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"Allow Me To Cut Through Those Words!" |
Note: This page or section is currently under construction. The author(s) are very sorry. |
Alice Vroman | |
---|---|
Kanji |
アリスフローマン |
Rōmaji |
Arisu Furōman |
Alias(s) |
The Red Witch (あかみまどうし, Akami madoushi) Gaia (ガイア, Gaia) Sage (賢者, Kenja) Bookworm (書痴, shochi) |
Status |
Alive |
Race |
Human (With trace amounts of Vampire in her bloodline) |
Birthdate |
August 26th, X775
|
Birthplace |
Crocus, Fiore |
Gender Identity |
Female |
Age |
30 |
Blood Type |
B- |
Education |
Mastery of magical studies from a private institution |
Height |
5'7".ft |
Weight |
134.lbs |
Medical Concerns & Ailments |
Hyperthymesia Asthma |
Guild Mark Color |
Green |
Guild Mark Location |
Right Wrist |
Affiliation |
|
Previous Affiliation |
Crocus Institution of Magical Arts |
Occupation |
Guildmaster of Galdrabók Head of the Vroman Family Sub-leader of the Toveri Alliance Wizard Saint Scholar |
Previous Occupation |
Student |
Partner(s) | |
Base of Operations |
Galdrabók |
Sexuality |
Demisexual (Demiromantic) |
Marital Status |
Single |
Allies |
|
Relatives | |
Magic |
Earth Magic(Earth-Make) Requip(The Wizard) Fire Magic(Minor) Terrain Effect Magic Telekinesis Telepathy Teleportation Magic(Minor) |
Abilities |
|
Signature Skill |
Magic |
Debut |
- "I like to consider myself a pacifist, but even I understand that there are times when one must fight. Those who would think otherwise are fools living in an imaginary world. To say that you would give anything to avoid fighting, war, or violence of any kind will only see to it that you lose everything."
- — Alice speaking of her beliefs
Alice Vroman (アリスフローマン, Arisu Furōman) is a young woman from Crocus, raised in the Vroman household, a highly regarded family for their production of incredibly intelligent offspring. Alice is one of two twins, she is often recognized as the oldest despite only being born ten minutes before her twin brother. Alice was always diligent in her studies, preferring to do so rather than play like normal children often do. This was considered a bit odd, even within the Vroman family, though her high grades and the endless compliments from her teachers saw to it that her parents never bothered her. Alice graduated from a highly prestigious institution at the age of eighteen years old with a masters in magical studies. It was during Alice's time at this university that the title of Sage (賢者, Kenja) was bestowed onto her, a recognition of her magical prowess by both the university and the magic council.
While both her and her brother were highly regarded as prodigies, everyone knew that Alice was the most intellectually advanced of the two. Two years after graduating, Alice and her brother decided to leave their home. Both leaving together despite doing so for different reasons, Alice wanted to further her studies by traveling the world whilst her brother wished to start a legal guild and fill it with powerful mages. In the end, it would seem that it was her brother who got his way. The two founding the legal guild Galdrabók. Despite it being her brother's idea, Alice was the one tasked with being the guild master. That being said, her brother remains the face of the guild, Alice preferring to stay hidden away in her office or the guilds massive library, continuing her studies, leaving only to attend meetings and other public events.
Appearance[]
Alice is a beautiful young woman with a mesomorphic body type who stands at approximately five foot, seven inches tall with silky, straight, just above shoulder length red hair, a bit different from the messy shorter hair she dawned during her childhood. Her head is diamond shaped and her face consists of mostly soft features including a sharp chin, pinchable cheeks, a pair of deep brown eyes that have a tendency to intimidate those who look directly into them, a small round nose, and pink lips normally curled into a defined scowl though she does not tend to wear this scowl on purpose, it being the natural way her face sits whenever she is in deep thought. This meaning it is the face most will see as her mind is always moving a mile a minute. The skin on her face is flawless, naturally so, but further boosted by her hygienic tendencies.
Alice's body consists of a long, thin neck that leads down into rounded shoulders followed by thin arms filled with undefined yet still present muscles ending in long fingers with long, sharp, unpainted nails. Her palms consist of smooth, soft skin. Her touch often being described as quite motherly, soothing to those who have been blessed with the opportunity to feel them. Her torso consists of smooth skin, a B-cup bust size, and a flat stomach, with no well-defined muscle structure, ending in thin hips. The skin of her torso, much like that of the rest of her body, fair and nearly flawless as a result of her constant upkeep which she does for no other reason than for hygienic purposes. Her legs are long, like the rest of her body, consisting of fair, smooth skin, slightly paler than the rest of her body as she tends not to wear shorts or any other exposing clothing.
Alice's wardrobe consists of several different outfits, though she can normally be seen wearing what one might call traditional witch's clothes. A black and gold, short-sleeved tunic with a small flap extending just past her knees. Underneath this tunic is a long sleeved black undershirt with metal guards around her wrists, a black cape cascades down her back, ending just above her knees. A large leather belt holds up a pair of green and tan oversized pants tucked into a pair of thick, brown leather boots which serve to increase her height slightly, bringing her up to almost five foot, eight inches tall. Her most noticeable article of clothing she wears would have to be the giant, black witch hat she wears atop her head. A small metal guard sets atop the brim of her hat. Her outfit is made complete thanks to a pair of red-rimmed glasses that rest perfectly on the bridge of her nose, further boosting the intellectual aura she naturally gives off.
In her younger years, Alice didn't require glasses, her eyes being healthy at that time. Her attire was also much different, her mother being the one to pick out her outfits which meant bright colors that attracted far too much attention the girl who would rather bleed into the background and be left alone. The outfit she chose to wear most often was the least flashy of her collection, a light blue denim jacket with a black undershirt and an orange skirt with black tights being topped off with creme colored boots. It was not unlikely for her to wear a small pendant around her neck sporting a large V on the front to represent her family name. She continues to wear this pendant even now, often tucking it under whatever she is wearing to keep it out of harms way.
Personality[]
To the naked eye, Alice appears to be incredibly standoffish. The unwavering scowl that adorns her features coupled with her cold gaze has a tendency to intimidate most people, especially upon making eye contact with her. This appearance also makes her come off as snobbish and somewhat condescending. This standoffish, snobbish appearance has unknowingly cost Alice more than a few friendship and romantic opportunities, not that she really minds though as she tends to enjoy her alone time, normally spent partaking in some of her favorite hobbies which include things such as reading and writing, authoring several volumes of Tomes in the "Hellfire" and "Gaia's Protection" Series. Alice is also a fan of chess, having been the captain of the chess team at her old university. When participating in the activity of reading, she tends to come off as more relaxed, one may even see a soft smile replacing her scowl as she thoroughly enjoys this hobby and takes it on as a more relaxing activity than her other two hobbies.
Alice dislikes those who actively participate in acting in an unrefined nature, believing it to be incredibly rude to do so in the presence of others. She tends to overlook such behavior in children, believing that their age excuses them for the most part despite herself having been expected to act in a dignified nature from a young age. She will actively avoid conversing or simply being around those who do not "act their age" so to speak. Their childish behavior being one of few things that can frustrate her to the point of actual anger. This anger rarely manifests itself verbally, though she has not qualms with putting others in their place is she feels it is necessary as she does possess a sharp tongue capable of cutting others down quite easily, though she prefers to avoid using it as she tends to see it as "dropping down to their level". It is due to his mentality that Alice, unlike her twin brother, is regularly viewed as a pacifist, preferring to consider all options before resorting to violence. Remaining calm, albeit a bit cold, in even the most stressful situations.
While Alice does have a tendency to come off as a bit snobbish at first glance, it can be noted by those who have taken the time to get to know her better, namely her brother and some of her guildmates, that Alice is quite the sweet, kind, albeit Shy individual who simply has a hard time expressing her feelings. Alice, while preferring to spend her time alone, she does not necessarily dislike the idea of social interaction, though it can be noted that she will rarely initiate these interactions of her own accord. Alice can easily be described as a resolute woman, never giving up once she puts her mind to something. This strong-willed nature has allowed her to take on the many responsibilities she's been tasked with as head of the Vroman family, and as Guildmaster of Galdrabók, a position she was somewhat forced into by her brother. That being said, she does enjoy her job as Guildmaster. It occupies her time and stimulates her brain, which is a good thing as she hates being bored and not having anything to do.
Whenever a situation like this occurs, she will begin cleaning. Alice can be described as a bit of a neat freak, seen both in the organization of her belongings and her overly hygienic tendencies. The books found both in her office and in the guilds library are all organized alphabetically, the non-research or record books are all sorted by genre. Alice can often be seen restocking the libraries shelves, reorganizing them to put them back in their proper places. Despite this behavior, no one would go so far as to say that Alice suffers from O.C.D as she truly does these things on her own volition. She experiences no stress or anxiety in the event that she does not do these things. This was clearly shown in an event in which her brother began purposely disorganizing some of the shelves in an attempt to annoy her, after a week of constantly reorganizing said shelves, she simply gave up. Despite her brother's apologies, Alice refused to return to organizing the library for several weeks, leading to the normally well organized and neat place to become a complete mess. Alice did eventually return to her duties as the guilds librarian after the persistent begging of her brother.
Alice enjoys the drinking of tea, her favorite being Earl Grey. Unless interrupted by an urgent matter or meeting of some sort, Alice will often make a pot of tea in her office at precisely twelve thirty in the afternoon, often drinking a cup or two alongside her lunch. She will again do the same around ten in the evening, replacing Earl Grey for Camellia to help her sleep. She also has a tendency to serve tea whenever others visit her, whether this is to be polite or just as an excuse to drink it? Even she isn't sure. Alice enjoys sweet foods, shying away from spicy or sour foods of any kind. On occasion, she may enjoy bitter things such as dark chocolate, but such occasions are rare. Once a month, on no exact date, Alice takes the mile journey to Peace village, where she will purchase two pieces of cake from a local bakery. These cakes are often of differing flavors depending on her mood that particular day. These trips are normally done in secret as her love of sweets is somewhat of a guilty pleasure that she doesn't intend on sharing with anyone.
History[]
Alice was born and raised in Crocus on August twenty-sixth of the year X775. Born into the illustrious Vroman family, well known for their highly intelligent members. Alice spent the majority of her young life in isolation, a choice she made all on her own. She spent this time studying to further her knowledge of the many subjects the world had to offer. Despite concern from her parents due to her extremely anti-social tendencies, the praise she received from her teachers and tutors was more than enough to see to it that her parents left her alone to her own devices. Though, at the age of ten her parents saw the need to have her involve herself in more social activities, enrolling her in gymnastics. Alice obeyed her parent's wishes, keeping up with the sport until her graduation from a university in Crocus at the age of eighteen years old with a degree in magical studies. It was during this time at the university that Alice began to become interested in the usage of magic just as much as she was history and origins. Having already learned both Earth and Fire magic at a young age due to it having been a requirement for all members of the family. She would go on to learn Telekinesis, Telepathy, and Terrain Effect magic. It was also during her time at the university that she was granted the title of Sage, the highest honor that could be bestowed on an individual practicing magic, a recognition of her incredible magical prowess by both the university's board and the magic council. The title is normally reserved for those who have spent their entire lives researching and practicing magic, this being why the title is normally associated with elderly individuals. Despite this, Alice herself cares little for the title, or titles in general for that matter, though, it carries a weight that has earned her the respect and admiration of those striving to achieve similar recognition. It would not be long after this that Alice would take over as head of the family following her father's retirement. During the year that followed her graduation, Alice took up the duties she had been given, managing the family's wealth and business ventures, opening up several new schools and universities throughout Ishgar.
In the year following her graduation, her brother followed in her footsteps, graduating from the same university as she had though taking a year longer than herself to do so. Despite being twins her brother and her were quite different regarding their ambitions, Alice simply wishing to live a quiet life alone with her studies while her brother had different plans, wishing to open and master a guild filled with powerful mages. Against her better judgment, Alice joined her brother on his quest, though, she herself had no intention of becoming involved with whatever guild he decided to form. Only traveling with him so that she could further study the world outside of Crocus' boarders. In the year X795, the Guild Galdrabók was formed, a name chosen by Alice upon her brother's request. Though, very different from the original plan, it would be Alice who was reluctantly made guild master. While it had indeed been the dream of her brother, he soon realized, after learning of all of the work required of the guild master, that Alice was much more fit to lead a guild than he. Alice agreed to her brother's request despite her wishes not to be involved in guilds or their activities.TBC
Equipment[]

