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Arcana spirit magic
Arcana Spirit Magic
Kanji

大アルカナ精神魔法

Rōmaji

Arukana Seishin Mahō

Information
Type

Card Magic
Caster Magic
Holder Magic

Users

Killian

Arcana Spirit Magic (大アルカナ精神魔法 Arukana Seishin Mahō) is a Caster Magic, Holder Magic, and a type of Card Magic used by Arcana Spirit Mages that involves the summoning of Arcana Spirits and the usage of Arcana Spells.

Description[]

Arcana Spirit Magic is a type of Magic in which the user summons Arcana Spirits and casts Arcana Spells through the use of magical tarot cards called Arcana Spirit Cards. Only one deck of Arcana Spirit Cards exists, and its contents were scattered long ago. There are two classes of Arcana Spirit Cards: Major Arcana and Minor Arcana. The Major Arcana is a set of 22 cards, each one identified by a unique name and trump number (the Fool being the only one with no trump). Each Major Arcana card summons a being known as an Arcana Spirit, each with a unique personality and abilities. The Minor Arcana is a set of 56 cards, each one falling under one of four suits—coins, cups, swords, and wands—and either a number (1 through 10) or one of four royal titles—page, knight, queen, and king. The Minor Arcana is more varied than the Major, as its cards can summon Arcana Spirits, Arcana Spells, magical objects, or some other effect.

If an Arcana Spirit Card is destroyed, irreversibly damaged, or so far lost it can never be retrieved, an existing, mundane tarot card of the same type will be transformed into the new Arcana Spirit Card, and the remains of the old card will disappear.

When an Arcana Spirit Mage puts an Arcana Spirit Card in a deck of tarot cards and then uses that deck for divination, the results are more accurate and (when applicable) more powerful for each Arcana Spirit Card. It is said that when all 78 cards are gathered, the Mage no longer reads the future; he decides it.

Labors & Rules[]

The first time an Arcana Spirit Mage summons an Arcana Spirit from a Major Arcana card, the Spirit they summoned will give them a task they must complete, called a labor. This labor can be whatever the Spirit wants it to be, though it must be realistically possible to achieve. Once this labor is completed, and only then, the Arcana Spirit is required to listen to the commands of its new owner. Once a Major Arcana Spirit has a new master, anyone who previously owned their card and completed their labor no longer has control over that card or Spirit, and must complete another labor in order to become the master again. Arcana Spirits summoned from a Minor Arcana card do not require a labor, and will immediately listen to the commands of whoever summoned them, but they will still usually want to get to know their new master.

Many of the rules applied to Celestial Spirits are also applied to Arcana Spirits, not because of threat of punishment, but because it is simply their nature. However, certain rules concerning Celestial Spirits—such as the requirement for both the Spirit and the Mage to agree in order to send the Spirit back to their own world, or Spirits only being able to be summoned at certain times—are not extended to Arcana Spirits. This is because Arcana Spirits are not living, complete beings in and of themselves; they are instead primordial concepts manifested in physical form, existing in a realm beyond time, often thought to be the afterlife.

Cards[]

Major Arcana[]

