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Dandy Dance

This article, Jecht Khushrenada, is the sole property of ComicMaster619 and as such, nobody is allowed to edit, reference, or use this article without my permission. If you want to use this article in any way, please give me a holler at my talk page, give me your ideas and I'll see if you can use it.

"For being the person that I am, a loudmouth know-it-all who can't fight, you underestimated me didn't you? And look where you ended up, face flat on the ground wondering 'what the hell happened?' I don't blame you for doing what you did, the way I act and talk, anyone would've made the same mistake, even me. I really am hopeless, but that's what makes me who I am, it's one of my greatest features, it's what makes me...lethal. "

— Jecht Khushrenada
Jecht Khushrenada
Askin-0
Kanji ジェクト・クシュリナーダ
Romaji Jekuto Kushurinada
Title(s) Immortal Plague Spreading Doctor (不滅の疫病拡散医師

Fumetsu no Ekibyō Kakusan Ishi; lit. "Black Plague Doctor")

The Crossroads Dealer (交差点ディーラー, Kōsatens Dīrā)

The Emperor's Body (皇帝の体, Kōtei no Karada)

Race(s) Human
Birthday July 24
Age 27
Gender Male
Height 5' 8
Weight 160 lbs
Voice Actor
Professional Status
Affiliation Vandenreich Aion Rebellion
Previous Affiliation Magic Council Symbol Magic Council
Alignment Neutral
Occupation Wizard
Previous Occupation Magic Council Member
Partner Noah Kugel

Bambietta Kugel

Valtus Rhapsode

Team Royal Honor Guard
Personal Status
Family Altos Kushrenada (Twin Brother)
Status Active
Marital Status Single
First Appearance
Skills
Magic Organic Link Magic

Territory

Arrow Magic

Blood Magic (Blood-Make)

Weapons Erzengeln Bogen (大天使の弓, Dai Tenshi no Yumi; lit. German for "Archangel's Bow")

Jecht Khushrenada (ジェクト・クシュリナーダ, Jekuto Kushurinada) is an incredibly knowledgeable doctor and wizard, once a renowned man of medicine said to have worked under the household of the Mercurius Palace, serving as the royal family's head doctor. After retiring from his job as a doctor, Jecht chose a more proactive way to help people, choosing to follow a life of politics and bureaucracy by becoming a member of the Magic Council, eventually becoming an incredibly high ranking officer as a result, establishing himself as the 2nd seat member on the council's committee. Feeling dissatisfied, Jecht left three years later to pursue other professions, being recruited into Aion Rebellion shortly afterwards for his world-renown skill as a doctor and prowess as a wizard; being recorded as one of the fastest promoted officers in the organization's history, Jecht became a high ranking senior officer and guardsmen in no time at all. With his prowess in battle easily being the highest that has ever been witnessed, he was bestowed a position in the Royal Honor Guard (王室の名誉のガード, Ōshitsu no Meiyo no Gādo), a position of power that has him guard the leader of the rebellion himself, Ansem Zephos

Dubbed by most as The Emperor's Body (皇帝の体, Kōtei no Karada) for his great abilities and task that he fulfills, Jecht can be considered one of the four most powerful wizards at the organizations disposal, primarily tasked with jobs and tasks that range between S-Class to SSS-Class level jobs by comparison in difficulty. Primarily preferring to work alone, Jecht is notorious for his eccentric life-style and odd personality, making him an oddity among the four elite guards in service to the leader, effectively making him the most human among the group of monsters he calls comrades.

Appearance

Askin Apperance

Jecht's uniform.

Jecht is a rather handsome young man who has medium length black hair with white streaks located at the sides of his head extending from his side-burns, with a long strand hanging down in front of his face, reaching his mouth in length. In addition to his Aion Rebellion uniform, he wears baggy pants with the cuffs tucked in his boots, 3 layers of collared silver armor around his neck that is identified as three strait lines curving across his chest and lower legs, shins, and crotch accented with periwinkle stripes with an indigo jewel in the center in the shape of an oval circle, as well as ornamental pink, purple, and red  bracers on his left arm. He has lavender eyes, a thin face with pronounced cheekbones and markings running from the ends of his eyebrows to the corners of his eyes. The suit that he wears is something that can be normally be found in Buddhists and monks, stylizing them to suit his eccentric style in fashion and appeal. Although rather young with a skinny completion, he is rather muscular and physically fit. Having appeared several times as a model in Sorcerer Magazine, Jecht is regarded as handsome, making several appearances as the centerfold in multiple monthly issues.

Personality

"I'm not running away, it's called a calculated retreat, there's a difference."

— Jecht running away from a fight.
Askin flees

Jecht running away.