Gale-force Reading Glasses: Alice possesses a pair of Gale-force reading glasses which allow her to read at a far superior speed than the human eye could ever hope to achieve, something someone in her line of work must be able to achieve. The glasses themselves have no real unique features aside from a wing-like accessory which extends off from the left frame of these glasses. On this wing can be seen heart shapes being featured near the bottom of the last of the three feathers. The glasses are a mildly dark shade of red, not unlike the pair Alice normally wears, possessing elongated oval shaped frames. These glasses can be worn over prescription grade glasses as the glasses themselves are not meant to improve the users vision, meaning those who require glasses would not be able to see through them without the use of their own prescribed pair. There are several different types of gale-force glasses of varying quality, the lowest only allowing the user to read at twice the speed of the average human. The highest quality allowing the user to read at over one hundred times faster than an average human. This astounding feat is achieved by infusing the glasses with a wind Lacrima. These glasses allow Alice to read large, several hundred page books in only a few minutes, a feat that would have taken a full day and a half of nonstop reading to accomplish without the help of the glasses.
Light Armor: Alongside her regular, everyday clothing, Alice wears a set of light armor meant to add to her defense while not depriving her of her acrobatic capabilities. Alice wears a silver colored titanium forehead guard meant to protect her head from attacks coming from above. This can be anything from a kick to an arrow, the shape of the guard is meant to deflect objects to either side of her. Alice's cape is fire proof and infused with nullification magic, being long enough to cover most of her body if need be. This cape allows her to nullify most forms of projectile magical attacks, the cape also making a cozy blanket if she is ever in cold environments. Cuffs around her wrist are made of the same material as the guard atop her head, meant to defend her from any damage she may take from blocking attacks whether they be punches, kicks, or even a blade of some sort. Layered leather flaps are buttoned to the sides of her pants, in the middle of each of these flaps is a plate of lightweight, flexible metal to protect her from both blunt and cutting damage. Alice's boots are steel toed with a leather wrapped titanium guard acting as the tongue of the boot which extends to just below her knee.
Swords[]
Shinatobe: Alice's go to weapon for combat, Shinatobe is a foil sword measuring in at around one hundred centimeters in length from the bottom of the hilt to the time of the blade. This is a powerful weapon often used for thrust attacks, however, slashes can cut through clothing and skin in a similar manner to a whip. This blade is named after a wind deity and infused with powerful wind magic that enhances the sword's deadly abilities. Pressurized wind can add to the power behind each thrust and wind slashes allow it to cut things just beyond the reach of its blade. The foil is made out of Maraging steel with a rubber grip on the handle. The blade's guard also has the Vroman Family's crest carved into it on either side. This sword is normally carried in a sheath on her left side.
Lances[]
Indra: A collapsible lance made of light weight titanium. The full length of this spear meassures in at five feet long when fully extended and a little over a single foot when collapsed. The spear is golden in color with two black rubber grips along its shaft. As the name may suggest, the spear is infused with lightning magic, its name deriving from that of a deity of said element. Indra is kept attached to her belt near her lower back, easily drawn and extended to its battle ready length in just under two seconds.
Throwing Weapons[]
Throwing Knives and Senbon: In a small pouch attached to her belt Alice carries several small throwing knives which she can utilize in multiple ways. They are around six inches in length, weighing only a few ounces. They are black in color and the handle is covered in a polycarbonate thermoplastic which increases their durability while lowering their conductivity. The blades of the knives are infused with Nullification Magic lacrima that can be activated by Alice at any time. A small ring is attached to the bottom of each blade to allow Alice to attach razor wire. This wire will also attach to one of the rings on her middle fingers. These wires can be used to trap or further hard enemies depending on how she chooses to utilize them, easily being detached from the rings via a small break in each ring in which the wire both enters and exits from. Throwing knives are not her only projectile weapons as she also tends to carry around several senbon within sheaths sown into the inside of her boots. These senbon measure around six to seven inches and are made of lightweight metal. These needle-like weapons can be used for a variety of things, hitting vital spots or pinning enemies down. Because Alice is a user of Teleportation Magic she has the ability to teleport these objects, making her a dangerous opponent in mid to even long ranged combat. These objects are teleported at a much higher speed than she herself could possibly throw, allowing them to penetrate things such as concrete and some metals. The objects can also be teleported directly into the opponents body, causing massive damage in an instant.
Magic and Abilities[]
Non Magical Abilities[]
Mental Abilities[]
Hyperthymesia: Alice suffers from Hyperthymesia, a rare medical condition and extremely detailed form of Autobiographical memory that gives the person the ability to remember and instantly recall information they have gained throughout their lives. This is perceived by many to be both a blessing and a curse as it is basically the inability to forget, meaning any bad or otherwise traumatic experiences those who suffer from this condition will stick with them for the rest of their lives. Luckily, Alice has been spared such experiences. Alice makes the best of her condition, though, using her amazing memory to memorize her tomes, allowing her to quickly turn to the spells she wishes to cast.
Genius Intellect: Like all members of the Vroman Family, Alice possesses great intellect. Though, even among the highly intelligent family, Alice was considered a prodigy. With an IQ exceeding one hundred and sixty Alice easily passed through school, skipping several grades and graduating from the prestigious Crocus Institution of Magical Arts with a Masters in magical studies, specializing in elemental magics at the age of eighteen years old. Alice would then go on to become an accomplished author, using her masters degree to further magical knowledge through the writing of several Tomes detailing the history and inner workings of several different forms of elemental magics, her most popular being her "Gaia's Protection" series which revolves are the history and usage of earth magic.
Skilled Tactician: Alice's calm and calculated nature allows for her to step back and see the bigger picture even in the most stressful of situations. Because of this, Alice is able to think clearly and plan accordingly even during the heat of battle where time to think is short. This skill is further boosted by her Hyperthymesia, having only to see things once to plant a clear picture in her head of how things will flow. The time she spent as captain of her chess team during her school days has helped her greatly in allowing her to plan ahead and accurately predict the movements of her opponents on a much deeper level than she would be able to if she had not spent so many years playing. Alice is no fool, though, knowing a true battle is not like that of one fought on the chess board, meaning she has a tendency to never underestimate her opponents even when up against those in which her victory seems certain. Alice's pacifistic nature is her downfall here as her unwillingness to fight has cost her the experience on would need to effectively lead an army into battle. Some may argue that such skill is not needed as she is simply a guild master and certainly will never have to lead an entire army into war.
Physical Abilities[]
Keen Observational Skills: Thanks in part to her natural curiosity coupled with the protective nature she had for her brother both as a child and now, Alice possess keen observational skills. Despite her poor eyesight, corrected with the help of her glasses, it has been stated by her brother that she has "Eagle eyes" so to speak, never missing a thing down to the last detail. This skill having been displayed on several occasions, her eyes always scanning whoever she finds herself taking to in search of involuntary movements and subtle body language to help her determine the intentions and perhaps even the true emotions of those she is speaking to. Her attention to detail helped her greatly in her younger years as part of her school's chess team, easily noticing changes in her opponent's emotional state and being able to predict their next moves accordingly. This skill can also be seen during the rare occasions she can be seen in battle, having a tendency to keep a distance from her opponent for the first few minutes of a match to gauge her opponent's level of skill. Watching their stance to predict their next move, being able to make distinctions between those who have been formally trained and those who have simply learned through self-teaching and experience. In her younger years, Alice also took a liking to the idea of speaking without having to speak out loud. This lead to her learning to read lips, a skill she taught her brother not soon after. The two having entire conversations without ever uttering a word.
Believed to be due to her poor eyesight, Alice has sharp ears, able to notice subtle differences or changes in the tone of voice of those she speaks or listens to. Because of her Hyperthymesia, Alice has a tendency to remember the vocal patterns of those she interacts with, meaning that the more she talks to someone the more she will begin to recognize their choice of words and how they string them together. It is because of this that she can easily tell when others are lying to her or troubled in some way as people tend to deviate from their regular vocal patterns when under stress. This gives Alice the opportunity to be an empathetic person though she will not attempt to stick her nose where it does not belong, meaning that if someone wants her advice they will have to come to her for it. She feels that this is appropriate because she herself knows she would rather not have someone try to butt into her business uninvited.
Peak Endurance and Stamina: Alice has spent years training her body to that of an athlete's both inside and out. Her years of training have lead to this peak edurance, allowing her and her muscles to keep going long after others have given in. This also allows her to use every last drop of her magic to its fullest, never letting a single bit be wasted without serving some purpose. It is because of this coupled with her mastery of ethernano manipulation that she is able to cast spells without pouring too much into any one single attack. This may also be due to her indomitable will, never giving in once she had put her mind to something.
Astounding Speed: Alice has been known to move at astounding speeds, easily dodging point blank attacks, and unbelievably quick at the draw. Her running speeds tops at fifty miles an hour, the heightened development of her hip and leg muscles contributing greatly to her ability to reach these speeds unachievable by the average human. It should be noted that the trace amounts of vampire found within her bloodline may also contribute to her ability to push her body to it's limits.
Parkour and Acrobatic Mastery: At the age of ten, concerned about her social skills, Alice's parents forced her to partake in one of the several physical activities offered to her. Alice considered them all carefully before deciding to go with gymnastics, believing it would be the best choice to further serve her in the future, much more so than something like dance or volleyball ever would. Alice took eight years of gymnastics, each year her skill in the sport grew as did her the abilities said sport is meant to help improve and build upon, participating in several competitions against other schools all over Fiore. After graduating Alice dropped the sport, no longer feeling obligated to participate in it for her parent's sake now that she was old enough to support herself.
That being said, Alice did not dislike the sport, nor does she in any way regret participating in it as it did serve its purpose of conditioning her body to that of a gymnast's, lean and slender though now not as well defined as they once were. Thanks to all of those years of hard work and training Alice has incredible flexibility coupled with unbelievable acrobatic skills which allow her to gracefully change directions in mid-air. The many years of training also resulted in Alice having amazing control over her own center of gravity, allowing her to achieve what some would call "perfect" balance, able to walk long tightropes with little to no effort.
Her reflexes and agility are said by her brother to be nearly unmatched by any he has ever witnessed, reacting to changes in her environment at twice the speed of an average mage. Alice also utilizes these skills in the performing of Parkour, a sport in which is able to fully utilize her amazing agility. Unlike her brother, the "sport" of Parkour is by no means a hobby of her own, however, she felt it a necessary skill to learn, never knowing when one must be able to make a quick escape or catch a fast enemy.
Weapons Specialist: Alice specializes in the usage of both swords and polearm weapons. A rapier disguised as a cane always remains by her side, fencing being a skill learned by all members of the Vroman family. Alice also possesses a two-meter long collapsible lance that remains tucked in her belt. Alice choosing to study several different forms of polearm based martial arts as they compliment her acrobatic skill perfectly. In the rare occasions that she is forced to enter close combat, she does well to blend together swordplay and polearm based combat with her own magical capabilities. Alice is also known to be a skill knife thrower, easily picking off targets from a safe distance.

- Fencing (フェンシング, Fenshingu): Based on the traditional skills of swordsmanship, Fencing involves the use of rapier-style swords such as foils, Sabres, and épées. While this style of swordsmanship is normally only used for sport, the techniques taught those who choose to excel in this form of sword fighting can be utilized in battle to wound or even kill opponents. Fencing consists of several different techniques, both offensive and defensive. Offensive techniques consist of thrusts, a technique in which an opponent thrusts their sword-wielding arm forward toward the opponent in an attempt to hit what would in the sport be considered an opponent's "valid" area. A riposte, an offensive technique performed after the wielder successfully parries an opponent's attack, the wielder will then counter in an attempt to possibly take away the opponents weapon. A feint is an attack made by the wielder in an attempt to provoke the opponent into attacking. A lunge is an offensive technique that involves the wielder thrusting their blade forward toward the target, extending their arm while kicking their front leg forward to propel themselves using their back leg. A parry is a basic defensive technique in which the wielder blocks the opponent's blade with the intention of quickly countering, pushing the opponent's blade away from themselves in order to give the wielder the right of way. Parries are normally followed by a riposte.