  • The Fool: Dressed in any number of wild, ostentatious outfits when summoned, the Fool—also known as Julius—is an insane, rambling Spirit that knows the answer to any question asked to him, but will only ever answer in riddles. These riddles have more steps and are more difficult to figure out the bigger and more important the question is. He is essentially untouchable by any attack—able to dodge or withstand almost anything—but useless on the offensive, as any attack he is told to make will be apathetic and pitiful, such as a tiny kick or slight shove to the chest. However, when he is taunted and attacks of his own accord, Julius is a decent fighter, utilizing a variety of comical weapons that he conjures from thin air, such as pies, large mallets, and anvils. However, if his master tells him to conjure something, he will state he doesn't have the ability to, even though they both know that's a lie.
  • First Trump, the Magician: Donning blue robes and a pointy hat, both of which are spotted with yellow stars, the Magician appears as a highly stereotypical wizard, complete with a long white beard and large wooden staff. Known as Merlin, he is able to use powerful spells of basic, elemental nature, such as being able to launch fireballs, summon a heavy rain, raise a wall of earth, or freeze over a lake. However, he is only able to cast a few spells before needing to recharge for a few hours; the exact number of spells he can cast depends on the Magic Power of his master. Merlin is known for speaking condescendingly to any Mages he views as weak or inexperienced—which is most Mages—and often says "hm-hm!" after making a remark or observation.
  • Second Trump, the High Priestess: Wearing loose, pink and black robes, the High Priestess—called Adiris—has useful support abilities granted to her through the use of magical incense. She wields a censer from which one of four special incense billows: enchanting incense that makes all who inhale it much friendlier and uncombative, disabling incense that chokes and blinds anyone caught in it, invigorating incense that grants anyone who inhales it extra strength and stamina, and restorative incense that cures diseases and makes wounds heal faster. Adiris is immune to her own incense, and is skilled enough at distributing its smoke that she can create pockets of clean air in an otherwise large cloud. When not using a special incense, a sweet-smelling (yet entirely mundane) smoke wafts from her censer. She can use this censer as a weapon, as it is very durable and packs a surprisingly powerful punch. Furthermore, she is very agile and lithe, allowing her great mobility in combat. She has a leisurely, dreamy temperament, and speaks often of scriptures, religious beliefs, and vague omens.
  • Third Trump, the Empress: Wearing a flowing green dress with pink frills that resemble flowers, the Empress—named Erika—is a powerful chloromancer. She has the ability to grow plants from nothing and give life to existing plants. By doing this, she can create sentient, moving plant minions that she controls. These can be as small as a few blades of grass or as large as a monolithic oak. She can also speak with unintelligent plants as if they were sentient, giving her information on the surrounding area, quality of the resources (soil, water, etc.), and who has passed through the area recently. All plants will lose sentience after she is recalled back to her card, but their growth remains. Erika is very friendly and eager to meet new people, showing great pleasure in creating new plantfolk; her eagerness can lead to being overbearing, annoying those around her with her hyper-energetic personality.
  • Fourth Trump, the Emperor: A large, hulking suit of samurai armor with the mask of a demon, the Emperor wields a kanabo in each hand. Known as Oni, he has shown amazing strength, being able to knock down walls of solid stone, or crush well-armored enemies with a single drop of one of his massive kanabo. However, this power comes at the cost of speed; he is only able to make an attack every couple seconds (at most), allowing faster opponents to outspeed him. He seems to be mostly immune to most forms of damage, shrugging off anything that doesn't make his metallic body rust, melt, or disintegrate. Due to this, restraining him in something he cannot break is often the best course of action; either that, or attacking him from a distance using Magic he isn't immune to. Oni does not speak, but still finds ways to be disrespectful; he will often make an annoyed grunt after being commanded, or hesitate and glare at his master before doing whatever it was he was commanded to do.
  • Fifth Trump, the Hierophant: Dressed in revealing white and yellow robes that leave his top half mostly uncovered, the Heirophant is a lean young man with blonde hair and golden wings attached to the back of his robes. Named Peter, he wields a golden scepter from which he casts Light Magic spells. He can also detect curses and Magic enchantments, and with a bit of time, can learn their effects, limitations, and a number of other facts about them. Through special rites and rituals, he can dispel curses and enchantments, but depending on how powerful the Magic he needs to dispel is, he may require extra resources, and the process may take longer. Peter is quite polite in conversation and respectful of others. He rarely gets angry, and those he needs to fight he sees as poor sinners who simply need to be shown the right path.
  • Sixth Trump, the Lovers: Much different from the other Major Arcana Spirits, the Lovers is a dual-faced, marble statue resting atop an arch above a small fountain. It cannot move any of its body except for its faces, both of which have unique voices and names; one is called Adam, and the other is called Eve. If the user drops a small amount of a person's DNA into the fountain—such as a hair, some blood, or a fingernail—the water will glow and turn yellow. If the user then dips their face into the water, they will be able to see, hear, and generally experience everything that the DNA owner is experiencing. At any time, the user can choose to take control of the person they are viewing, gaining unrestricted access to their body and Magic (but not their memory). During this time, the affected person's consciousness will essentially go dormant, and their subconscious will fight off the invader; the more powerful the victim's Magic, the easier it is for them to regain control of their body. After the user has relinquished control or is successfully fought off, the affected individual will have no memory of what happened. Despite the fact the user's face is underwater during this time, they will not drown, as they magically do not need to breathe while viewing another person.
