Thristan Yasuo

Thristan Yasuo (スリスタン康夫, Surisutan Yasuo) is a mage of the legal guild Galdrabók and a user of several supportive style magics, known particularly for his offensive capabilities with said magics. He is a quiet, enigmatic man who says little and reveals even less. He is a great scholar and joined his guild for the express purpose of furthering his knowledge of magic's capabilities and uses.

Appearance
Thristan is a young man of average stature, having no outstanding physique but not being underwhelming all the same. With dark brown hair and eyes, it is no surprise the young man does not stick out from a crowd, his quiet demeanor further preventing attention from being drawn to him.

Thristan keeps a very professional appearance about himself, keeping himself impeccably hygienic and organized despite many circumstances. It is common to see him in a button-up shirt, tie, and slacks, often accompanied by a blazer or sweater. When he was younger, he was gangly and stiff, his limbs far too long for his body to properly utilize. He has since grown into them, however, carrying himself with certainty, that while not expressly intimidating, is not welcoming either. A pair of bottom rim spectacles is never far from his person, perched upon a thin, sharp nose whenever he is reading. Whether behind the glasses or not, his dark gaze is never far from an intense, focused expression, as though he's seeing much more than what is at the surface. Despite his best attempts to keep this overall well-kept appearance, Thristan's hair is defiant, the ear-length, dark brown locks curling upwards at the ends, no matter the temperature, humidity, or amount of hair gel he applies. He has pale skin, smooth and free of any marks from his adolescence or fights, the sharp contrast it creates from his hair and eye color creating just enough interest to catch one's eye, though the monochrome loses it just as quickly.

Personality
Thristan is a quiet man, preferring to keep to himself and only talk when necessary. While he would never avidly avoid anyone, he enjoys being in quiet and secluded places, especially with a book in his hands. When faced with people, Thristan's emotions are hidden beneath a mask of boredom and apathy, rarely ever moving his facial features at all. He has an overall monotonous air about him, sticking to a strict regimen throughout his day and repeating it each time a new sunrise rolls around. A man of habit and control, he doesn't like being thrown from his daily routine and thus opts to remain relatively alone and quiet to avoid the chances of things changing.

He is antisocial by choice, however, not by nature, and it seems he can be quite the conversationalist when someone manages to get him invested in one. He is by no means any more reactive or emotional, still rather deadpan despite how a certain topic may appeal to him. He isn't one to avoid or sugarcoat the truth, telling others how he sees it rather than trying to save face. That said, he is not heartless and doesn't want to hurt others intentionally. He is able to detect and react to minute changes in the atmosphere of a room and in people's persona so he doesn't give off the wrong image. This social intelligence has made is appear as though he can read minds, something Oliver Hootner questioned with great enthusiasm. While Thristan gives off a cold and hard exterior, he still very considerate of those he considers close to him. Through direct or roundabout methods, he tries to ensure his friends are happy without ever drawing too much attention to himself or what he's actually doing. Even so, Thristan isn't keen on letting others do the same for himself and despite how close he may be to someone else, he still does not express himself freely or much at all. He still keeps the same tight hold over his emotional state, only the faintest glimmers of enjoyment flickering through in light jabs and gently curled lips.

While he wouldn't travel to the ends of the earth to keep his life a secret, Thristan would much rather keep his thoughts and past to himself than share them with anyone. He prefers not to divulge any information he doesn't deem necessary to speaking with others and skirts around topics relating to where or who he was before he joined Galdrabók, changing the topic whenever the subject does come up. It's not done out of shame or sadness, he has reflected over and come to terms with everything that happened quite some time ago. Rather, he would simply keep moving forward and not let any previous moments in his past to affect how he lives today. For that reason, he holds no personal grudge against anyone or anything despite quite a few things going wrong for him before and only strives to support the home he has found.

Thermal Magic
Thermal Magic (温熱性魔法, On'netsu-sei Mahō) is a magic that allows its user to manipulate the temperature of any matter they subject their magic to. It is a Caster-type magic and is the basis for other thermal-dependent magics, like Ice and Fire. Thermal Magic allows the user to increase or decrease the temperature of matter by placing it under the control of their magic. This is done by altering the rate at which the molecules within the matter move. Speeding up the vibrations between the molecules heats the object up and slowing down the vibrations cools it down. Thermal Magic is an incredibly useful magic, though its lack of physical substance makes it almost impossible to utilize defensively, keeping it as a supplementary- or offensive-type magic. Despite this minor setback, the magic's capabilities do not deter others from learning it, the potential for the magic far outweighing the loss for most.

By generating a great deal of molecular movement, the user can superheat any matter they choose to a whopping 2950°F (1621°C), which can cause most metals and liquids to melt and evaporate, respectively. Most attacks that are initiated while utilizing this portion of the magic are done through this simple overheating tactic, though the effects are quite devastating. By superheating the air around a living creature or the matter within their body, the user can cause severe burns and blistering to occur as well as potentially kill them from hyperthermia. By heating up an armament or body part, the user can inflict attacks with incredible heat, allowing them to burn their targets with physical strikes. By concentrating raw heat energy in an incredibly centralized area, the user may create beams, arcs, blades, and waves of heat to damage their opponents from a distance, though a large deal of concentration is needed to prevent the temperature from balancing itself out within the air. Additionally, the user may create a barrier of sorts though it's generally weaker than any other elemental barrier.