- Sōjutsu (槍術, Sōjutsu. Lit, Art of the Spear): Sōjutsu is a martial arts style that focus on the use of the spear or lance in combat. Users of this form of martial art hold the bottom of the shaft with one hand, keeping the other one near the middle. While in this stance the user can keep the weapon between himself and the enemy, keeping them at a distance this stance also allows the user to move out of the opponent's range as well as easily return jabs and slashes.
- Quarterstaff (六尺棒, Rokushakubō): Quarterstaff is a fighting style that utilizes polearm weapons. The weapon is held with the backhand a hand’s breadth from the butt end of the staff, and the other hand up to the middle of the staff. Of these, the low guard is considered the central guard. Blows were primarily delivered downwards either directly or at angles. Parries of blows to the legs were done either by lifting the leg away from the line of attack or by thrusting one end of the staff into the ground and releasing the foremost hand which was in danger of being struck. Thrusts were often performed with the release of the forward hand and a step with the forward leg like a fencing lunge, stretching forward the backhand as far as possible. Longer thrusts were delivered with a full step forward with the back leg accompanying the backhand. It was recommended that when delivering a blow that at the end of it the back leg and foot should be compassed about so as to fall roughly into a line with the front foot and the point of the weapon. The same circling round of the back leg was applied to parries also.

- Bōjutsu (棒術, Bōjutsu): Literally meaning Staff Technique, Bōjutsu is a form of martial art that, as the name suggests, involves the use of staves in battle. This style of martial arts teaches students to treat the staff, or "bō" as an extension of themselves. Techniques of Bōjutsu revolve around slashing, swinging, striking, and thrusting with the staff, some techniques involve the user to use the staff as a vaulting pole. Users of this form of martial art possess incredible hand-eye coordination, allowing them to quickly and efficiently wield their weapon against opponents, block and countering strikes with relative ease.
Hand to hand Combatant: Alice is well versed in several forms of martial arts. The most notable of which being Baguzhang and Jūdō which she has been practicing since childhood as a requirement by all members of the highly renowned Vroman Family. Alice has grown highly skilled in these two styles of martial arts, both allowing her to take on and defeat opponents much larger than herself. Due to the fact that both of Baguazhang and Jūdō both rely on quick, precise movements, Alice has come to be known as a speed fighter, relying heavily on her own speed and agility over that of her own strength. Alice has recently taken up another martial art known as Jeet Kune Do, a martial art that again focuses on speed over strength. Utilizing elements from several different forms of martial arts and prioritizing delivering the maximum amount of force behind each strike without sacrificing speed or precision. Despite her skill in these different martial arts Alice is rarely seen using them as she is not only capable of handling most opponents easily from a distance using her magic but because Alice is a pacifist who rarely picks fights to begin with.

- Baguazhang (八卦掌, Hakke tenohira): Baguazhang utilizes the idea of circle walking as they move around the opponent waiting for an opportunity to strike, often quickly changing directions all the while never taking their eyes away from the opponent. Baguazhang contains an extremely wide variety of techniques including various strikes. These strikes can be delivered in a multitude of ways including but not limited to by the palm, fist, elbow, fingers, kicks, joint locks, throws, and distinctively evasive circular footwork. As such, Baguazhang is not considered a purely striking or grappling martial art. Users of this style of martial art are well known for their ability to "Flow" out of the way of attacks

- Jūdō (柔道, Jūdō): Judo, meaning "Gentle way" is a martial art in which the objective is to throw or take down the opponent to the ground in an attempt to immobilize or otherwise subdue them. This can be done in a multiple of ways including joint locks, chokes, strikes, and arm thrusts. Defense against weapons is also taught in this form of martial art, disarming, and countering opponents. Users of this martial art are known for their ability to knock opponents off balance, grappling their opponents before throwing them to the ground with ease.
Magical Abilities[]

Eyes under Vampyre Enhancement
Vampyre Enhancement (血液宣揚, Ketsueki Senyou): A strange ability that can be triggered by those who have the blood of a Vampire running through their veins or somewhere in their lineage. Those who could activate this ability were once known as Hunters, humans with the ability to take on vampire-like power for a short time. Today those who possess the ability to activate this do not know where it is that this ability comes from as vampires have faded into obscurity and the need for hunters died out. This state is fueled by the adrenaline produced during combat. So long as they remain in combat, they can use this ability for approximately seventeen minutes. It is during these seventeen minutes that the ability is activated that the user will experience its effects. The most notable of these effects being a severely heightened pain tolerance, users often shrugging off broken bones and mortal wounds as they continue doing all they can to finish off the target of their bloodlust. This ability allows them to remain conscious even after experiencing pain that would force most other to pass out. There are several other abilities that come along with this ability. These extra abilities include enhanced durability to go along with their enhanced pain tolerance. This ability allows them to easily survive and continue fighting even after suffering severe physical impact or falling from several stories, the durability of those under the influence of this ability is said to be three times that of when they are not under its effects. Enhanced speed and strength are also part of this ability, the user being able to push their muscles to the max to perform extraordinary feats. Their stamina and endurance are increased as well, users being able to run at great speed or lift heavy objects for the full amount of time the spell is in effect. Their reflexes are also greatly enhanced by this ability, being heightened three times that as a normal human, thus allowing them to easily dodge attack delivered by those with magic that effects an objects rate of movement such as High Speed or Slowing Magic. When using this ability, Alice's scowl will transform into a sadistic grin that would send a chill through even the most fearless of individuals. She will also lose any and all of her normally calm and calculated demeanor, trading it all for the power to completely decimate her enemies until there is nothing left of them. Alice will refuse to use it unless she truly feels she has no other choice, it is considered her last resort.
Harmonic Convergence (高調波収束, Kōchōha Shūsoku): The process of converting ambient ethernano into a form a mage could store within their magic origin is a time consuming one. One that can take upwards of twenty-four hours if the mage's origin had been fully or nearly depleted. Harmonic Convergence is an enhancement that allows a mage who has spent years training and have mastered ethernano manipulation to take in and store the ambient ethernano from the world around them. This pure ethernano can be stored within the mage's second origin for a period of time and utilized later in battle. This process is normally done through the use of meditation, the body drawing in the pure ethernano into their body over the course of this spiritual activity. This allows them to replenish their stores at an accelerated rate, restoring in only a few minutes what would take a regular mage hours to collect within themselves. Normally, taking pure ethernano into the body in any way without converting it would harm the mage who attempted it, leaving them incredibly sick and possibly damaging their magic origin forever. However, these masters of ethernano manipulation have the ability to use the preexisting ethernano in their body to act as a buffer, protecting their origin from the pure ethernano in much a similar way that a lining of mucus protects the walls of your stomach from the acid within it. This pure ethernano will be stored within the user's second origin to be brought out later. There is of course a catch, the user may only fill half of their second origin with this pure ethernano. A perfect balance between the already converted and the pure ethernano within the second origin. If the converted ethernano were to be held in majority over the pure ethernano, the pure ethernano will be overwhelmed and will be ejected from the body. This will cause the user immense pain and has the possibility of damaging the magic origin. If the opposite were to occur and the pure ethernano became the majority of ethernano held within the second origin it would be the converted ethernano that would be rejected and the pure ethernano would completely fill the origin, damaging it beyond repair by even the greatest of Healing Magic users. The user will completely lose the ability to cast magic of any kind forever, being unable to convert ethernano due to the damage caused by the sudden surge of pure ethernano into the origin without the use of a buffer to protect it.
Despite the risks, many masters of ethernano manipulation choose to utilize this ability to gain the upper hand against powerful enemies. The utilization of pure ethernano in battle has been known to boost the physical capabilities to that of a peak human and transform the spells cast by these mages into far more powerful attacks than they could have hoped to achieve by only using the converted ethernano produced within themselves. Spells cast by mages the utilize only the pure ethernano stored within them will lose any elemental typing they may have once had, becoming energy based, twice that of the spells original strength during this form when converted and pure ethernano were used in unison. The danger of this comes from the fact that one must remain still to take in pure ethernano, meaning that utilizing spells that rely solely on that form of ethernano has a greater risk of upsetting the balance of ethernano within their body. Physical changes also occur when the mage begins using this enhancement, their body will begin to give off a white glow similar in appearance to that of an aura release but any seasoned mage would instantly be able to tell the difference from a regular aura release and the activation of harmonic convergence. The crushing pressure released rivaling that of a monster aura. The pure ethernano's effect on the body has also been known to affect a person's iris', making them appear to glow.

Telekinesis (テレキネシス, Terekineshisu): Telekinesis is a form of Caster Magic that allows the user to manipulate both the ethernano within themselves as well as the ambient ethernano that can be found in the surrounding area to appear the move objects with their mind. Users do not need to move whatsoever when casting spells, spells being registered to single verbs and the need to visualize the object they wish to move as well as how they wish to move it. The object will then proceed to follow this visualization, moving as the user had imagined it. Users can lift both organic and none organic objects including themselves, allowing them to levitate themselves if they so choose. The weight limit for objects in which telekinesis users can lift, push, or pull is currently unknown, believed that the limit is different for everyone based on practice, talent, and magical prowess. Those with higher intelligence and cognitive function normally have an easier time learning and progressing in this magic. Alice is highly skilled in the casting of this magic, several tons with little difficulty though in cases in which she has lifted over five tons she has claimed to experience severe headaches for several days after. These headaches mean little, simply a side effect of the mental strain lifting so much at once causes.
Telepathy (念話, Terepashī): Telepathy is a form of Caster Magic that allows the user to communicate with others without speaking. This can be in large scale, the user communicating with large groups of people at once, or in small, more personal one on one situations. While the large scale is more common, guild masters using it to speak to everyone in their guild at once without the need for speakers or the like, doctors may use it to speak to mute or deaf patients without the need for sign language. This magic is quite easy for even the weakest mages to learn though its full potential can only be unlocked by higher level mages. The ability to speak to a single person in a crowd is an ability that can be learned through hard work and practice, however, higher level mages normally obtain this ability much quicker than their weaker counterparts. Another ability that those who practice this magic can unlock is the ability to read minds, allowing mages to gather information without ever having to talk to the person in question. If someone is aware of a user's ability to read their minds, said person may be able to speak to the user through the user's own mind reading channel. Such an ability is normally used by mages who work in teams, whether they are a stealth oriented team or not matters little as having the ability to speak to one another without ever uttering a work allows them to plan out their attacks in real time without having to fear their plans being exposed to their opponents.Alice is highly skilled in this magic, able to broadcast her thoughts over incredibly long ranges though anywhere beyond two miles results in a very choppy and unreliable signal.

Teleportation Magic (瞬身の魔法, Shunshin no Mahō): Teleportation magic is a form of Caster Magic that, as the name suggests, allows the user to teleport both themselves and others to different locations so long as contact with any intended passengers is made before the jump. Little is know about this magic but several studies have been conducted to test its effects. While not required, it is recommended that the user have a good idea of where all objects or people are on the field to ensure that they will not harm themselves or others as they jump. Users can also teleport objects, allowing them to throw knives or other weapons across the battlefield at great speeds or even directly teleport objects into the bodies of opponents, possibly causing massive internal damage. It is currently unknown exactly how far a person using this magic can teleport, but the farthest that has ever been recorded is five miles from the jump point. Despite this amazing feat, the caster who achieved this was completely out of magic afterward and on the verge of passing out. It is believed that jumping great distances can put stress on the body as the user is essentially traveling on another plane of existence during the time of their jump. Jumps take less than a second from the point in which the user casts and their reappearance in another place, users are unable to describe where they are for that fraction of a second it takes for them to reappear, many describing it as a foggy feeling of sorts. Users can also achieve something called a random jump, a spell that allows the user to teleport an object or person anywhere in Earth land. The only drawback to this is that, as the name suggests, the jump is completely random, meaning that not even the caster can have any idea of exactly where they may end up. They could end up on the other side of the world or ten feet away, making these jumps extremely reckless and therefore, they are normally reserved for dire situations in which there are no other options.