  • Seventh Trump, the Chariot: A large, blue, winged elephant with a saddle that can seat four, the Chariot—called Jumba—has the ability to open portals to places she has been or places that can be pointed out on a map. Due to her large body, she is quite strong and can participate in battle in a pinch, stomping on people or goring them with her tusks. She is very wise and motherly, giving advice and nuggets of wisdom often. She views her master and the friends of her master as her children, and anyone who brings them harm incurs her wrath.
  • Eighth Trump, Justice: Appearing as the upper half a spectral, white swan, Justice—also known as Judy—floats on the back of her master. Anyone who damages her master will be damaged in equal amount; if her master is punched, she will extend her wing and punch the attacker, if a fireball is launched at her master, she will launch a fireball right back. The only way to deal with her is to attack her directly via magic, due to the fact she is immune to nonmagical attacks, as they will simply phase through her. When she is summoned, she will majestically float down, dazzling in a ray of sunlight. However, in contrast to her appearance, she is a bit of a tomboy, as she will disdain compliments calling her cute or pretty. Furthermore, she is quite energetic and competitive, laughing at and taunting those who she counterattacks.
  • Ninth Trump, the Hermit: Covered with tattoos and totems, the Hermit appears as a middle-aged man with long black hair, wielding a thick, wooden staff. Named Standing Ox, he uses powerful Darkness Magic that causes his totems to light up, and has shown great skill with using his staff as a weapon. A very defensive Spirit, he will automatically summon himself if his master is about to be hit by an attack that they cannot dodge or block, either deflecting the attack or taking it in the stead of his master. He is well-learned about animals and beasts, knowing much of their behavior and biology, and willing to share his knowledge whenever it is needed. He is respectful but cares not for pointless niceties, getting straight to the point and saying whatever is on his mind. He seems to have some sort of feud with the High Priestess and the Hierophant, as he sees their search somewhere higher for meaning as silly and foolish, claiming meaning comes from within; this can even be seen in the contrast between his magic and the Hierophant's.
  • Tenth Trump, Wheel of Fortune: Dressed in striped pants, suspenders under an opened, checkered vest, and a polka dot top hat—all of which are colored black and red—Wheel of Fortune is a high roller with nothing to lose. Called Boogie, he wields the power of fate through various objects used in gambling; he can create two gambling chips, one of good fortune and one of bad, and whenever one of these chips is on a person's body or in their possession (in a pocket, stuck to their skin, etc.), it will change their luck accordingly. These chips have no effect on his own luck. He also has the ability to throw out special, six-sided dice; whenever a particular side of the dice makes contact with an object after being thrown, that side will light up for a moment, displaying what number was on that side, and will then explode with greater power the larger that number was. Boogie has a boisterous, devil-may-care attitude, acting on whatever whims come to him at the moment—which usually include booze, music, romance, or any combination thereof.
  • Eleventh Trump, Strength: Taking the form of a large, heavily muscled man with the head of a lion, Strength—known as Ahadi—wields clawed gauntlets to terrifying effect. He is an expert at hand-to-hand combat and has superhuman strength—but, ironically, isn't as strong as the Emperor; in exchange, however, he is much more agile and has heightened senses, being able to see, hear, and smell things that would be imperceptible to almost anyone else. Ahadi will be the first to admit that he isn't very smart, but he is very friendly and will defend his friends to his last breath. He gets flustered around men he finds attractive and will try hard to not embarrass himself, which usually leads to the exact opposite happening.
  • Twelfth Trump, the Hanged Man: A desiccated corpse wearing ragged clothes and hanging by the foot from a noose, the Hanged Man—known by no other name—requires a sacrifice of blood to be activated. When at least 7 drops of blood have been dripped onto him, he twitches and comes to life for the next 7 minutes. During this time, any more blood he makes contact with will make him faster, stronger, stay active for longer, and also make him look more alive and less decayed—at least until the blood runs out. While active, the Hanged Man has incredible athletic and acrobatic abilities, and uses the rope tied around his ankle as both a weapon and tool. However, he is rather fragile and prone to losing limbs, and therefore does not like to fight in head-on, one-on-one combat, instead relying on ambushing and hit-and-run tactics; specifically, he most often hides on ceilings to strangle his target from above using his rope. The Hanged Man does not speak and will do whatever his master tells him to immediately and without complaint, seemingly having no personality.
  • Thirteenth Trump, Death: A small, white lamb with no combat or practical abilities, Death is perhaps the most puzzling of the Major Arcana. Its sole unique ability is that, when it is killed, it forces its killer to relive the deaths of every person and creature they have killed, from the perspective of their victims. Additionally, it can be resummoned immediately after being killed, as if no harm had ever come to it. In terms of temperament, Death is very calm and shows no sense of fear. Like any other lamb, it cannot talk nor does it seem to understand language.