Jecht, even with his position and rank in Aion Rebellion, is a bit of an oddball and goof, with a personality that is much more up beat and compassionate in comparison to the rest of his teammates in the Royal Honor Guard. Compared to them, Jecht is more humanistic and kinder, appearing to be more feeling towards others than he would traditionally want to, such as trying to understand the enemies point of view or comprehend their reason behind their actions rather than simply do things out of sheer blindness based on orders. He is often described as being eccentric and unpredictable, viewed as unconventional and slightly strange in terms of behavior and attitude; this is displayed in his tendency to act in a manner that is commonly seen in powerful wizards and other highly skilled fighters, such as his habit of running away from fights or simply quit mid-way in a fight out of boredom or cowardice. It is this personality that makes him extremely difficult to read and anticipate his actions ahead of time. As a habit, he tends to point out or give a sense of irony to everything his opponent does in order to mock or convey contempt against them, normally seen in his sarcastic smile and witty retorts, treating even the severest of complications with a sense of complacency. Even with the way he is, he isn't without his pride, displaying his sense of superiority and power through arrogance and overconfidence.

Personally believing himself to be not very amazing and typically normal in comparison to other wizards, Jecht considers himself an utmost failure when it comes to activities that require significant levels of effort, such as jobs and activities that require showing a great feal of consideration and very careful precise when doing so, preferring to use the less complicated methods to complete the task at hand. Jecht, for lack of a better word, is unimaginably lazy, disliking the thought of having himself get up and start fighting from the get go, almost always running away in a cowardly fashion in order to avoid violence. Jecht is incredibly fashion oriented and likes to use stylish and flashy moves, being reflected in his choice of attire and hair style, refusing to use anything short of fabulous. However, this mentality is also reflected when he fights with others, as Jecht chooses to use methods of combat that require the least level of physical effort on his part and have a tremendous level of flare to them, choosing to use his own personal magic art rather than having to deal with it himself. As a suave smooth talker, Jecht does try to romanticize with other women and females that catch his eye, flirting with them without a moments notice; with his charming good looks, and level of charisma, Jecht is seen as a type of womanizer for trying to hit on every cute girl he meets. Although he is very flirtatious with attractive women, he was 1st ranked as "The Wizard I'd Like to Be My Boyfriend" Rankings of the Sorcerer MagazineEven though being glamorous, he does not take kindly to those who abuse or take advantage of women, making it a rule of his to never lay a hand on a woman unless she wants him to.

Askin C

Jecht fighting seriously?

With a great sense of curiosity about him, Jecht tends to observe first and act accordingly later to measure how dangerous a situation is before running straight ahead carelessly. This is reflected in his tendency to judges others based on character rather than appearance, rarely does he underestimate others solely on looks alone, always choosing to fight cautiously without running the risk of risking his life in the process. However, deep down, beneath his suave personality and tendency to stay out of a fight is mainly his way to keep others away from himself, keeping them safe from from the reach of his powers and magic as to protect anyone from being affected. For all his faults, Jecht isn't at all heartless and disconnected toward others in comparison to his own comrades, as such, he does live with the fear of hurting others unintentionally, tending to hold back when he fights when in the presence of others that aren't involved in his fights. Even when he fights seriously, Jecht doesn't truly display a serious expression when doing so, simply brushing off his seriousness through casual talk and simple facial expressions, never allowing himself to take the battle seriously enough to change who he is to the point of making him lose focus, always maintaining his care free composure even in the face of death.

With an extremely durable body capable of withstanding even the most devastating of attacks, and his capacity to ignore pain being astronomically higher than other wizards, he rarely feels fear or worry, even in the heat of battle; it is this factor that contributes yo his carefree life style and loose personality. Without the fear of having to constantly take care of his personal health all the time, he's become extremely laid back and rather relaxed, often ignoring any type of dangerous situation due to knowing he'll survive in one piece. Even as a member of the illustrious Royal Honor Guard, he does choose appear to be the most normal looking individual among the four, being looked upon as being the weakest member as a result. As someone who's lived with very low expectations due to his personality and overall appearance, he does come off as weak or a defenseless opponent, and the actions he performs during battle, such as sometimes running away or simply losing on purpose to end a fight quickly doesn't help this image much. However, this is all merely a façade he puts up to hide his true power; due to the nature of his magic, Jecht is incredibly dangerous to be around, putting countless lives in jeopardy simply by being around them. It is this very reason that he prefers to resort to using his passive skills over his more offensive magic arts, stating that he's "a lover, not a fighter."

Bleach 664 9 (1)

Jecht explaining the futility of personal boasting and verbal intimidation.

To Jecht however, looks and speeches are meaningless to him, the only thing that does matter is if someone has the power to back up what they're saying through action rather than words. Even to a person as eccentric as him, he's still a wizard, a very powerful one at that, he more than anyone recognizes the value of power when it is needed and when it needs to serve its purpose. People that talk a big game or simply boast about how much power they have, are the type of individuals that Jecht can't stand to be around, much less bothering himself to humor or play into their game. As a powerful being, Jecht has never had or felt the need to express his superiority to others, having nothing to gain by doing so as he has no need to prove to anyone of how strong he really is, as he, better than anyone, knows what he's capable of. Intimidation tactics in the form of boasting about one's own power interests him to no extent, not worth warranting his attention, much less his respect; the only thing that he does respects is someone who has the honesty and gall to say it how it is. uncommonly, most opponents often belittle or insult their opponents in the heat of battle, a nasty habit he tends to stray far away from. Those that try to make themselves feel big while demeaning others, Jecht finds that to be a disgusting trait any person can have, as it is unelegant and undignified thing to do, choosing to rise above such lowly behavior. Jecht is a man of action, he backs up everything he does and says, wanting to pass off as completely competent and able rather than being a simple good looking guy.