Increased Regenerative Rate: As a master of Ethernano manipulation, Alice has the ability to utilize the ambient ethernano in the air around her as well as that stored within her own body to heal wounds over time. While this is a process that occurs naturally in all mages, Alice has the ability to pour her own magic into it at will. Allowing her to slow down or speed up the process to heal wounds at a much faster rate than those without this ability. This means that small cuts and bruises have a tendency to heal in only a few moments, larger cuts and wounds can be healed at a faster rate than can be done by less skilled mages however the larger the wound the longer it will take to heal regardless of the magical energy she pours into it. Larger wounds also require more magical energy to heal as is to be expected as larger wounds take a lot longer to treat without the usage of magic as well. Unlike Healing Magic, This ability cannot be used on others to treat their wounds and can only be utilized by the mage themselves to heal their own wounds.
Heat Resistance: Alice is a user of fire magic and as such her skin has become resistant to damage caused by heat. This ability is both magical due to the nature of the magic in question by also physical as the body naturally became resistant to burns after receiving so many in the process of mastering this magic. Though the magical element of this ability is what sticks out the most as it allows users to hold flames and other hot objects in their hands while only experiencing minor discomfort. The flames created by their own fire have no effect on them whatsoever, able to touch and play with it as they please. That being said, flames not of their own creation that exceed a temperature of over 1500 °C have the ability to harm them, possibly leaving painful burns. Due to the fact that this resistance not only covers the heat of fire but heat in general, users of fire magic have the ability to withstand the harsh climates found in deserts and near volcanos for much longer than those without this ability.
Physiological Changes: Similar to how fire magic user's bodies change to become more resistant to their own element, the bodies of mages who utilize earth magic also undergoes a few physiological changes that contributes to their ability to properly use earth magic. Users of earth magic have been known to have unprecedented strength, especially in their grip, crushing boulders and even some forms of metal with ease. This makes crushing human bones as easy as closing their hand and squeeze. The second change that occurs is the durability of their skin and bones, allowing them to take stronger hits and recover from them quickly without taking large amounts of damage that may hinder them in battle. It is believed that these changes that the magic induces in the user are a result of the magic's evolution over time. The most basic forms of this magic having been incapable of preforming spells that made lifting and throwing boulders less strenuous on the user, not possessing the telekinetic ability to lift rock that can be found in modern earth magic. The advancements made in the usage of magic over the years has helped make such activities easier but evolution is a slow process and it is believed that it will take quiet some time before this extra ability is lost from the magic. The changes that occur within the user happen over time as the user grows in the magic, becoming irreversible once they have reached a certain level in their practice of the magic.

Magical Prowess: Even as a child Alice was considered a prodigy not only in her studies but in her practices, mastering basic Earth Magic at a very young age, astonishing her parents and tutors alike as she quickly found herself advancing through every lesson given to her. It was believed that she would have also gone to advance in Fire Magic had she not chosen to solely focus on earth magic despite having been completely capable of learning both at the same time. Her reason for this being that she disliked the nature of fire magic, believing it to be a violent and destructive element, preferring earth magic over it due to its stability as it reminded her much of herself. She would continue to advance in this magic until she was able to completely master it alongside Terrain Effect Magic by the time she reached the age of seventeen years old.

Having easily passed through her lessons, Alice began attending a prestigious university at the age of thirteen years old, choosing to major in magical studies, specifically that of caster magic. It was during her four short years at the university that Alice picked up on other forms of magic, these magics being Telekinesis, Telepathy, and Teleportation Magic. She would spend these four years working towards advancing in these magics. Mastering Telekinesis and Telepathy by the time she graduated, dropping her studies into teleportation magic due to lack of interest in the magic. Regardless of this, she is still known to use it effectively from time to time when the need to do so arises. Despite her advancement in these forms of magic, Alice is most known for her complete mastery over the element of earth, her skill in this form of magic believed to be unparalleled, able to easily manipulate the earth around her, changing its density and viscosity at will. She has even been known to be able to manipulate metals using this magic, a true testament to her control over it, earning her the title of Gaia from her colleagues, after the Goddess of Earth from ancient legends. Thanks to both her hard work and natural talent, Alice was also awarded the title of Sage during her final year at her university. This title is known as the highest honor a mage can be given, said title being a recognition of her magical prowess by both the university and the magical council who is responsible for screening those nominated to receive the title. Not only is Alice one of less than thirty who have ever been given the title, but she is also the youngest to ever receive it, the title normally reserved for the elderly who have spent their entire lives researching and practicing magic. It is because of this that Alice is highly respected among all scholars who pursue the same title.
After graduating from university she became to guild master of the legal guild Galdrabók, where she continues her studies while doing her best to guide others in the ways of magic, having written several volumes of Tomes that detail the history and usage of both Earth and Fire magic, her most popular of the two series being her Gaia's protection series. Five years after the creation of said guild, Alice chose to involve it in an alliance with several other well-known guilds where she was quickly elected one of the two sub-leaders. Soon after this development, Alice was also informed of her election as one of the Ten Wizard Saints alongside other well-known and incredibly powerful mages.
- Magical Aura (魔力の霊気, Maryoku no Reiki): A magical aura is the exertion of magical energy around the user's body. Encapsulating the user in an aura of a color befitting their personality. Colors and potency of Magical auras are various. This aura is normally accompanied by a pressure of sorts, the strength of this pressure depends on the level of magical aura the user wields. Depending on the level of ones magical aura as well as their control over it, it may also be used as an intimidation tactic or even as a way to negate weak attacks. Magical aura come in three different forms, a standard aura which is exhibited by those of weak or average magical power. These auras are often weak, only being able to intimidate none mages. The second of these auras is an S-class aura which is exhibited by those whose level of magical power is equal to or greater than that of an S-class mage. This aura emits and overwhelming pressure that most anyone might find intimidating. The final and most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color.
- Second Origin (二原, Nigen): The second origin, due to the nature of the magic origin, is wrongly named as it is simply the full extent of a mages power. Therefore, the activation of the second origin is simply the unlocking of the mages total possible magical reserves. There are a few different ways in which a person can go about unlocking their second origin. The first of which is through a sudden surge of willpower during a moment or time of immense stress. The body's natural instinct to survive causing a sudden increase in magic power and forcing the second origin open. The second way in which one might be able to unlock their second origin is through the usage of Arc of Time, aging the origin until it has unlocked. This suggests that if left alone, the second origin will eventually open on its own. Regardless of how it is opened, there are several passive effects that immediately take place upon its unlocking. In the case of Slayers, their physical prowess and magical potency will dramatically increase. In the case of standard mages, an immeasurable burst in magical power will occur, allowing them access to magic and items that have the ability to rewrite the laws of magic. However, it should be noted that such statements are still up for debate. If one wished to activate their second origin without suffering the passive effects for whatever reason, they need first place a seal on a portion of their magic origin. Due to the fact that magical energy is so intertwined with one's own emotions and willpower, this must be done via a method know as the pact. The pact is made once the user has reached the full potential of their magic origin, something that is known to take a considerable amount of time of emotional distress. The pact seals away a portion of the mages magical power behind several magical seals that can only be unlocked once the pact has been fulfilled. In past cases, this has happened when a mage feels their life or the lives of those they care about are being threatened. This sudden burst of magical energy, while extremely useful, leaves the mage utterly drained immediately after its use. Once the pact has been met and the seal having been broken, it can never be recreated again. The full potential of the origin now being accessible to the mage at any time, increasing their magical reserves and base stats by a considerable amount. Alice has yet to unlock her second origin, having never experience the required stress nor used the arc of time spell to achieve it. The fact that she has such immense power while only having access to only half of her potential magic should be a frightening thought to any who would dare to threaten her or Ishgar.
Spells[]
Earth Magic Spells[]

Earth Magic (土魔法, Tsuchi Mahō): Earth magic is a form of Caster and Elemental Magic that allows the user to utilize the element of 'earth' to cast powerful spells. This "earth" can mean a variety of different types of stone, mud, sand, and even magma, making this magic highly versatile in combat. Users can cause powerful earthquakes or create and throw "earth" at targets at high speed through the use of their own magical energy. The "creation" of stone is made possible by gathering ambient dirt particles carried on the wind and lingering in the air, the user will pull these particles from the area around them and condenses them together to create rocks. It is because of this that a user's ability to create earth can be aided or hindered by the environment they find themselves in. Deserts and other areas littered with loose dirt and rock make excellent areas in which the user can utilize this ability to its fullest potential. Users of this magic can tunnel through most forms of dirt and rock with ease, allowing them to escape sticky situations and strike the target from below.
Earth magic users can create things such as dirt and stone, allowing them to smash and hurl these heavy, sometimes massive objects at targets with great ease as their magic allows them to lift these objects telekinetically. Earth magic users magic effects any and all types of stone and dirt, including but not limited to Limestone, Granite, Marble, Soapstone, Slate, Clay, and even the many gemstones found in the earth such as diamond. This ability to manipulate earth also extends to things such as mud and sand. As mud is simply "wet dirt", earth magic users can manipulate this soggy soil into devastating attacks such as whipping the mud at opponents to slash them. Because this dirt is also filled with water, earth magic users can 'drown' opponents in mud similarly to how a water magic user might do with their water. In muddy environments, earth magic users also have the ability to harden the mud, banishing the liquid from the earth they intend to use. Advanced users can do this on a large scale to turn swamp areas into plains or deserts if they so choose, but doing so requires a lot of magical energy despite how simple the task sounds.

Because sand is simply ground up siliceous (as well as several other kinds of) rocks caused by erosion, earth magic users are able to take control of the tiny grains, turning them into a truly destructive force as they can be crashed down onto enemies from above to bury opponents alive. In sandy environments such as deserts, earth magic users can easily create powerful sandstorms and twisters known as sand devils, giving the sand a cutting effect to completely rip apart opponents. Users can also use these sand storms to hide or disorient enemies, using their earthen sense to locate and take out the blinded opponents.

Due to the fact that magma is made up of molten and semi-melted rocks, earth magic users can also take advantage of that form of earth, manipulating it with ease just as they can do to mud and sand. This is arguably the most dangerous and destructive form of earth that earth magic users can utilize. With the temperature of magma being anywhere between 700 °C to 1300 °C, the hottest ever recorded being 1600 °C, earth magic users can use magma to burn through metals such as steel and quickly burn targets to a crisp. Due to the fact that magma can be thousands to millions of times more viscous than water, said magma can also be used in blunt attacks, smacking into the opponent with more than enough force to break bones rather than washing over them like a wave of water. It is this combination of things that makes earth magic user's ability to manipulate magma one of their most dangerous abilities.

Alice has achieved complete mastery over this form of magic, known as one of the most powerful users of earth magic in all of Ishgar, even gaining the title of "Gaia" at one point in reference to an ancient Goddess of the Earth. Being one of the Ten Wizard Saints it is only expected of her to have fully mastered at least one of her magics. This mastery allows Alice to utilize the element of earth in ways that other less skilled user in the form of magic could only dream of, controlling it's density and viscosity with ease and allowing her to turn things such as rocks or hard dirt into a nearly liquid state within a matter of seconds. This ability also allows her to make mud as strong as steel if she so wished it. It is also because of her mastery of this magic that she can perform astoundingly advanced spells like the Seven Torri Gates that were once utilized by her great grandfather. The level of advancement in this magic obtained by Alice does not end there as she has been known to even be able to bend and control some forms of metals. These metals are limited to those that are found to be the most abundant within the earth such as aluminum, Iron, titanium, magnesium, and copper. Her ability to manipulate these metals are similar to that of her ability to manipulate the earth utilized in her magic, decimating opponents with powerful attacks or bending and shaping it into crude items or weapons.
Earth-Make (土の造形魔法, Easu Meiku): Earth-make is a form of Molding Magic that allows the user to utilize the element of earth to create objects. These objects can range from simple things such as swords and shields or even armor to protect them, to much more complicated things such as clones and other moving creations that appear as though they are alive, such movement only being possible through the ethernano infused into the earth utilized by the user. These creations can cause devastating blunt force damage to enemies, cracking bones with unbelievable ease. Creations such as swords and other bladed weapons can so take on a cutting effect, their edges being molded to a sharp edge.