Minor Arcana[]

Suit of Coins[]

  • Ace of Coins: An Arcana Spell that turns its card into any single piece of currency that the user wishes, and one hour after transforming, it disappears and returns to its owner in card form.
  • Two of Coins: An Arcana Spell that creates a lasso shaped like an infinity symbol. When it is wrapped around a person or object, it will tighten and become nearly unbreakable for as long as the user's Magic Power allows, or for an hour if they are no longer in direct contact with it.
  • Three of Coins: An Arcana Spell that creates three small coins, and when they are swallowed by different people, they grant the affected individuals the ability to communicate telepathically and reply instantly. Because communication is so fast, this essentially allows for amazing teamwork and perfect coordination. This effect lasts for about 10 minutes.
  • Four of Coins: An Arcana Spirit known as Scrooge, a small, stubby, yellow dragon. Scrooge is obsessed with anything shiny or valuable, and if he is told something is worth a lot or is wanted by a lot of people, he will fly after it at high speeds to claim it for himself. Afterwards, he will circle back to his master, but will refuse to give up the object—which the user can easily get around by simply recalling Scrooge back to his card. No matter how many times he is cheated this way, or is tricked into believing something worthless is valuable, his never-ending avarice will be too overpowering and will lead to him wanting to retrieve the item anyway.
  • Five of Coins: An Arcana Spell that allows the user to make anyone, including themselves, appear as an ugly, old beggar. This does not affect their physical or magical abilities in any way, but does change their voice. This change lasts for 8 hours or until the card is used again on the same person.
  • Six of Coins: An Arcana Spell that can make an identical replica of any nearby object. If said object is magical, it does not retain any magical abilities or properties. Over the course of 30 minutes, the object will slowly lose its form and melt into a harmless purple goo. Sufficient damage will also cause the item to become goo at a much faster pace.
  • Seven of Coins: An Arcana Spell that allows its user to highlight any object or person they can see. A highlighted entity will shine with a bright, red light whenever the users wishes, and the user will also always know the general area or vicinity that the entity is in. This effect lasts for about 12 hours.
  • Eight of Coins: An Arcana Spirit known as Cain, a burly young man dressed in commoner's clothing. Cain can create or improve any mundane object as long as the materials are provided. His expertise rivals that of the greatest craftsmen in history, being able to carve magnificent sculptures, restore ancient machinery, and build colossal structures in record time.
  • Nine of Coins: An Arcana Spirit known as Carlotta, a beautiful woman donning the most lavish dresses and adorned in the most opulent jewelry. She can brighten the atmosphere of any gathering she is summoned to attend through the use of expensive gifts she secretly summons, her amazing singing voice, and fine conversation. Because of this, she is also great at setting up gatherings or highbrow parties, as she can provide most of the more expensive elements and she knows what makes a party engaging.
  • Ten of Coins: An Arcana Spell that, when the card is planted, causes it to slowly grow into a tree over the course of several years. After growing for about 4 years, this tree starts to produce about two dozen fruit about the size of a chicken's egg made of pure silver each summer. Rarely, a fruit will be made of gold, or even more rarely, platinum. The card can be retrieved at any time by digging into the soil where it was planted. Removing it will cause the tree to wither and die.
  • Knight of Coins: An Arcana Spirit known as Norne, a tall and lean young man with neat, short black hair and rectangular glasses. He wears a black suit that looks as if it has never had a single wrinkle. Norne is a supernaturally skilled accountant and financial advisor. He knows all local laws relating to finance, taxation, and the like, and can easily find the best investment opportunities available. He is incredibly driven and focused, willing to spend hours upon hours combing through anything from paperwork to old books. He tends to be very straightforward and quickly loses all respect for anyone he deems lazy, stupid, or incompetent.