He believes in something called "battle etiquette," the customary code of polite behavior in society or among members of a particular profession or group, which in this particular case is between two wizards about to do battle. The way he demonstrates this is through courtesy in the middle of battle; he believes that even if two opponents are trying to kill each other, they shouldn't do so without at least showing some kind correct or acceptable way of communicating these actions in a way that doesn't seem to rude or "uncivilized" as he would put it. As a man who values style and grace over brutish strength and sloppy violence, this rule of his is reinforced even further by the fact that he doesn't like to get his hands dirty or make such a big mess when he fights or kills someone, resorting to keep the body intact without creating too many injuries on the surface. With the power he has at his disposal, rarely does he ever have to raise his fists to defeat his enemy, simply poising them to the point of incapacitation or death without leaving a single cut or bruise on them.

Bleach 662 6

Jecht's distaste of being labeled as "weak" in order to feed his opponent's ego.

When the situation calls for it, Jecht can be deadly serious when he recognizes a threat on those around him and himself, completely changing his personality into a completely different person in an instance. As charming and free-spirited that he is, Jecht isn't stupid or careless by any means, always keeping an eye out for anything that intrigues him or draws his attention out to him. Even as he does so, he blocks out insignificant details that don't pertain to anything he's doing, such as conversations, communication, etc. However, Jecht doesn't take to kindly to insults aimed at his strength; people that normally try to throw a couple of blows below the waist are typically the kind that are trying to feel "bigger" than the other guy, compensating for something as Jecht believes. A calm, tranquil person, it's nearly impossible to see him sweat much less show any signs of worry or distress when under pressure, with all sense of fear being absent during this time; it has been stated that Jecht might be devoid of all feelings pertaining to fear or agitation, as never once at any point in his life has he ever truly felt threatened or sensed that his existence is ever threatened. As a user of his personal magic art that he developed, dubbed by Jecht as Perfect Black, he can't die through traditional means; this inability has given him completely different outlook on the concept of death that is extremely vague and warped compared to others.

History

Relationships

Equipment

Bow

Askin's Spirit Weapon

Jecht's unique magic bow.

Erzengeln Bogen (大天使の弓, Dai Tenshi no Yumi; lit. German for "Archangel's Bow"): Jecht's main method of combat is the use of a specialized bow custom built for his specific needs and magic spell use. He wields a long bow that he summons by drawing it out of the cuff of his sleeve. Its handle is composed of several circles joined by light-colored bands, which then taper off into a normal bow. The bow itself sprouts from and is attached to his wrist, making it impossible to disarm or remove without severing his hand. The bow allows Jecht to use the ethernano in the atmosphere, and combine it with his bow to generate attacks and magic-based projectiles to strike from a safe distance. With the use of this weapon, it makes it easier time for him collect this energy in environments with higher concentrations of ethernano such as in the Celestial Spirit World for example, or other locations with an abundance of magic. The ability to manipulate such energy allows for a variety of abilities offensive, defensive and supportive, allowing Jecht a multitude of options when in the heat of battle, opening up new possibilities to defend himself. The Erzengeln Bogen's primary attack used by Jecht are ethernao-infused energy formed into the shape of an arrow that is capable of injuring and/or killing both spiritual and physical beings ranging from simple humans to demons and Etherious. The arrows can be created by collecting ethernano, even able to absorb it from a multitude of other sources aside from the atmosphere, such as stealing it from enemy spells, enchanted items, and robbing it from enemy wizards, giving him many ways to form his arrows. The overall power that his arrows contain is incredibly fearsome, firing a total fagic force of over 300,000 Edeas per arrow, giving it the magic power level of an above average A-Class spell, easily able to hold his own against the toughest of high-class spells with firing a single arrow toward their direction.

The bow is not a natural weapon created through traditional means,

Magic and Abilities

Physical

Ways of Combat

Bowman

Maximum Zenith Bowman:

Prowess

Normal Strength:

Normal Speed:

"We were born to endure what the body says. We endure what came and endure whatever comes. Endure even as we count the seconds. Endure lashes, as they cut our flesh and break our bones. Endure, even when others try to break us. We punish the humble and endure the cruel. We are slaves endured by our skin color. We endure any pain even if it hurts. "

— Jecht's take on human endurance.
Bleach 658 1

Jecht thanking his opponent for hurting him, brushing off their attack like it never happened.