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

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

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

Earthen Armor (だいちよろい, Daichi Yoroi): A basic spell of Earth magic that allows the user to create an armor made from earth around them to increase their defensive capabilities in combat. This armor can be made from a variety of different forms of stone, the strength of the armor depending heavily on the type of stone the armor is produced from. While it is possible for users to create these armors out of sand, mud, and magma, these choices are not highly recommended as both mud and sand are weak materials that tend to break fairly quickly when physical damage is dealt to them. Magma is not recommended for obvious reasons, while cooled magma may make for a good temporary armor, hot magma will have the same affects on the user as it would the target as earth magic users are not resistant to heat the way fire magic users are. Therefore, the magma would cause horrific burns and possible death to the foolish user. Diamond is considered the strongest material in which users can create armor from as it is nearly impossible to cut or shatter. While diamond armor is indeed considered the strongest of the possible armor sets earth magic users can create, the creation of said armor uses more magical energy than some would deem worth the effort. Though higher level mages have no qualms with using the magical energy required as their reserves are much larger than most others. Regardless of how strong or weak the armor may be, it will always suffer from the same weaknesses that have plagued all armor wears for thousands of years.
In order to allow the user mobility, the joints, waist, groin are not entirely covered by the armor and thus are the weakest points. A user can trade mobility for total defense by completely wrapping themselves in the armor including the aforementioned areas which would normally be the weakness of the armor sets. The user can, of course, free themselves from the self-created prison at any moment though they cannot move a single step in any direction while inside the armor. This is why this form of earth armor is rarely used unless the user is sure that reinforcements of some kind are on their way to help them, meaning said total defense is more of a time stalling mechanism than anything else. These "armors" can be placed around enemies though in a sub spell known as Earthen Prison (だいちかんごく, Daichi kangoku), trapping their foes. Users can also become their armors using the sub spell, Earthen Embodiment (だいちたいげん, Daichi taigen), which allows the user to become their element which in this case would be earth. Like all of the armor sets, users can become any form of earth, including diamond if they so choose.
While this sub spell is basic and incredibly easy to cast, done so by even the weakest of elemental magic users, it is maintaining the form that some have problems with as the form quickly drains the users magic energy before forcing them to reform into their regular body. While in this form, users will feel no pain and be granted a massive boost in strength. The variety of different types of earth that users can become makes this sub spell highly versatile in combat. Becoming sand allowing users to completely fade away into the air, spreading themselves out around the target to keep their exact location hidden even to those who are highly sensitive to the presence of magical signatures.

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

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

Quicksand (流砂, Ryūsa): This is a spell that can be considered basic or advanced depending on how the user chooses to go about utilizing it. The most basic way to go about casting this spell is by collapsing the ground around the opponent so that the force of the fall is enough to lodge them into the small hole. The user will then begin to slowly push the earth around the opponent upwards while the earth that makes up the hole itself will begin to flow downward, pushing the opponent further down until they are submerged beneath the earth. At that point the earth which had been raised will collapse over them to fill in the hole, burying the victim alive. This process is incredibly painful for the victim, the rocks grinding all over their skin and causing large gashes and cuts to form as they are also slowly crushed by the earth pulling them downward. It is because of this that the spell is normally considered quite inhumane and therefore rarely used and is instead replaced with its sister spell, Pitfall (落とし穴, Otoshiana). Pitfall is very similar in the sense that it begins the same way, the ground beneath the target collapsing, however, the ground will collapse in a circle much larger than the one used in Quicksand, allowing it to affect multiple opponents at a time. The victim or victim will then fall into this hole. Depending on how deep the user has decided to make the hole the victim may die instantly, however, this spell is normally used to trap opponents for short amounts of time until backup can arrive to deal with them. There has been cases in which someone has been trapped by this spell and left to starve, but those cases are few and far between, normally being the result of a wounded mage dying before they could release the spell or call for backup.
The second way to go about casting this spell requires that the user have mastery over Earth Magic as the ability granted to one who has mastered it allows the user to control the viscosity of the ground itself so long as it fits into the number of different types of earth that users can control. The user, as in all spells utilized by earth magic users, infuses the ground with ethernano and then takes control of it, turning solid stone to a liquid state in mere seconds if the user sees fit. The opponent will then begin to sink into the now liquid earth similar to how one might sink into quicksand, though, it can be noted that the tricks involved with escaping quicksand will not work against this spell. Even if the opponent decides to remain still they will continue to sink as it is the user that controls this process rather than the movement of the individual or individuals involved. The opponent will sink until the user sees fit to halt the process, possibly resolidifying the earth as to trap the opponent. The user may also wait until the person is completely submerged before solidifying the ground again, completely crushing the opponent in an instant.

Earthen Vessels (地球船, Chikyūsen): A basic spell of earth make-magic that allows the user to create stone golems that can be used both defensively and offensively depending on how they are utilized by the mage. The user creates these creatures by infusing the ground around them with ethernano, the user will then mold the stone around them into the desired shape. This spell is incredibly versatile as the number of shapes and sizes the user can create is limited only by the user's imagination. The creatures created this way can be tankish brutes made for the sole purpose of completely destroying the enemy or slim, fast creations created for quickly and efficiently cutting down foes. These creations can be used as simple puppets, the user moving them as they see fit but this is not required as these creations can be infused with a mind of their own to some degree. This is not to be confused with giving them sentience as the user simple implants a goal into them for the creation to complete such as "move this" or "kill the enemy" the creation will then do what it needs to do to accomplish this goal in the fastest way possible even if it means its own destruction because, as stated before, these creations do not possess free will nor do they possess any form of sentience and therefore have no sense of self-preservation as they are simply unfeeling puppets created to do their master's bidding, fading away once said bidding is done.
As stated before, these creations can take on several different shapes and sizes. These can range from clones of the user which can become an exact match, its color changing to fit that of the user, though, it can be noted that these clones cannot speak because they resemble their creator in appearance alone, not possessing the necessary organs to allow for speech to occur. Despite this, they are much more durable than humans, easily taking monstrously powerful attacks head on and continuing their fight. This is the same way with all earthen creations, all of them being able to take and deal massive amounts of damage. That being said, some are stronger than others, animal-shaped vessels normally embody traits of the animals they were modeled after. This is the case with all of them, Earth-Make: Rhino charges opponents head on, using their massive armor-like bodies to easily withstand attacks as they close the distance between them and their targets in an attempt to either trample or impale them on their horns. Earth-Make: Wyvern and Earth-Make: Eagle take to the skies in an attempt to swoop down onto their opponents, cutting them down with their razor sharp talons or biting them in half with their powerful jaws, Earth make: Eagle being able to shoot needle sharp feathers from it's wings, raining death from above. Earth-Make: Serpents is a much more versatile spell that adapts to the user's needs, the serpents easily being large or small depending on the task at hand. Larger serpents can crash down upon the target(s), crushing them instantly while smaller serpents can be used to stealthily sneak up on enemies by moving underground before emerging from behind to wrap around foes, slowly crushing them as they attempt to escape. These smaller serpents can also be used for recon, the user simply needing to close their eyes to be able to connect with any of their creations to see what it is that they see.

Earth-Make: Cannon (地球メイク:キャノン, Chikyūmeiku: Kyanon): A pretty basic offensive spell of earth-make magic, normally the first learned by new users gives them the ability to create different sized cannons that can be, and normally are, used for long-range projectile attacks against enemies. These cannons can take on several different shapes, normally modeled after the types of cannons used by the military of the country the user was born in for obvious reasons. These cannons, as stated above can be created in varying sizes depending on the need for them, large cannons being able to fire large projectiles capable of crushing small units of enemies fairly quickly. Small cannons being far more accurate at pinpointing single targets, it's firing and reload speed being exceptionally faster than its larger counterpart. The projectiles fired from this weapon normally take the form of stone cannon balls, shot at high enough speed to tear off limbs and shatter bones, though, it should be noted that different types of ammunition can have different effects on the target, magma rounds can be shot out to catch the target and nearby objects on fire, sand rounds do well to create large dust clouds that hang over areas for several minutes, allowing the user cover to attack or retreat depending on the situation they find themselves in. Mud rounds can be used to blind enemies or put out fires, making them versatile round types.
While these cannons are indeed powerful, it has been discovered that full sized cannons are not the most practicle weapons to use in fast paced battle. It was this amount of common sense that led to the creation of the sub spell Earth-Make: Hand Cannon. Working very much like the technique of casting its parent spell, the difference being that the user gathers the stone in their hand, creating one of two different types of hand cannons. Guns are the quickest and easiest to create, firing pebbles at incredibly high speeds, normally being enough to punch through the skull and come out the other side. The second type of hand cannon is one that encases the arm from the elbow down to create a much more cannon looking weapon. This weapon has much more power behind it than the gun due to the fact that, because of where it is located, the user is able to withstand a much larger kick than before, shooting out larger fist-sized rocks that can easily crush bones when contact is made.

Lava Breath (溶岩ブレス, youganburesu): An intermediate offensive spell that allows the user to shoot a wave of lava from their mouth. This spell utilizes earth mage's ability to manipulate lava to create this devastating attack. Like with any breath attack the user will begin the casting of this spell by taking in a deep breath. A magic circle will then appear before them. This is where this particular spell begins to deviate from that of regular breath spells as earth magic users cannot simply create lava from nothing. Within the magic circle there will be several chunks of rock which will spin around and rub up against one another at high speed until it reaches a molten form, this normally only taking three to five seconds. The user will then exhale into the magical circle which will respond by expelling the lava contained within it at high speed toward the intended target. This spell has a maximum range of twenty-five feet, the molten rock being far too heavy to continue moving forward after reaching that far.

Lava Flow (溶岩流, youganryuu): An intermediate spell that utilizes lava to create a large wave capable of completely consuming a number of enemies at once. The user will begin casting this spell by holding a hand out in front of them toward the ground. At which point a magic circle with a radius of around six feet will appear before them as the ground begins to crack. The loose rocks from the cracked ground will then enter the magic circle. The user will then begin moving their arms in a circular motion that will cause the magical circle to begin spinning. The pressure and friction within the magic circle will melt the rocks and stone into a molten form before the user thrusts their hands toward their target. An enormous wave of lava will burst forth from the circle before crashing down on to the opponent which normally results in almost instant death not from the heat but from the crushing weight of the lava being slammed down on top of them. The wave will then spread out from the point of impact to cover the ground, pooling in front of the user for several minutes before eventually cooling and hardening.

Magma Disk (溶岩円盤, youganenban): An intermediate spell of earth magic that allows the user to create a projectile weapon from magma. The user will begin the casting of this spell by placing several small rocks or one medium sized one into the upturned palm of their hand before placing the other hand slightly above it and casting a magic circle just above the rocks. The rocks will begin to float into the circle at which point the rocks will begin spinning in a similar manner to this casting stage of every earth magic spell involving the manipulation of lava. The circle will heat and pressurize the rock until it enters a molten form. Because the disk continues spinning after its creation a thin layer of ethernano is placed around it to keep the magma from spilling out everywhere. The user will then aim at their target before thrusting their hands forward, releasing the disk and allowing it to become a deadly projectile. The user can slightly alter the disk's course by tilting it, allowing the disk to curve if the user wishes it to.
The user may also cast multiple disks at once, by holding out their hand to lift one or several rocks from the ground into the air around them. A magic circle will appear wherever in the air these rocks come to rest, pulling the aforementioned rocks inside as the circle begins spinning to apply heat and pressure to the rocks until they become molten, at which point they will take on a disk-like shape until it is nearly flat. The user will then pick a target or multiple targets before aiming the disks at their respective destinations and firing them at a speed of around ninety-eight miles an hour. The first damage dealt to a target besides the obvious burning would be blunt damage, heavy molten rock having enough force behind it to break bones. The second damage dealt is a second wave of burning as the magma disk explodes into a gooey molten mess less than a second after the initial impact. The incredible heat of these disks can cause horrific burns on the body of anyone who comes in contact with them, even fire magic users have reported first degree burns after only a few seconds of contact. It should be noted that the user can re-use the same disk multiple times so long as they have yet to harden, simply manipulating the magma it a disk again and launching them at the opponent. If the disk has hardened the process of melting before firing must once again commence.