Adversely, by reducing the molecular movement of matter, the user can cool and even freeze it, capable of achieving -418°F (-250°C), allowing the user to freeze or condensate liquids or gases respectively. Attacking with this form of Thermal Magic is generally more difficult and slower, though not impossible. By dropping the temperature of the air around their target or their target's body, the user can cause their target to experience hypothermia, reducing their ability to move efficiently as their muscles begin to lock up or even freeze, effectively rendering them immobile if they so choose. This can slowly kill their target's cells and eventually kill their target as their organs are shut down one by one. By surrounding a weapon or body part in the cold energy, they can freeze the liquids on and within their opponent's body upon contact, making it difficult to move. They can create beams, arcs, blades, and waves of cold energy, allowing them to damage their opponent from a distance, though the concentration needed to prevent the temperate from equalizing prevents the user from doing much else. They can use this property to severely reduce the kinetic energy in a spell coming towards them, allowing them to slow it down or even dissipate it, making it a much better defensive tool than the other side.

Offensive Spells= Heat (熱, Netsu): The first of two signature spells of Thermal Magic, Heat allows Seneca to heat the matter she chooses up. By surrounding the matter in her Magic Origin, she will be able to control the molecular movement of said matter, rapidly speeding up the movement of the particles, thus heating whatever it is. She can increase the temperature to 2950°F (1621°C) at maximum, allowing her to melt or evaporate most metals and liquids, respectively. By heating up an object or body part, Seneca can increase the damage she inflicts on impact, the scorching temperature burning her target. Because of the inherently high temperature, any open wounds inflicted will generally cauterize before blood can spill, which can cause issues with moving the affected tissues. Additionally, by heating up the air around her target, she can inflict hyperthermia, which leads to a number of complications such as dehydration, tachypnea, and tachycardia, which will ultimately lead to difficulties functioning, unconscious, and in extreme cases, death. Alternatively, by heating up eternano particles, Seneca can create arcs, beams, blades, and waves of searing eternano. They can be used to inflict damage from afar, the rapidly vibrating particles capable of doing minor slicing damage and, obviously, burning her targets.

Spontaneous Combustion (自発燃焼, Jihatsu Nenshō): Seneca surrounds a combustible object in her Magic Origin, superheating the molecules within until it, creating a fire that they cannot directly control. Initially, the flame is only as big as the object or part of the object she focuses on, though it will rapidly grow if left unchecked, which Seneca can only do indirectly. The combustion is mistaken for Fire Magic, however, Seneca can not control the flame after is created. Therefore, this spell is often used in an area where she can guarantee it won't cause immense damage, typically never being used in a forest due to how flammable things are in that environment. Typically, she will aim Spontaneous Combustion at her enemies clothing and, obviously, the fire will burn her target unless they are able to subdue it.

Chill (冷気, Reiki): The second of signature spells of Thermal Magic, Chill allows Seneca to cool the matter she chooses down. By surrounding the matter in her Magic Origin, she will be able to control the molecular movement of said matter, slowing down its movement rapidly, cooling down the temperature of the matter. She can lower the temperature to -418°F (-250°C) at maximum, allowing her to freeze or condensate most liquids or gases, respectively. By freezing an object or body part, Seneca can increase the damage she does upon impact, as the molecules are more densely packed in whatever she cooled. Because of the cold temperature, any open wounds will most likely be frozen, though will eventually melt if they are not concentrated on. This can cause temporary issues with movement, and after the wound unfreezes, blood will begin to pour freely and more than likely surprise the opponent. Additionally, by chilling the air around her target, she can inflict hypothermia, which can lead to a number of motor complications, unconsciousness, and in extreme cases, death. Alternatively, by chilling eternano particles, they will stick together and form semi-solid arcs, beams, blades, and waves of frigid eternano. These can be used to inflict damage from afar, doing a far greater amount of blunt damage than the hot alternative.

Rapid Freeze (急速凍結, Kyūsoku Tōketsu): Seneca surrounds a particular object in her Magic Origin, rapidly cooling the molecules within until it freezes. This can be done from a distance, though it is generally performed in a close-combat situation to make the process easier. Upon touching her opponent, she will transfer her Magic Origin into them and freeze whatever part of their body she touched. This is done to make it difficult for her opponent to move, the more places she freezes the less likely they will be able to move to attack her or defend themselves. Defensive and Supplementary Spells= Hot Shield (熱い盾, Atsui Tate): Seneca creates a semi-solid wall of pure heat energy in a specific area from eternano molecules, making a shield. This shield is not completely solid and cannot filter objects like many other semi-solid elemental shields, making it rather unreliable. Therefore, this spell is used to block incoming cold or water-based attacks, rapidly melting or evaporating them so they cannot affect her.