Near Invulnerability: Jecht is not like normal people, or wizards for that matter, his body's ability to sustain continuous damage without it impairing his ability to move or function is considered "unnatural," able to ignore an attack thrown against his body and continue as if it never happened. Although it may look like he's simply powering through, Jecht's claims and show of resilience is anything but him feigning strength,it is actually his true power showing through his smirk and handsome charms; although not the strongest of greatest of wizards, his talents are focused on his capacity to endure attacks and reject the effect they have on his body, making him an unstoppable force of nature capable of tanking through damage of whatever nature it is; from having acid dissolve his flesh, fire burning him alive, being dismembered limb from limb, drowned in water and oil, receiving slashes from whips, being shot upon by a firing squad, decapitated by swords, being hanged until breaking his neck, eaten by beasts, having his head crushed, etc, he's experienced it all, and thanks to his Perfect Black,, he has had his body memorize all of it, creating several, if not hundreds of ways for him to resist and negate attacks of this nature by altering his body's nature and composition. There does not exist any form of attack or injury he is not prepared to handle and tackle head-on. Able to stop blades with his bare hands to using his body as shield to capture incoming bullets with his muscles, there is hardly any form of attack or impact his body hasn't already faced, having "almost" been killed in almost every way imaginable through the course of years, experiencing nearly every form of torture and execution applicable to criminals and heretics, he has been burned at the stake several times only to wail like an animal in laughter, escaping once the bonds tying him down melted and murdering everyone shortly afterwards. It is this durability of his that gave him the epithet of "Immortal," being incredibly difficult to kill and injure regardless of the method or magic being used on him. Jecht is naturally more resistant to the forces of magic at a much greater way than other wizards, so much so that he rarely has to use his own powers to block enchanted weapons or spells with an equal powered attack, casually using his own body to brush of these attacks with a simple swing of his arm or enduring a point-blank magic blasts with the palm of his hand, deflecting it elsewhere. With a durability that allows him to handle most life-threatening blows and magical spells without having to worry about his own well-being, easily able to shield himself from even the most punishing of attacks without bothering to divert him attention in their direction, possessing an Combined with his magic and body, Jecht's' defense is nearly ironclad and impenetrable, negating the power of piercing spells that could typically crush their way through even the most powerful of defensive-style techniques.

When combined with his level of strength, he apply any amount of force behind his physical attacks without having to fear of damaging or destroying his body, as the durability it possesses ensures that he can go all out without having to worry on what condition his body will end up afterwards. With such a high degree of resistance to physical strain, he can force his muscles to work and function without rest, allowing him to fight days on end without so much as slowing down, let alone stopping. He can easily bump heads with even the most powerful of creatures and biggest of beasts without having to worry about his well-being, allowing them to simply mangle and beat him to an inch of his life only to burst out laughing when realizing just how weak they are, standing up and dusting the debris off his person and then proceeding to finish off his prey with a single well placed blow. The density that his skin possesses alone can surpasses that of steel, turning the complete outer layer of his body into the first line of defense against any form of physical trauma that tries to injure him, stopping it right in it's track before being able to enter his body and injure his internal organs and muscles. With the natural level of impenetrability he has, he can withstand most spells from completely killing him or injuring him for long periods of time, getting back up after receiving his foe's flurry of attacks and continuing forward, ignoring whatever strikes his body in order to reach his target. His durability does not simply extend to his skin and flesh, but also his interior, notably in his blood vessels, organs, tendons, and muscle sinews, all serving as multiple layers of armor in order to stop an attack dead in it's track, trapping it in between the masses of muscles he has ans rendering it useless, stopping most sword swings and bullets from giving him a hard time. As an additional benefit, his stamina is many times greater than other human beings due to his muscles and tendons being able to resist tearing, unnecessary expansion and contortions when being used, maintaining them in pristine condition whenever he uses them. The rate in which they become exhausted is also slowed to nearly a stand-still, giving him the ability to push himself to the utmost level without hurting himself, this in turn gives himself a resistance to muscle tearing, enabling him to achieve physical feats that would otherwise be deadly and impossible for others to mimic or otherwise attempt. It is his incredible gift that he is widely considered one of the strongest wizards in Earth Land, as his inability to die so easily makes him an unstoppable force to be reckoned with.

Most regions around his body have an unbelievably incredible level of proportional strength that allows him to support a minimum weight of over 100 tons (200,000 pounds) before showing signs of damage, it can also tear it's way through through most objects with extreme ease, as well as climb and maneuver through all forms of terrain with amazing simplicity. Due to his internal organs, bones, and legs being completely supernaturally honed, he can support incredible levels of weight crushing down on him before showing signs of tear or muscle cracking. Using the combination of physical strength and magic, he can lift and throw objects thousands of times his own size, with his spine being able to endure the pressure of objects crushing down on him, this enables him accomplish a great number of feats that would usually crush and kill most others if they ever attempted it. His skeletal integrity is considered to be akin to Earth Land's highest level of toughest metals and material around, be naturally found or artificially created, his flesh is highly resistant to most forms of blunt-force and physical trauma the moment it impacts with his skin, immediately hardening at the point of collision. Not even a fist full of Crash crushing down directly on top of his head, with a enormous building falling directly on his body can affect him, simply shrugging it off like a mosquito bite, paying it no mind while he remains unharmed, displaying absolutely zero discomfort during the entire process. From stopping blades with his bare hands to using his body as shield to capture incoming bullets with his muscles, there is hardly any form of attack or impact his body isn't ready for, having been injured and hurt in almost every way imaginable, experiencing nearly every form of torture and execution applicable to criminals and heretics, he has been burned at the stake several times only to wail like an animal in laughter, escaping once the bonds tying him down melted and murdering everyone shortly afterwards. With his level of durability, he can stop most high level spells with his bare hands, canceling them out without it so much as having it break the surface of his skin, such as Sword Beams. His body is especially resistant to ethernano-oriented attacks that use magic to enhance the powers of attacks or support them, simply using his own body to absorb the force directed toward him with the intention of harming him and blowing it away with ease. Able to simply shrug off conventional weapons, such as swords, guns, and multiple spells thrown with the purpose of weakening or draining his power, using his tenacity and unwillingness to lose to toughen it out, reducing their effectiveness to zero.