Lava Shot (溶岩弾丸, yougandangan): Another intermediate spell of earth magic that allows the user to fire lava at opponents in a similar manner to that of bullets. The user will initiate this spell by holding out their hands over a rocky or dirt covered terrain. Several small magic circles with a radius of about six inches will appear across the battlefield, it is within these circles that the lava necessary for this spell is formed. Once the lava within these circles are formed the mage need simply to pull it from the circle and toss it at the opponent. This is normally done from above, the mage pulling the lava out of the circle at an angle to create an arched shot at their opponent. These shots are meant to slam into their opponents head or chest, relying on the blunt force to stagger their opponent just enough to ensure that their next attack can end the fight. The burns caused by this attack can be horrific and life threatening, this being the second phase of this attack, catching whatever clothing or skin they come in contact with on fire.

Metallic Shield (メタリックシールド, metarikkushiirudo): An intermediate spell of earth magic that utilizes a master earth mage's ability to manipulate metal. The user casts this spell simply by locking onto any impurities in the metal they wish to manipulate, pulling it whichever direction they chose which in turn bends the surrounding metal. In this case, the user bends the metal into a shield, this shield is normally rudimentary, not taking on a very defined shape as it simply serves its purpose of blocking whatever attack it is meant to block.

Metal Whips (メタリックケーブル, metarikkukeeburu): An intermediate spell of earth magic that can only be utilized by those who have mastered the magic allows the user to bend and manipulate metal. In this particular spell the user is creating whip-like objects to strike their enemies. These can be created using anything from pre-existing wires to bending a sheet of metal into a long rope-like object. The user can then use these whips to grab, strike, or tie up opponents. They can also be used to grasp and climb things, wrapping around objects before pulling it toward them or themselves toward it.

Metal Bindings (メタル束縛, metarusokubaku): As the name suggests, this spell utilizes metal to bind opponents. To begin this the user will need to have a pre-existing metal available such as the case with all metal spells found in earth magic. The user will then rip this metal into several pieces using their earth cutter technique before launching these pieces at their foes, bending them around limbs or other body parts. Once the metal has wrapped around one of these body parts the user will then be able to pull the person into the air or perhaps to the ground to restrain them. This spell is simply meant to trap foes, however, the user could tighten the restraints to the point of crushing bone if they so willed it.

Metal Blade (メタル剣, metaruken): An intermediate spell of earth magic that allows the user to manipulate and bend metal to create a blade. The user will do this by taking a pre-existing piece or sheet of metal that the user will then bend and mold into a razor sharp blade capable of slicing through flesh with ease. This blade can be as short or as long as the user wishes so long as they possess the necessary materials to create said blade. The handle is often simply twisted metal on one of the blades ends which the user can cover with cloth or something else if they so desire or simply attach to a gauntlet of some kind.

Metal Armor (メタル鎧, metaruyoroi):
Advanced Spells

Earthen Titan (地球タイタン, Chikyū taitan): Considered an advanced spell based on scale alone, Earthen titan is very similar to its parent spell, Earthen Vessels, taking the idea of creating golem like creatures to an entirely new level as the user creates a sixty meter tall (nearly two hundred feet) humanoid creature made entirely of stone. The user begins the casting of this spell by placing the palms of their hands together before slamming the into the ground. Once this has been done the ground will begin to shake before rocks and stones of several different shapes and sizes will begin to rise from the ground and converge on the location either behind or in front of the user depending on the user's wishes. These rocks will quickly create the large golem-like creature, the absolute longest amount of time this process will take is ten seconds. The final piece of the golem to be created is it's head, activating with a loud roar upon its completion. The golem will then be able to move, its steps shaking the very earth itself as it attempts to fulfill whatever goal was installed in it during its creation. The golem is a virtual tank, shrugging off large amounts of damage as it moves forward toward its target. Its strength is incredible, picking up and throwing large boulders with relative ease.
This creature's appearance can vary depending on the user's preferences but it seems that most keep it on the bulky side which is to be expected, the extra rock layers helping to act as armor to raise the creatures durability. This creature towers over its foes, it's long, rocky arms being capable of crushing through most barriers with ease, its punches leaving large craters in their wake. It can be made deadlier still by combining it with the other earthen elements earth magic users are capable of manipulating, diamond or magma fists making fitting accessories for the creature. When the goal is met or the mage is no longer capable of keeping the spell up, the golem will lie down on the ground and crumble into small pebbles.

Stone Labyrinth (ストーンラビリンス, Sutōnrabirinsu): Another earth make spell that is considered advanced based on scale alone. Like with all earth make spells, the user will begin casting this spell by placing the palms of their hands together before placing them on the ground. At this point, the earth will begin to rumble and walls will begin to form around both the user and its target, separating the two as it creates a massive labyrinth of winding corridors and dead ends. The design of the maze being made to disorient and confuse the target, upside down staircases, doors that lead to nowhere, and walls that move from time to time do a good job of this. The maze is also riddled with traps of all kinds, pitfalls and spike traps furthering the danger of venturing around inside of it.
Many fools believe that, due to the fact that the maze is indeed so hard to navigate, it would be best for them to try to smash their way out, breaking down walls as they try to make their way out. This is something any intelligent person would avoid, being that the maze is indeed an earth make creation, it is given a task it must achieve. This task being to keep the target trapped in the maze for as long as possible, meaning that it will retaliate if it feels it is coming close to failing that task. Normally this would simply mean an increase in traps but in the case that it is being attacked directly it will begin to directly attack the target, spikes forming out of nowhere and walls suddenly slamming together in and attempt to crush them where they stand. This task is also the reason why no path is ever truly safe even if you have walked it before, the maze being able to set up new ones whenever it would like.

Seven Gates (セブンゲイツ, Sebun Geitsu): An incredibly advanced spell of earth magic that involves the creation of several gates created solely for defensive purposes'. The user activates this spell by placing the palms of their hands together befoe placing them on the ground and saying this incantation, "Rise from this earth beneath my feet like the great mountains, unmoved by any but your own." After this is said the earth will begin to shake violently and the gates will quickly shoot up from the ground. This spell is not only Alice's but Earth Magic's most powerful defensive spell, known for its ability to stop or block anything that dares to attempt to break through its barrier. Let it be noted that a user does not have to summon all seven gates at once as one is normally enough to block nearly any attack that would warrant the usage of this spell at all, the other seven merely being fail safes should some god-like power break through the first. The gates themselves are modeled after Rashōmon gates, large faces resembling oni are plastered across the front of each gate as well as flame like appendages spreading outward from each side. Each gate is a different color, the reason for this is because each color represents the gates role in the defense. While the first gate is indeed capable of stopping nearly any attack it is merely the first line of defense meant to take the blunt of the attack head on while each gate behind it is designed to slow down the attack until it reaches the stage in which it would be ineffective even if it was somehow able to make contact with the user. These gates store the energy they steal from attacks that make contact with them, meaning that the more abuse the gate takes, the stronger it will become, using this energy to repair and strengthen itself.

Heaven's Descent (ぜんてんかこう, Zenten Kakou): An incredibly powerful advanced spell of earth magic is known only to Alice, learned from an ancient book kept now in a locked drawer in her office. This spell was originally banned long ago for its destructive nature but said spell and ban has long since been forgotten by the magic community. This spell starts with Alice standing with her arms reaching outward from in front of her. She channels her magic into the ground before closing her palms, at which point the ground around her with a radius of one fifty feet in every direction will suddenly shatter and crack. Alice will then raise her arms into the air which will send the loose rocks flying upwards, colliding into one another at high speeds until all of the loose dirt and stone within the spells range has created an enormous meteor-like rock capable of blocking out the sun when looked at from certain angles. Alice will then speak an incantation that says, "We live in hope of paradise beyond our grasp, so close yet still just out of reach. Fall, fall to the earth and give the ignorant what they wish. Descend from the heavens and gift them death." Once the incantation has been spoken, the giant stone sphere will begin to glow before dropping down from the sky onto its target. Collateral damage is unavoidable when this spell is used, the power behind it meant for taking out entire cities rather than a single target. It is for this reason that Alice refuses to use this without absolute necessity. While Alice has never fully performed this spell, she has determined that the amount of power required of her to use this spell would leave her in a comatose state for over a week until her magic reserves could be replenished.
Fire Magic Spells[]

Fire Magic (火の魔法, Hi no Mahō): is a form of caster and one of the most basic forms of elemental that, as the name suggests, allows the caster to create and manipulate the element of fire. Despite how basic the magic truly is it is also the most destructive and difficult to control as fire as a tendency to go out of control. Users are able to create fire through the manipulation of kinetic energy ethernano particles to spark these fires, from there the user can grow or extinguish these fires with little to no effort. It is only once they have used these flames to set other objects ablaze that the controlling of this element can become complicated as the flames no longer require the user's own magical energy to burn, instead feeding off of whatever object or objects they have come in contact with. This can result in the creation of nearly unstoppable, raging infernos that have the possibility to cause major damage to the environment around it. While these types of situations normally turn people away from the usage of this form of magic it can be noted that the complications stated above do not extend to those well versed in the usage of this magic, advanced users begin able to pour their own magical energy into flames that have found other sources of energy and have grown to strong for weaker fire mages to regain control over them to the point of even being able to completely extinguish them with little to no effort.

Users also have the ability to create explosions from long distances up to around six to seven hundred feet. Manipulating the kinetic energy of the ethernano particles in the air, forcing them to heat so quickly that they ignite with enough force to cause massive explosions capable of causing a great deal of damage to anyone standing near the site of the blast. Little more than the size of the explosion and intensity of the heat can be controlled by the user meaning that fires normally break out after the usage of the explosion technique. While some may consider this a good thing, it prevents the usage of it in places where collateral damage must be kept at a minimal. Advanced users can create controlled explosions where the flames only appear for the duration of the explosion before quickly disappearing, causing the same amount of damage while limiting the amount of damage caused to the environment. Though, witnesses have seen scorch marks left as a result of its usage by even some of the most advanced fire magic users meaning that regardless of one's own level of skill, because of the unpredictability of fire, damage to the surrounding area may be unavoidable.

Fire magic has always been linked to the users own emotions, anger and willpower can be harnessed by users to increase the power of their flames and the intensity of its heat. Fire magic users can manipulate their flames in any nearly any way, allowing them to change its color though the color of these flames does not change its effects the way flames found in the subspecies magic, Rainbow Fire. The shape and solidarity of a users flames can also be changed, allowing users to beat and bludgeon opponents with their flames. Flames utilized by fire magic users can also be molded into different shapes and forms, allowing users to create rudimentary shields or weapons, unable to create the finely shaped and detailed objects users of the subspecies magic, Fire-Make can create. A cutting effect can also be given objects meant to be utilized as swords or other sharp objects, allowing these flames to slash opponents through wounds caused this way are normally cauterize instantly meaning opponents cut in this manner will most likely not bleed but instead, simply be burned.
Hellflame Voice (ヘルファイアいっせい, herufaia issei): One of the most basic spells of fire magic as well as one of the most entertaining, the hellfire voice, often called fire breath, is an offensive spell that has the potential to melt iron as adept user's fire can reach upwards of 2,800°F. The user can initiate this spell by taking in a deep breath through either the nose or mouth, the actual intake being the only important part before exhaling loudly through the mouth. A magic circle will then appear in front of them, the air exiting their mouth becoming a blast of fire after passing through this circle. While absolutely deadly at close range, this spell can also be used at mid-range, having an approximant range of around one hundred and twenty feet, though, its heat is enough to singe off hair five feet past the range of the flames which means that simply avoiding the fire will not always spare you from damage.
Infernal Strike (地獄のストライキ, Jigoku no sutoraiki): An incredibly basic spell of fire magic that utilizes a fire magic user's ability to withstand high temperatures without getting burned as well as the bludgeoning effect. The user will begin casting this spell in one of two ways, the first being to place their hand over their other, casting fire over one or both of them. The second being to simply set their foot ablaze. The user will then enter close combat with their target, utilizing the flames as weapons to bludgeon and burn their opponent. The actual strength of this attack is dependent on the user's own skill in hand to hand combat, the flames only seeking to act as a buff to their attacks in a similar manner to how brass knuckles might.
Flicker (ちらつき, Chiratsuki): A basic spell of Fire magic that allows the user to create explosions from a distance with the snap of their fingers. This spell requires a bit of marksmanship, the user picking a spot in the air they wish for the explosion to take place before snapping their fingers toward said target. At which point the air within a two-foot radius of that single spot will become superheated in the matter of a few moments before a sudden flashover will take place, causing a massive explosion with enough force behind them to cause internal damage to those standing near it. The flames caused by this sudden explosion burn at a temperature of around one thousand six hundred degrees Fahrenheit, causing horrific third-degree burns to those who make contact.
Demonic Wingburst (夜叉爆破, Yasha bakuha): A basic spell of fire magic that allows the user to create several flaming projectiles. The user begins the casting of this spell by clapping their hands together before two wing-shaped appendages will suddenly burst from their back, the wing-like objects will suddenly begin firing flame missiles at targets at a rate of three per second per wing. These flaming projectiles have a tendency to explode on impact, spreading fire rapidly. This barrage of hellfire will continue to rain down on the enemy until the wings are put out either by running out of power or being put out using water or nullification magic. These wings have been seen taking on many forms, that of a demons, an angels, or a butterfly. Alice has a tendency to prefer the butterfly but has been seen using all three at one point or another according to her brother.
Terrain Effect Spells[]