Suit of Cups[]

  • Ace of Cups: An Arcana Spell that turns its card into a goblet known as the Holy Grail, silver and encrusted with gems. When water is poured into the cup and left to sit for a minute, it will turn to a deep purple and taste like wine. This wine-like substance can be drunken to speed up the healing process. It also fills its consumer with energy and strength, allowing them to persevere with injuries that would otherwise render them bedridden.
  • Two of Cups: An Arcana Spell that allows the user to fuse with another individual, as long as the two are making contact. Their appearance, skills, abilities, and magic will be combined while in this form. If both people are in harmony or of similar mind, they have joint control of the fused body and can easily accomplish tasks. However, if they are in opposition or have conflicting goals, their consciousnesses will fight for dominance over the combined form; the one with superior willpower and mental strength will generally have more control. The transformation lasts for 1 hour or until both minds agree to separate.
  • Three of Cups: An Arcana Spell that allows the user to teleport themselves and up to 7 other people (no matter where they are or whether they want to be teleported) to a comfortable room with a table in the center, surrounded by 8 chairs. In this room, no one can be harmed. After 30 minutes, or any time the user chooses before that point, all people affected by the card will be teleported back to the real world; by default, all affected people will teleport to where they were when the card was activated, but any of them can choose to teleport to where any other affected person was at the time of activation alongside them.

Suit of Swords[]

  • Ace of Swords: An Arcana Spell that turns its card into a sword known as Clarent, an expertly-forged blade made of adamantine. It is sharp enough to slice through almost anything given enough strength behind it, and wounds it creates take three times as long to heal.
  • Two of Swords: An Arcana Spirit known as the Blue Spirit, a masked warrior wearing baggy pants and a sarashi around his waist, his long black hair tied up in a ponytail. He dual-wields dao, and no matter who he's fighting, he will always be an exactly equal match for them. This means he will never defeat his opponent, but his opponent will never defeat him, either. However, he considers himself "honorable", and will therefore never fight if the odds are tipped unfairly in his advantage, such as having more allies on his side. The Blue Spirit, while friendly, is very prideful and considers himself "the best swordsman in the land".

Suit of Wands[]

  • Ace of Wands: An Arcana Spell that turns its card into a wand known as the Deathly Hallow, made of dark, expertly carved wood. Any spells cast through it will become much more powerful, but will drain the life essence from its caster. Those who are very healthy and with much vitality can wield it for a decent amount of time before getting into dangerous territory, while the weaker or more sickly can hardly cast a spell without fainting.
  • Four of Wands: When the user throws out this card, it enlarges and lays flat against whatever surface the user threw it at. It then turns into a door that opens to a pocket dimension that contains a small manor surrounded by vineyards. The manor has many fully-furnished rooms, including a kitchen and pantry stocked full of food. As soon as the clock strikes midnight, many small, blobby, technicolored servants erupt from various closets around the manor. These servants clean the manor and magically replenish anything it may need, such as food, hygiene products, and the like.

Trivia[]

  • The names of most Arcana Spirits are references or have meanings. See if you can figure them out!
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