Compared to his fellow man, Jecht has been known to survive specific situations in which an ordinary human would die in, such as falling from great heights from the ground floor, he is constantly surviving many kinds of attacks that very few people have the capacity to endure, let alone survive unscathed in the way he does, simply letting loose a deep sigh after the ideal, treating it as if it were an every day ordeal to him. His ability to survive and adapt in whatever situation he's exposed to, such as altering the properties of his body in order to better increase his odds to overcome any form of environmental conditions or disasters he may face; cooling his body to endure scorching heat found in magma zones, elevate his body temperature to survive in frozen landscapes, conserve his body fluids to travel in hot desert areas, etc. In the heat of battle, this ability of his becomes more prominent, such as suffering continuous levels of damage inflicted upon hours upon hours of arduous battles of survival; even with broken bones, loss of limbs, severe blood loss, and at the very edge of his life, Jecht will simply shrug it off with a laugh and keep fighting as if nothing happened in the first place, refusing to show any sign of serious pain or injury to demote his weakness or acknowledgment of his injuries festering his ability to fight; demonstrating an incredible level of endurance and forbearance toward toward the use of his stamina, he can endure anything thrown at him while at the same time exerting this prowess of his toward his enemies, able to hold his own against members of the Ten Wizard Saints, without showing an once of fatigue or exhaustion after prolonged fighting; this feat is only further elevated with the fact that he only uses one type of magic rather than several. Able to absorb inhuman levels of damage that could kill an ordinary man in seconds, able to function normally even after being dealt with fatal injuries, his resilience toward damage enables him to continue fighting even after his body has suffered irreparable damage, treating these injuries as nothing but scratches, not even bothering to pay them any mind due to their insignificance. With so much magic being saturated on the top of his skin and digging deep roots into his muscles, they tend to resemble giant slabs of solid steel rather than actual human flesh, when tensing up his body when an incoming attacks is about to make contact with him. His very flesh embodies the same properties of Defense Magic, protecting his body from any situations such as the weather, dangerous environment, and battle situations such as powerful spells. With the presence of other land destroying forces casted through magic, Jecht is more than powerful enough to withstand their full force head on without being brushed off from the place he is standing, remaining firmly planted in his position without moving an inch, even when in the face of ultimate opposition.

Bleach 601 18

A neck-slit Jecht still alive.

With the tensile strength his body demonstrates when exposed to physical trauma, they easily bounce off his body, absorbing the kinetic energy used to strike at his body and divert it back to the point of exchange, negating the body blow altogether when receiving it from weaker opponents; weak swords containing minimum magic act upon his body in the same way a dull knife tries to cut through metal, completely useless, shattering the moment they make contact on his body into thousands of pieces. This feat is not only limited to his body, rather, Jecht can actually grab unto legendary weapons existing in the God Class range without getting damaged or cut; through a combination of his strength and durability, he can break these mythical weapons as if they were mere toys in his hand, crushing them from the very edge until snapping the blade in two. With his magic coursing through every muscle fiber, tendon, blood vessel, and surface of his skin, he can naturally divert and reflect incoming magic-based attacks with incredible prowess, nullifying spells commonly found in the form of Elemental Magic, simply shrugging off whatever elements are being directed to his body. When fighting seriously, Jecht can actually increase his already supernatural durability even further by allowing his magic to enhance his survival skills, giving himself added abilities to make himself even harder to kill. When this is done, his defensive capabilities are pushed to unimaginable levels, elevated to such horrific proportions that no low-tier or high-tier spells and attacks will have an effect on him, making his body into the hardest living armor in Earth Land. Endurance (also related to sufferance, resilience, constitution, fortitude, and hardiness) is by definition the ability of an organism to exert itself and remain active for a long period of time, as well as its ability to resist, withstand, recover from, and have immunity to trauma, wounds, or fatigue. Jecht's body can remain standing and continue fighting without rest indefinitely without rest of magic to keep him up, relying solely on the strength and stamina his muscles naturally have to move on their own, acting based on his own instincts to do so. Able to keep his muscles hardened for minutes for high intensity fighting, hours or days for maximum use of his physical power; the degree of magic used to encompass his hardened body and muscle sinews comprising his entire being is reinforced to the maximum potential he can muster, surpassing even the likes of Defense Magic and Maximum Defense Seal combined, able to completely block out Crash without bothering to divert his attention, simply tensing up his muscles to block it's power. Training for this endurance bestowed him with an invaluable talent to impact his ability to exert his limitless strength into the ultimate defense, becoming a living shield against magic and physical attacks.