Overheat (過熱, Kanetsu): Seneca focuses on a particular object in her opponent's possession or a spell they have cast, rapidly heating the object or spell up. If it is the former instance, it will become so hot that her opponent can no longer hold it or it will begin to melt, rendering it useless to them. In the latter instance, the spell they've affected will rapidly overheat, expanding until it explodes, rendering the spell useless as well.

Cold Shield (冷盾, Rei Tate): Seneca creates a semi-solid wall of pure cold energy in a specific area from eternano molecules, making a shield. This shield is not completely solid and cannot filter objects like many other semi-solid elemental shields, making it rather unreliable. Therefore, this spell is typically used to block incoming hot or water-based attacks, rapidly condensing or freezing them so they cannot affect her.

Freeze (氷結, Hyōketsu): Seneca focuses on a particular object in her opponent's possession or spell they have cast, rapidly cooling the object or spell down. If it is the former instance, the object will become so cold it becomes difficult to hold and may even freeze to their body if there is any liquid substance between them and the object, which can become a problem, as even the slightest shifts will tear their skin and cause incredible pain. In the latter instance, the spell will begin to collapse inward, losing its kinetic energy until it eventually isn't a threat to her.

Warm (暖, Attakai): A supplementary version of the Heat spell, Warm is used to create a softer, gentle heat. This is done primarily to alleviate various cold-induced ailments such as hypothermia and frostbite as well as comfort an individual to prevent those ailments from settling in, as well as allowing Seneca to boil some liquids. She can heat an object to a maximum of 250°F (121°C), allowing her to burn others, though the increase in temperature is generally only utilized to cauterize wounds, in which case it rarely gets up to said temperature anyway.

Cool (冷やす, Hiyasu): The supplementary version of the Chill spell, Cool is used to create a soothing cooling effect. This is generally done to alleviate heat-induced ailments such as hyperthermia, protect an individual from those ailments before they can settle in, reduce swelling, and prevent blood from flowing freely by freezing the exit wound. She can cool an object to -4°F (-20°C), allowing her to freeze blood, which can be harmful, though it is only done in this instance to stop bleeding before someone bleeds out.

Thermal Equilibrium (均衡, On'netsu-sei Kinkō): A spell utilized only to return balance to the temperature of a specific object, Seneca utilizes this to erase the effects of her spells or the spells of people around her. This is generally used to melt ice or subdue flames, taking away the lack or source of heat in each case respectively.

Pyrokinesis
Pyrokinesis (火災動, Kasaiodou lit. Motion of Fire) is a Caster Magic and an offshoot of Telekinesis that allows its users to create, control and nullify flames of varying temperatures. Pyrokinesis allows its users to create, control and nullify fire through the movement of their own body. Unlike users of Fire Magic, Pyrokinetics do not create ethernano-rich flames and are only able to control the composition and form of the flames instead of spells. Additionally, they are incapable of changing the color of their flames and thus are not able to control the flames of a user of Rainbow Fire and other variants of Fire Magic.

Users of Pyrokinesis are capable of learning a blend of long, mid and short range attacks as well as defensive and supplementary skills, making this an incredibly versatile magic. When attacking, users are capable of creating beams, streams, arcs and waves of flames as well as vertical and horizontal vortexes can be sent at their opponents. Unlike users of Fire-Make, users of this magic are only capable of creating basic shapes such as blades, arrows, barriers, domes, and spheres. Additionally, the flames can be modified and compacted to create piercing bullets or arrows shaped attacks. One of the most well-known techniques in this magic is to generate flames upon the caster's feet or palms before releasing these flames in order to achieve temporary flight and high-speed movement via jet propulsion. The flames created with Pyrokinesis burns for around three minutes on average, but by infusing more magical energy into them, they can last for upwards of seven hours. Users are also capable of nullifying the flames of opposing Pyrokinetics as well as users of most forms of Fire Magic if their control on the flames is greater than the control over the original creators. Meaning that, the stronger the practitioner, the easier it is to take control of another user's flames or maintain control over their own flames against opposing pyrokinetic.

Advanced Pyrokinetics are able of withstanding Hydrokinesis and have been shown to be able to go head to head with hydrokinetics, and even turn their element into steam, though when facing a user of Water Magic, their flames are usually snuffed out. The average temperature of the spells created by users of Pyrokinesis is around 2,800°F, near the melting point of iron, but this temperature can be lowered and raised at the users will. Pyrokinesis also grants the users the ability to control heat itself and therefore can superheat liquids, heat metal to scalding temperatures, and can melt natural and magical forms of ice. It is a general concept to be kept in mind that both Pyrokinetics and Fire Magic users can draw energy from all kinds of heat, ergo tend to be more powerful in hot weather and unusually enough, during the day, with a peak of power at noon. Although this does not impede their fighting at night, their spells can be formed using less magic power.

Trivia

 * His appearance and a few character traits are based on Akaashi Keiji from Haikyuu!!
 * Permission to utilize Pyrokinesis was given by Liza