Terrain Effect Magic (じぎょう影響魔法, Jigyou eikyou mahou): Terrain Effect Magic is a form of Caster Magic that allows the user to sense and manipulate ethernano veins found beneath to earth to completely change the nature of the environment they are in, including the force of gravity within said environment. Volcano's can become frozen tundras, Dark caverns can become grassy fields. Users accomplish this astonishing feat by harnessing the immense power of large veins of ethernano located deep beneath the crust of the earth. These veins of ethernano can be found all over Earthland, varying in size. The larger the vein the more power the user can wield. That being said, the absence of large ethernano veins in an area does not render this magic unusable, the user must simply substitute the needed ethernano with their own magical power. While all mages can theoretically sense these veins, users of this magic can sense them much easier and to a higher degree than those who do not. The effects of this magic are temporary, the environment returning to its original form the moment the user's influence over it is lost.
Users may also manipulate the environment in more ways than one at a time, able to increase or decrease the gravity while also maintaining a volcanic or icy environment. Oddly enough, users can also "turn" gravity so that it pushes opponents side to side or forwards to backward, a true testament to the power at work within the casting of this magic. While this magic can indeed be used in one on one battles as an offensive magic, it is normally seen as a support magic, allowing the user to change the environment in a way that allows the user's partner to be at an advantage over a disadvantaged opponent. The exact range of this magic is currently unknown as the possible range depends largely on the size of the vein present. Though the magic tends to box itself in, the environmental effect being contained in a cube like state that is completely inescapable from within, neither magical or physical attacks damaging the container. Those viewing the magic from beyond the magic's range will be able to see through the walls, but will be unable to interact with those inside. Though, unlike from within, the magical container is vulnerable from the outside and able to be damaged or even broken by attacks.

Terrain Effect: Lava Zone (じぎょうえいきょう: ようがんちたい, Jigyou eikyou: Yougan chitai): A basic spell of Terrain effect magic that primarily effects the floor of the area in which the spell covers. The environment changes to that of a volcanic cavern of sorts, stalagmites hanging down from the ceiling, the floor becomes cracked earth which quickly forms into several small, sinking islands of varies shapes and sizes in the middle of a lake of lava bubbling up from bellow. The caster is normally perched safely on a stone platform extending outward from the cavern wall which prevents it from succumbing to the same fate as the small islands of rocks. It normally only takes between three and four minutes for all of the islands to be completely submerged in the lake of lava. Though, excess weight on any of the islands will result in them to sink much faster, meaning any battles fought while this terrain effect is in use are normally short lived. Poisonous gasses and smoke normally found in volcanic areas may also be present during the usage of this terrain effect, making even breathing a gamble to those trapped within this magic. The heat of this environment also tends to quickly dehydrate those trapped within, causing disorientation and dizziness to quickly set in, leaving opponents vulnerable to attacks. In terms of this terrain's supportive capabilities, this terrain is best utilized by earth magic users, the stalagmites making wonderful weapons capable of impaling opponents and the earth magic users ability to manipulate lava allows them the field advantage in such an area. This terrains greatest weakness would most likely be water or Ice magic users, their ability to use their cool down the lava to the point that it regains solid form renders the main effect of this terrain useless. That being said, the cooling of the top layer of lava does not automatically equal safety for opponents to tread as they please, thin layers may break and allow the opponent to fall through and into the lake of lava where they will most likely meet their doom. Earth magic users may also be able to force the uncooled lava beneath the top layer upwards and out to create volcanic geysers that may pose much more of a threat to the opponent than the lava floor ever could.

Terrain Effect: Whirlpool Zone (じぎょうえいきょう: かちゅうちたい, Jigyou eikyou: Kachuu chitai): An incredibly offensive spell of Terrain effect magic that again primarily effects the floor of whatever environment the user and their opponents are in. When the user begins casting this spell whatever environment they are in will turn to that of a sealed cave with a ceiling about forty feet tall, the entire space measuring around three thousand square feet. When the user initiates this spell the ground or floor will begin to crack, followed by several geysers of water. These geysers act as the first offensive measure of this spell, the force of the water being more that enough break bones. These geysers will quickly fill the room with several feet of water, normally somewhere between ten and fifteen feet of water. Once the room has been filled to its desired depth a powerful current will begin to flow within the water, creating three massive whirlpools will begin to rotate within the area. All objects that are swallowed by the whirlpools are said to disappear forever, sent to another dimension entirely from which they can never be retrieved. It is because of this ability possessed by the whirlpools that this spell is normally only used against those the user truly wishes to kill. All the while the user him or herself is perched safely above the wave on a stone platform jutting outward from the cavern wall. Another water effect that is substituted for this one during training is a sub spell of Whirlpool zone known as Terrain Effect: Aquatic Zone (じぎょうえいきょう: すいじょうちたい, Jigyou eikyou: Suijou chitai). This sub spell is initiated in the same way that its mother spell is, a strong current does indeed form, but whirlpools will not. Other effects can be added, the water can be chilled or heated to a boil, making this sub spell useful outside of just training. Users can freeze or boil their opponents to incapacitation, increasing the current so that it becomes powerful enough to pull the opponent under water, effectively drowning them. Creating powerful waves to crush their opponents is another way the user can utilize this terrain effect. This spell can be used to support water magic users, allowing them to control the water, using it as they see fit to attack targets.

A user increasing the gravity over an injured foe
Terrain Effect: Gravity Zone (じぎょうえいきょう: 重力ちたい, Jigyou eikyou: Juuryoku chitai): A basic defensive spell of Terrain effect magic that allows the user to manipulate the forces of gravity. This is one of the few terrain effect spells that does not change the appearance of the environment around the user and their opponent. As stated before, this spell only affects the gravity of the environment the user and their opponent reside in. Users can increase the gravity to several times that of earth's gravity, effectively crushing their opponent under such force. Users can also lower the gravity in the area, forcing opponents into the air. A strange effect this spell seems to have is that it also gives the ability to "turn" gravity sideways as to push opponents one way or the other similar to the same ability which is found in Gravity Change magic. This allows the user to violently push or pull people into objects. This ability gives this spell as a possibility of being used as an offensive move though this spell is still normally seen as a defensive one, holding back or holding down targets to prevent them from attacking or fleeing the caster. This spell has few supportive abilities, though its greatest weakness is those who can use gravity based magic as they possess the ability to nullify this spells effects, rendering it utterly useless.

Terrain Effect: Desert Zone (じぎょうえいきょう: すなはらちたい, Jigyou eikyou: Sunahara chitai): Another basic spell of terrain effect magic that completely transformed the currently existing terrain into that of a desert, this spell is initiated when the user claps their hands together before smacking the ground or another nearby surface. This will be followed by a sudden flash of light before the terrain is revealed to have suddenly shifted into what appears to be vast desert. As with most deserts their is little to no water here, putting water magic users at a disadvantage while the sandy and rocky ground gives earth based magic users an momumental advantage. This terrain is designed specifically to aid earth mages in battle, being the perfect arena for them to show the full might of what they can do. Heat also plays a large roll in this arena, the sun bears down on all 24/7, the arena reaching over one hundred degrees fahrenheit even in the more shaded areas. Large stone structures exist within this arena similar to others found in some deserts all throughout Ishgar, larg pillars of rock seemingly carved by the elements for over one thousand years.

Terrain Effect: Storm Zone (じぎょうえいきょう: あらしちたい, Jigyou eikyou: Arashi chitai): As the name suggests this terrain is that of a powerful storm. The user will initiate this by clapping their hands together before lifting it up to the sky. Clouds will suddenly appear from nowhere even if the spell is cast inside of a building or other inclosed space. A sudden bolt of lightning will cast a blinding flash that will momentarily blind the opponent. When the opponent opens their eyes they, along with all others caught within the spell, will be in the middle of a large open field. The clouds hanging overhead may or may not begin pouring down rain but regardless a few things will always be constant within this spell, howling winds and bolts of lightning that will strike every couple of seconds. Tornadoes may also be present during the time in which this effect remains, adding to the danger posed by this spell. This spell puts no one at a disadvantage but obviously gives the upper hand to wind and lightning magic users who can redirect bolts to strengthen their attacks or utilize the already powerful winds to completely destroy their opponent.

Terrain Effect: Glacier Zone (じぎょうえいきょう: 氷河ちたい, Jigyou eikyou: Hyouga chitai):

Terrain Effect: Forest Zone (じぎょうえいきょう: しんりんちたい, Jigyou eikyou: Shinrin chitai):

Terrain Effect: Cavern Zone (じぎょうえいきょう: がんくつちたい, Jigyou eikyou: Gankutsu chitai):
Advanced Spells

Terrain Effect: Bibliotheca (じぎょうえいきょう: 図書館, Jigyou eikyou: toshokan):

Terrain Effect: Babylon (じぎょうえいきょう: バビロン, Jigyou eikyou: Babiron):
Requip[]
The Wizard (魔法使い, Mahōtsukai):
Tomes: Tomes are books infused with different elemental magics, allowing users to wield and utilize these magics at will, similar to a magically charged Lacrima. The pages of the tomes themselves are filled with spells holders can utilize, these spells often being written by powerful mages and wizard scholars who have devoted their lives to writing these large books. While these tomes can indeed be utilized in battle, their original purpose being to further the magical knowledge of mages all over the world, each spell being accompanied by said spells history and a list well-known user's from the past. A several page table of contents found at the beginning of the tomes helps wielders quickly locate spells. Any damage caused to these tomes renders them completely useless, leaving the wielder defenseless. Damage caused during a wielder's casting of a spell will result in said spell backfiring on the user. This is the risk users take when wielding these items. This item is best utilized alongside Gale-force reading glasses to make for quicker reading and casting. In a safe place such as a library, tomes can last upwards of four to five hundred years before degrading. However, constant usage on the battlefield causes these tomes to degrade rapidly, only lasting a few months to a year at best. These Tomes cannot be infused with lost magic of any kind, many powerful mages have tried only to fail. These failures often resulting in damage done not only to the tome but to the mage themselves.