When using this level of durability, Jecht is able to accomplish or withstand a higher amount of effort than his original capabilities where ever able to perform when he held back, bestowing him an ability to push his body's prowess to their utmost highest level without having to fear destroying or damaging his body in any way, he can rapidly augment his muscle strength with a less strain being non-existent; with no limits being placed and no sense of pain or disability to stop his march, Jecht can stop and endure most spells with his body simply by allowing them to be absorbed by his body, softening the kinetic energy and rendering them powerless. With a greater endurance, it can assist his cardiovascular system, an organ system that permits blood to circulate and transport nutrients (such as amino acids and electrolytes), oxygen, carbon dioxide, hormones, and blood cells to and from the cells in his body to provide nourishment and help feed his muscles the energy they need to continue functioning. When hardening himself, the blood vessels in which distribute his blood accelerate the entire process, distributing as much blood through his muscles in order to maintain them in pristine condition, enabling them to continuously be kept in defensive mode without becoming exhausted or fatigued, enabling him to defend and block for extended periods of time without so much as resting for an instant. Blood is a fluid consisting of plasma, red blood cells, white blood cells, and platelets that is circulated by the heart through the vertebrate vascular system, carrying oxygen and nutrients to and waste materials away from all his body tissues. Since his cardiovascular is comprised of muscles and organs he can control voluntarily, everything composing it such as his heart and blood vessels are always under his control, allowing him to use lymphatic system, which returns filtered blood plasma from the interstitial fluid (between cells), in a faster rate than it is humanly possible. This commonly allows him to tackle wizards using Poison Magic without becoming poisoned himself, heightening his natural resistance to these substances by filtering out the toxins from his body at an accelerated rate, faster than the poison is able to damage him. While in most humans, as well as other vertebrates, have a closed cardiovascular system (meaning that the blood never leaves the network of arteries, veinsand capillaries), Jecht on the other hand has an open system providing an accessory route for excess interstitial fluid to be returned to the blood; It includes the pulmonary circulation, a "loop" through the lungs where blood is oxygenated; and the systemic circulation, a "loop" through the rest of the body to provide oxygenated blood to his nerves and brain, allowing for them to function at an enhanced pace in the form of processing speed faster and more currently. The term stamina is sometimes used synonymously and interchangeably with endurance. Endurance, by nature, is the ability to keep going through a tough situation involving hardship, stress, etc.

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Jecht, completely set on fire, still standing, alive and well.

He applies this when facing any form of major trauma he encounters when inflicted on his body; any injury that has the potential to cause prolonged disability or death, he can simply shrug off, cancelling the effects it would traditionally inflict upon his body. There are many causes of major trauma, blunt and penetrating, including falls, magic attacks, collisions, and stabbing, gunshot wounds; most of these types of wounds and injuries can easily be bounced off from his body the moment they make contact with the surface of his skin, deflecting them elsewhere without so much as leaving a scratch. A status of fatigue (exhaustion, tiredness, etc.), the feeling of tiredness which is a sign of weakness, and has a gradual onset, has absolutely no sway on him when activating 100% of his durability; by using massive dosses of adrenaline produced by his brain, he can stay awake and keep his body functioning for day, to weeks without resting, ascending from the need to alleviate himself from the constant strain these actions would normally entail for an ordinary person; achieving and maintaining optimal physical performance at peak capacity. Mental fatigue is also not an issue, keeping his mind refreshed by keeping himself overdosed of epinephrine, keeping his brain on hyperdrive and functioning at massive speeds to the point of experiencing time dialations. With these conditions, it is impossible for any opponent to last longer than him in battle. Due to the fact that physical fatigue is caused by a lack of energy in the muscle, by a decrease of the efficiency of the neuro muscular junction or by a reduction of the drive originating from the central nervous system, by diverting the already pre-existing impulse of energy found in his body to other regions requiring more throughout his body, fatigue becomes non-existent. While usually a defensive method, his body can be utilized as an offensive means, with his physical durability being so incredibly high in this stage, it will not only allow him to take numerous blows of internal or external assaults, but also negates the effect of succumbing to their effects. From his body-tissue, skin, muscles, bones, etc. the sheer density they exhibit blocks even the most powerful of Sword Beams coming from God Class weapons, easily slowing them down by contorting his muscles in their direction; they allow him to withstand harmful strains on his body such as crushing weights, impacts, pressures, changes in temperature, etc. Aside from increasing his durability, Jecht gains enhanced levels of strength and stamina, this is possible because of how hard his body has become, allowing him to resist tearing a muscle and/or his bones from shattering easily. As the pinnacle of strength he can achieve with his body, spells on the caliber of Abyss Break, even going so far as being able to withstand the full force Law Magic.

