lies at. The afterimages produced by Afterimage Reduced Earth are capable of confounding opponents who are unable to follow the user's movements; often, it is common for an opponent to attack an afterimage in the belief that the decoy is the real deal and they are about to land a killing blow, only for it to vanish and scatter harmlessly to the winds, whereas the actual user appears somewhere else, commonly flanking the enemy's side while giving no indication of their movements, allowing the user to counterattack instantly with very little opportunity for the opponent to evade the incoming strike. Like the regular Reduced Earth technique, Afterimage Reduced Earth is capable of having all sorts of supernatural powers infused within it, granting the afterimages tangibility which the user can remove at any time and allowing the user to harness the afterimages to pull of various attacks and tasks from all angles, giving the doppelgangers further believability in that they are the actual user to keep the opponent fooled; for example, if an enemy strikes an afterimage infused with Lightning Magic, the decoy will erupt in a discharge of static and paralyze the enemy momentarily.
 * Wavejet Step (, Uēbujetto Suteppu lit. Professional-Usage Instant Movement Technique: Jet-Propelled High-Speed Crouching Sprint): The Wavejet Step is a 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 technicallystanding 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".
 * Fall (落ちろ Ochiro) is the most basic of Gravity Magic spells. Fall is one of the very first Gravity Spells learnt by a new user. When performing that which is known as "Fall", Lance gathers magical energies within his hands or feet, before releasing the magical energies into the natural forces of the world around themselves- as the world, no matter the location, is constantly saturated with ambient magical energies, the results in Lance's magical energy capable of influencing the world itself and its laws- in the case of Gravity Magic, this grants Lance complete control over gravity; from here, he increases the gravity around one area. This causes great damage to the targeted place, prompting the ground to crack and cave in, and makes it difficult for anyone within it aside from Lance to move or even stand. Most individuals get smashed to the ground and held there by the force of such spell. Fall can also affect magical attacks, nullifying them by sending them down to the ground.
 * Gravity Shift (重力シフト, Jūryoku shifuto) is one of the more basic spells of Gravity Magic, which alters the flow of gravity and the strength of its pull on objects and people. It's a Magic that allows Lance to alter the gravity of a person, either himself or someone else. Lance can lower his target's gravity, enabling them to walk on walls, or raise the target's gravity, rendering them incapable of moving. Lance can change his own body figure temporarily by using this. Lance can also change others' body with this magic. The application of this spell is a good way to catch Mages off guard and toss them around the place. In Lance's case, this spell is plentiful in helping him switch surfaces, walk on walls and ceilings and navigate his way through intricate backdrops.
 * Black Hole (, Burakku Hōru, lit. Super Gravity Sphere) is one of the more advanced spells of Gravity Magic, it is said to be a "proof of mastery" over the force of gravity. When initiating the Black Hole spell, the user extends their arms forwards before themselves before closing their palms together; while this is happening, the caster gathers magical energies within their hands or feet, before releasing their magical energies into the natural forces of the world around themselves- as the world, no matter the location, is constantly saturated with ambient magical energies, the results in the caster's magical energy capable of influencing the world itself and its laws- in the case of Gravity Magic, this grants the user complete control over gravity; from this point, the caster influences gravity and shapes it into the form of a small black orb which rapidly grows in size and also gains small white lights inside it, similar to the night sky. The orb creates a gravitational field around itself, drawing in everything in the vicinity, gradually getting larger, as well as growing stronger and stronger. The Black Hole possesses immense attraction force, and is thus capable of attracting everything in a wide area towards itself, gradually getting larger, as well as growing stronger and stronger, drawing them in via overwhelming gravitational pull which never ceases, only becoming more and more powerful as moments pass, creating a swirling vortex that pulls in and "devours" any and all objects in the vicinity, subsequently sucking it up, before the user takes aim at their true target, unleashing the orb towards them at high speeds, tracking the foe's magical energy signature before it impacts; grinding into the foe. The orb appears to be incredibly dense, holding a tremendous amount of gravity to crush the opponent in a similar manner to a black hole. Black holes are the product of the collapse of super-massive stars at the end of their life cycles, resulting in an area where gravity prevents anything from escaping, including light or spells erected through the use of magic.

Physical Abilities
Magical Aura (魔力の霊気 Maryoku no Reiki) is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Ethernano articles exceeds the limits of what it contains, or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts. Akuma possesses a "Monster" Aura.
 * Monster Aura (未力の魔霊気, Miryoku no Mareiki) is the strongest classification of aura to date. Only extremely powerful mages are capable of this aura, and are generally Guild Aces, if not masters. Upon release, the magic almost consumes the user in their color, leaving nothing but a phantom-like apparition to remain. It should also be noted that the aura is far wider, and is generally uncontrolled by the individual. However, "Monster" auras aren't limited to intimidation, and can be used for the preparation of a spell. It's possible for the environment to become distorted due to the sheer level of magical power concentrated in the atmosphere and thanks to the release of his immeasurable power. It is also worth noting that the pressure exhibited from such an aura can form a large column of energy, leaving the pressure enough to visibly cause strain on individuals even from a considerable distance away from the exertion of the aura, indicating at the sheer level of power within this aura.

Equipment
Twin Blades:

Cursed Key of Sodom: The Wrath (ソドムの呪われた鍵：怒り Sodomu no norowareta kagi: Ikari) is a Celestial Spirit and one of the Cursed Keys. He was one of the first to fall from grace, he's disliked by the other spirits due to his actions in the past which has almost resulted in the death of both humans and spirits. He's a being that strives to achieve his own goals rather than those of his summoner, Sodom searches for beings of great strength and will challenge anyone who he deems worthy of such praise. This quest has resulted in him ignoring the orders of his summoner several times over and even going so far as to challenge his previous owner because of his talents. He was once said to have appeared like a young man, but now his scarred body is naught but rotten skin and bones. He's by far one of the most difficult spirits to handle but also one of the most skillful, together with his mastery in the ways of the sword, Sodom makes use of Fire Magic and Sword Magic.

Cursed Key of Trixy: The Sprite (トリキシの呪われた鍵：スプライト Torikishi no norowareta kagi: Supuraito) is a Celestial Spirit and one of the Cursed Keys. A playful spirit to say the least, Trixy is impulsive and reactionary, and a being that enjoys to play, in her terms this means messing with those around her and keeping herself occupied with something at all time. This makes her easily distracted by things that seems more fun that what's currently happening. This can reach to such an extent that she'll most often not take those around her serious, treating most things as a joke. She's a friendly Spirit overall, just a bit tricky to handle if the summoner doesn't have the patience for games. But she's still a fierce fighter when she wants to be, this is shown through her utilization of Heavenly Body Magic.

Key of Kua Fu: The Behemoth of The Sun (クアフーの鍵：太陽の巨獣 Kuafū no kagi: Taiyō no kyojū) is a most pride-filled being, loathing the idea of remaining on earth for any extended amount of time, deeming it unfit for a Behemoth's presence. Despite this, the mighty lion of the sun can prove to be the most faithful of the Behemoths, going to extreme lengths to safeguard and aid their key holder. Kua Fu is the only Behemoth to openly and freely allow their key holder to enter his realm to socialize. With his tremendous strength and unrivalled magic, Kua Fu is considered to be the second most powerful of the Behemoth spirits. Kua Fu specializes in Gold Magic.

Key of Draco: The Dragon (ドラコの鍵：ドラゴン Dorako no kagi: Doragon)

Synopsis
Storylines= N/A RPs= The Calm Before The Storm Jobs= N/A

Trivia

 * This character was one of the authors' first Dark Mage