- Gale-Force: Gale-Force is one of many tomes infused with elemental magic. This particular series is infused with powerful wind magic, written by an expert in its usage and history. Like all tomes utilized in combat, this one is infused with a lacrima containing the magic the book specializes in. Wind magic is a form of elemental and caster magic that allows the user to manipulate the element of wind to cast powerful offensive and defensive spells. Wind magic users use the air around them, combining it with their own magic power to change its properties which allows it to be utilized as a weapon. It should be noted that wind infused with a mages magic tends to take on a less transparent form, making it visible to others for a short time. The most notable change comes in the form of sharp and blunt wind, users of this form of magic being able to utilize the wind as though it were a physical object. This allows users to bludgeon or cut opponents depending on their choice of spell, quick slices of pressurized air bring as sharp as a razors edge which allows these dangerous attacks to cut through flesh with relative ease. Wind magic users also have the option of utilizing simple wind to create powerful gusts upwards of one hundred and seventy miles an hour to sweep opponents off of their feet before they even knew what hit them. Wind magic users also possess the ability to alter the temperature of the wind they are using, creating warm or freezing gusts. The temperature of the wind cannot be heightened or lowered enough to burn or completely freeze a human being but prolonged exposure to cold wind can begin freezing water. Burns are also possible but not because of the winds temperature, friction burns can be caused by exposure to the incredibly high speeds of wind utilized by these mages.
- Bellow of the Mountain Giant (青嵐, aoarashi): A powerful yet basic spell of Wind magic that, like most breath based attacks, begins when the user draws in a large breath of air into their lungs. A magic circle will then appear in front of them that they will proceed to blow into, the circle acting to enhance the attack, turning a simple breath of air into a hurricane force winds reaching speeds upwards of one hundred and seventy miles an hour, though, it should be noted that this spell can be weakened by the user to keep damage to the target at a minimum as well as preserve magical energy. These winds are normally powerful enough to knock most people off of their feet, sometimes even throwing them several feet back. This spell normally lasts between five and ten seconds, having a maximum range of sixty feet. A blunt or cutting effect can be applied to this spell, having a wall of wind slam into the target or several tiny sickle-like wind blades cut the target to shreds. The name of the spell itself was given to it by its creator due to the extremely loud, sometimes echoing noise that is created during it.
- Breath Taker (息吹盗賊, Ibuki touzoku): A basic spell of wind magic that allows the user to create a vacuum via the creation of a vortex around the opponent or opponents. The user will begin casting this spell by holding their hands out toward the intended target if they are indeed targeting an individual before making a pulling motion to extract the air from their lungs before using that same air to create the vortex, spinning it around the victim's head at high speed until a vacuum is achieved. At which point the user will continue to let the wind rotate around to the point in which the victim is left either dead or unconscious. This spell may also be used on a group of enemies, creating a literal tornado around them to create the necessary vacuum needed to incapacitate them. In order to escape this spell, a target must either reverse the winds direction to nullify its rotation thus destroying the vacuum or escape its range if it is the larger scale tornado which, thanks to the high wind, can be an incredibly dangerous task. The radius of this spell can reach a maximum of eight feet.
- Fade: A very basic spell of any elemental magic is the ability to transform and completely embody their respective element. Taking the phrase, "Flow like the wind" to a whole new level, this spell allows the user to completely break down their body into the element of wind. The user does this by focusing their magic throughout their body until they have a thin veil of magic over them similar to their aura, the process of doing this taking under a second, being almost instant as the veil of magic covers the body and infuses with the user's own cells. The user will then use that magic to convert their body to that of wind, the user becoming completely invisible and impossible to trace as they spread themselves out into the air, perfect for covert missions that involve the use of complete stealth. When in this form the user is untouchable by any magic or physical means outside of consumption by a wind or sky slayer of some kind. Even heating up the air will have no effect on the user as they do not feel pain. The user can reform rather quickly as well, normally reforming body parts such as the appendages first allowing for them to exit the spell swinging. While this spell does allow for the user to quickly and easily get the upper hand in most fights the transformation from wind back into their physical body and vice versa uses up a lot of magical energy and it is recommended that one not abused the ability unless absolutely necessary.

- Suijin's Current: Suijin's Current is a tome written by an unknown author who appeared to be an expert in the usage of water magic which the book in infused with, allowing the user to utilize it via lacrima. Water magic is a form of Caster and Elemental magic that allows the user to manipulate or create water to caster powerful spells. This water can be created via the user's own magical energy or simply manipulated from preexisting sources such as bodies of water. Mages who use this type of ,magic are connected to their element, being able to sense and feel its flow around them in all three states. Users can manipulate the pressure of the water they are using to attack, making cutting through steel an easy task for those who utilize this incredible magic. Users also possess the ability to control the temperature of the water they are utilizing, sending down barrages of freezing cold or boiling water onto enemies. They can raise the temperature to the point that water becomes steam, allowing them to burn opponents, though it can be noted that they cannot control water in this form, only changing it between the states of matter. They may also lower the temperature of the water to the point that it becomes ice, though, they cannot manipulate this ice beyond its simple creation and destruction in a similar manner to their restrictions when it comes to steam as they are able change its state of matter but only manipulate it in its liquid form. Despite this, the ability to create ice is one that is not to be underestimated, frozen projectiles, slippery surfaces and icy prisons are deadly possibilities when dealing water mages. Masters of this form of magic have also be rumored to be able to take control of others using the water found within the bodies of humans and other animals, possibly even ripping the very water from their body to cause rapid dehydration and ultimately death.
- Boiling Breath (ボイリングいぶき, boiringu ibuki): Boiling breath is a slightly more advanced version of one of the most basic water magic spells in existence, hydraulic Screech. The difference between the two simply being that boiling breath utilizes a water mage's ability to control the temperature of the water they are using. In this case, the water is scalding hot, leaving third-degree burns on human flesh if the opponent is exposed to it for two seconds. The user casts this spell similarly to how any breath attack works, they will take a large breath of air before exhaling into a magic circle that will use the mage's own ethernano to transform the air into scalding water that will fly toward the opponent in a straight line at high speed as if the water were pressurized. This can also be turned into a spit attack if the user substitutes air for actual water (this can include their own spit), spitting water into the circle which will heat and pressurize it into a water bullet and thus allowing for rapid fire as well as a much more accurate firing system. This spell's range varies depending on several factors. more concentrated streams will go farther than a single large breath. The latter normally only reaching about twenty feet while the former can reach up to one hundred. Rapid fire spits are fast, clashing against gravity with its forward momentum which allows it to travel much farther, having a range of three hundred feet.
- Shark Fin Barrage (サメヒレ攻め, samehire seme):Another basic spell of water magic that allows the user to throw sickle-shaped projectiles at targets. The user often begins the casting of this spell by either creating water in the palm of their hand or manipulating the pre-existing water around them. Either way, the user will focus their magical energy as well as the water into their hand where it will begin to spin rapidly, during this time the user may utilize the water as a melee weapon, using it like a circular saw to cut through different objects. This has come to be known as a sub spell created through the usage of its mother spell called Hydro Saw. Once the water has reached the desired speed the user may throw the object. The speed and force in which the object flows causing the circular object to bend out of shape, taking on the shape of a curved blade. These are normally fired rapidly, three or four being released at a time. The water sickles will fly at the target with great speed, the curved blade being sharpe enough to cut through solid rock. Once the blades have made contact with the object it will regain its circular form and begin to rapidly around the opponent in an attempt to cut through armor or damage the target in some way. The duration of this spell normally only lasts around five seconds from the moment the blade makes contact but the sharpness of the blade means that it doesn't need much time to have the possibility of causing serious damage to anyone hit by them.
- Kraken's Reach (クラーケン巻鬚, kuraaken makihige): A basic spell of water magic that allows the user to create a pair or several water tentacles that can be used to whip, grab, and crush enemies depending on their size. The user begins casting this spell by covering their arms in water and attaching spheres of water on the locations they wish for the tendril to sprout from. The user will them manipulate the water, letting the water move outwardly to grow in length to create long, whip-like appendages capable of breaking the sound barrier when swung to whip and smack at opponents. These tentacles can vary greatly in length depending on the user's own magical power and wishes. The whip-like tentacle is capable of extending and retracting at will, it's sharp, drill-like tip making it the perfect tool in impaling opponents as they water becomes very blunt on impact with any other object. Each tendril is capable of producing enough force to crush an average human, acting very similarly to an anaconda in the sense that they coil around the target before beginning to squeeze down on them. However, unlike an anaconda that tries to slowly suffocate their prey, the tendril loosens and then tightens its grip on its target rapidly, letting it go for only a moment before tightening around it again with more force than it had the last time as it attempts to crush bones and organs to cause a quick death for victims.
- Posiden's Current (ポセイドン流れ, Posiden's nagare): A basic spell of water magic that allows the user to create a wave capable of knocking opponents off of their feet and dragging them underwater. The user begins the casting of this spell by taking control of the water in the area or by creating the water themselves, collecting a large amount until a giant sphere of water is formed. The user will then direct this sphere at their opponent, watching it collapse into large wave that will rush at the opponent with great speed before crashing down on top of them and often sweeping them off their feet to be carried along with the wave which will often continue to move for another hundred feet. The damage caused by the wave crasing down on opponents can range from getting the air knocked out of them, crushed bones, and even getting completely knocked out if their head hits the ground due to the force of the wave. More damage can be expected if the wave smashes into a wall or other objects after sweeping away the opponent as the opponent is thrown into objects with bone crushing force.
- Maelstrom Fury (渦中激情, kachuu gekijou):
- Freezing Needles: An intermediate spell of water magic that allows the user to create shards of ice to impale opponents using their ability to lower the temperature of the water to its freezing point and lower. The user casts this spell by holding their hand into the air above them. At this point, several small magic circles will appear above the user of surrounding the opponent. These circles will produce several pointed ice needles created from the ambient moisture in the air that will be shot from said circles at high speeds. These shards of ice can vary in length, some can measure upwards of three to four feet while others can be as small as six inches to a foot long. Giant shards called javelins may also be created with the intention of completely destroying a target's internal organs. Needles are often aimed at strategic points on the opponents body, seeking to inhibit muscle movements by cutting through important tendons of cutting directly through joints. They have also been know to rip through Ethernano channels, the magic inside of the shards disrupting the ethernano travelling through the opponents body and making it difficult for them to cast spells for a time until the point can be repaired.
- Indra's Wrath:
Magical Staffs (まほうステッキ, Mahou sutekki): An ancient form of magical weaponry rarely seen in use among modern mages the magical staff is a magic item which acts as a medium in which the magician pours their own magical energy into to cast spells. This magical energy is poured into a primitive form of lacrima known as a magistone which is connected not only to the staff but to the user's own magical origin. This stone connects the wielder and weapon, allowing the staff to understand the limits of its user and ensure their safety while still performing at optimal levels. Magical staffs come in many shapes and sizes as well as being infused with a variety of different magics ranging from basic elemental magics to magic such as sleep or illusion.
- Healing Staff (いじゅつステッキ, Ijutsu sutekki): As the name suggests this magical staff is infused with powerful medical magic which allows it to heal wounds of all kinds as well as minor illnesses. The staff stands at a little under six feet long, being made of wood with a large heart carved into the top. This staff can be used for both the healing of single targets and of multiple. By pointing the staff at a single target the user can heal that person rather quickly, minor cuts and bruises heal almost instantly but things such as broken bones and internal injuries taking much longer to heal, not to mention using much more magical energy. The user can also heal multiple targets in a six-foot radius of them by holding their staff into the air, though, it should be noted that this method requires much more time than the other as the magic in use is being spread out between multiple individuals. This method also has a tendency to quickly wear out the user, causing them to pass out in some instances. It should also be noted that this staff is a support weapon only, users being unable to heal themselves using this staff.
- Midnight Staff (しんこうステッキ, Shinkou sutekki): A short wooden staff stained nearly black with a white crescent moon carved out of the top. The staff measures in at just above five feet in length, making it the shortest staff in Alice's collection. The staff itself is infused with Sleep Magic, meaning that, as the name suggests, the magic is used to put others into a deep trance that can only be broken through will power or somehow interfering with the spell placed onto the victim by either nullifying it or destroying the staff itself. When activating this staff the moon will begin to glow slightly, this is to draw the targets attention before the spell is cast via waving the moon in front of the victim's eyes. The victim will then become drowsy beyond their ability to fight it before they will simply drop to the ground asleep.
- Illusion Staff (げんかくステッキ, Genkaku sutekki):
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Alice shares the same birthdate as the author. She has quite the sweet tooth. Her favorite beverage is tea. Her favorite pass time is reading.Appearance based on Miriel from Fire Emblem Awakening. Under the effects of Saisen Offering, with an MP of 17,000 Alice would last around seven minutes and fifty seconds before reaching bust if no penance is paid. |