Magical

Prowess

Immeasurable Magic Power:

  • Second Origin Activation: The rumored Second Origin (二原, Nigen) is, in fact, wrongly named. When considering the nature of the Magic Origin (魔原, Magen), the Second Origin and its activation is simply unlocking the full extent of one's Magic Origin and power. There are a number of ways one can go about unlocking it: it can be a natural process that takes a considerable number of ways, a sudden surge of willpower during a situation of crisis or accelerating the process through magic such as the Arc of Time. However, all of these cause the passive effects of unlocking one's Second Origin to be visible. In the case of Dragon Slayers, it appears to dramatically improve one's physical prowess, but also the intensity of their magical power. However, in the case of standard mages, it vastly increases the quantity of magic they may use in any given situation for a brief period of time, giving them access to magic and equipment that can potentially rewrite the laws of magic itself, though the claim itself is debatable. In order to unlock one's Second Origin without inducing its passive effects all the time, one must firstly impose a sealing condition onto the said portion of the Magic Origin. Due to magical energy being so closely aligned with one's willpower and conviction, this is done so through a rather unique method: the Pact (盟約, Meiyaku). The Pact, in this case, is one that the user makes upon reaching the full level of potential within one's Magic Origin, which in itself takes a considerable amount of time, or emotional upheaval, to achieve. When doing so, the Pact automatically causes this portion of one's magical power to be sealed in a series of magical seals that can only be unlocked with the fulfillment of the Pact. However, due to the strain of the sudden outpour of magical energy within the body, this state causes one to be heavily drained following its immediate use, despite causing a notable increase in the capacity of one's magical power. However, considering that the sudden outburst of magical power within one's body is caused due to the extreme sealing caused by the Pact, one is since unable to recreate the same seal due to the strictness of the requirements. As a result, the portion of magical power sealed is then assimilated to the natural reservoir of magical energy they can access within themselves. While this causes a considerable increase in their base capabilities, given that they can induce the passive effects of the Second Origin "state", they are since incapable of such a large outburst of magical energy through natural means. Jecht awoke his Second Origin shortly after joining Aion Rebellion, undergoing intense training in the Time Room in the equivalence of 3 years in the 1st level. With his Second Origin permanently open, he has an even greater
  • Third Origin Release:
  • Magical Aura: Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Ethernano particles exceeds the limits of what it contains, or is purposefully released by the user. Vanidas' magical aura is different compared to other wizards, glowing with a unique shade of gold that covers most of his body. When unleashed, the magical energy surges around his body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power he unleash outward, it can be used as a means to intimidate another individual, or as preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections.
  • Defenser Counter: Defenser is also capable of being utilized as a form of counterattack, allowing the user to deliver damage to the attacker when the user is hit; essentially, it is just as it is labeled; a counterattack. When performing Defenser Counter, the user kicks Defenser away from them upon the moment of the spell being activated, before returning to them as magnetized. This serves not only as a reflector, but also as an unpredictable approach to opponents. If timed correctly, it will trip opponents, leaving them vulnerable to follow-up attacks. Upon contact with the opposing technique, Defenser reverses the opponent's attack, whether it be close-range or projectile, upon them, returning it to sender, causing the user to retaliate in any way that they wish as well. If the attack is a projectile, it will simply be deflected behind them and upwards at about a thirty degree angle. It's worth noting explosive projectiles can still explode and will still do damage if they are struck when the Defenser is dissipated. If the attack is a powerful spell such as a Secret Art, then the attacker will be knocked back at a ninety degree angle. The user is capable of leaping out of the counterattack, allowing them to take the opponent by surprise. Essentially, a Defenser, when used to counter, multiplies a spell or technique's damage by one point five percent when there is a successful counter. If a projectile is reversed several times, then this method of harnessing Defenser will be rendered null and void, as the user loses the energy to retain the stance, and the projectile just passes through the stance and damages the user normally. Defenser is capable of being used for regular offense, as with it, the user is capable of knocking their opponent downwards. Defenser, when used as a counterattack, weaker when used against airborne opponents, and doesn't become invincible. It can travel through enemies unhindered, though. However, since the user kicks it, they cannot hold it in place, meaning that timing is crucial in reflecting projectiles. Note that when Defenser comes back to the user, it can also reflect any projectiles back at any angle at the last second.
  • Ethernano Manipulation:

Ways of Combat 

Organic Link Magic

Organic Link Magic(生体リンク魔法, Seitai Rinku Mahō) Is a Caster Magic that allows user to connect both people and magic together in certain variations. Similar to that of Maguilty Sense, the user begins by creating a special linking connection between either themselves or individual people to any form of magic that they have, resulting in union that binds them together so long as the connection between them stands. It has been shown that there can be positive and negative attributes to this form of connection, in some cases if a object person connected with the magic is shown to be attacked by an opponent, the end result is that the damage that would've been taken by the user is reversed back to the opponent with twice the damage. The positive aspects allow the user to enhance their own powers using this magic, often resulting in a more powerful form that they can access when it is used. When used by Jecht, this magic art is used to connect his body with other beings,

Territory

Territory (絶対領土 (テリトリー) Teritorī lit. Absolute Territory) is a Caster Magic and a type of Spatial Magic that involves the manipulation of space. When the user begins to use this magic, their hands start glowing a rainbow-like color, slowly allowing a special invisible sphere to appear all around the user and beyond their range of space, allowing anything and everything inside of the sphere to be controlled by them when they produce the magical membrane to produce from their hands. In the area surrounded by the sphere, the user is actually able to command and control everything around them within a certain degree, allowing them to be manipulated in any way the user can think of and producing incredible spells that can actually be alter to affect a different part of the area, often redirecting powerful spells to not affect anyone else aside from the surrounding territory within the sphere's range. It is also seen that the user is capable of changing the actual environment of the area, at times changing the actual gravity to make it much more difficult to fight in or making it harder to cope with for the enemy, but not the user as they are protected by the very sphere they produce. There are certain risks with using this magic, due to the fact that only those inside the magic sphere are affected, meaning anyone who attacks from outside the range will be able to inflict damage and not get manipulated by the membrane. It is also seen that people themselves are not capable of being controlled or manipulated, meaning no one is able to make someone fight each other against their will and can often mean it is next to impossible to keep anyone in the sphere.

Arrow Magic

Arrow Magic (一矢魔法Isshi Mahō) is a Holder Type Magic which is easily confused by others to be a Caster Type Magic by others. It is quite similar to Sword Magic only with the use of arrows instead of swords.The use of this Magic is quite similar to Sword Magic only it utilizes bow and arrows instead and it has a few different variety of effects in which Sword Magic doesn't. The few differences of this Magic from Sword Magic is that high level users of this Magic are capable of creating arrow out of their own magical power. Normal level users can coat their arrows with magical power to increase its strength and accuracy. Using Arrow Magic doesn't take much as the user of the magic only needs a bow and arrows to be able to use this Magic yet it can be used with only a bow because of the advance ability of this Magic to create arrows out of magical energy which is a rare thing for someone to accomplish with this magic. Jecht primarily uses this magic art with his specialized bow by channeling Eternano directly into a it, causing a chain reaction to the bow, having the bow alter it's entire structure until it reaches an unstable form of metal and magic, allowing him to manipulate it into a solid shape that can engage any spell that he sees fit to use. When condenses the unstable structure, he often adds his own magical affinity, allowing him to imbue spells to be created through the effective means. During the time after the arrow spell is used, the Eternano is immediately ejected from the the bow in the form of an arrow, allowing the unstability, the result from the Eternano, to cease and transform the bow back to it's normal shape. The Eternano is controlled and is kept at a steady flow into the his bow, simply reverting back to it's normal shape while the Eternano is simply ejected outward. 

Blood Magic
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Jecht forcibly activating his Blood Magic.

Blood Magic (血の魔法, Chi no Mahō) is a Caster Magic and Elemental Magic that enables the user to create and control the element of blood. It is the only elemental magic to be considered a Forbidden Magic, because of the sinister connotations of blood. Indeed, Blood Magic is referred to as the darkest, most powerful, and most feared of all the elemental magics and is the only non-Lost Magic known to have a taboo. Blood Magic is a Caster Magic the grants the user the power to manipulate blood, whether it's from oneself, others or free-flowing. In order to harness its power, the user projects their magical power outwards, before focusing on any source of blood in the vicinity, whether from the user themselves, the enemy, or anything else—allowing the user's magical power; influenced by the ambient eternano within the atmosphere to combine with the blood, placing it under the user's control if it was not originally; also allowing it to transform from a normal form into a more physical form. In addition, when forming blood, the user's magical aura will contain it, making sure there is no overflow or such. When the user utilizes Blood Magic, they can move and freely control the blood placed under their control, or from their surroundings, such as a blood-bank, a hospital, or a battlefield—these are some of the examples. For offensive measures, the user is capable of using the blood to unleash attacks of various shapes and/or intensities, either projected, used as a part of melee attacks or projectiles in a similar manner to that of other elemental magic. The user can also control the state that blood is in; enabling them to solidify blood though forming a seal of sorts around it with their magical energy to form powerful tools and weapons as a substitute for a weapon as well replicate themselves though an unknown method, making carbon copies of themselves to serve the purpose of causing a credible distraction. As with most elemental magics, the user is also able to transform their entire body into the element of blood in order to move swiftly, dodging efficiently and making surprise attacks. But, if they are caught while in a tangible form, the user is then vulnerable to attacks. Technically, Blood Magic can serve as a vastly more powerful version of Water Magic; though its true power lies in its fuel. Spilling of blood is a potent force in the working of magic. It may be a token sacrifice, but it may also be the loss of life that fuels the spell. In any case, losing blood –from any source- will cause the magical energy utilized in order to harness Blood Magic to surge violently, granting an increase in power by thrice the amount. This makes Blood Magic far more powerful than the other elemental magics on paper—though naturally, the skill level of the magicians utilizing them is the deciding factor.

Indeed, due to Blood Magic being drawn from life, it can be considered a kind of "life energy manipulation"; using their life to fuel their magic, making it some of the strongest out there. Essentially, the blood may be supplied by either the magician or sacrifices, whether willing or unwilling. For this sinister method of activation, along with utilizing blood as if it were an element, Blood Magic enables the user to cast imitations of spells that would otherwise be beyond the caster's abilities, or require the use of magical tools—an example of this is the Bloody Break spell, which is an imitation of the Abyss Break spell, and it should be noted that the more violent or painful the method of acquiring blood is, the more powerful a spell will become—with death allowing a caster's attack to reach the heights of S-Class Magicians at a minimum. Because of its enormous power, some ancient magicians were known to keep numerous slaves on hand as fuel for the Blood Magic—something that's sadly continued to this day. However, its deadliest ability is that Blood Magic is capable of controlling enemies like helpless puppets—the only limitation to such a terrifying skill is that the user needs to have a direct link to an open wound on an enemy. Blood Magic's taboo is that the power is addicting and detrimental to the caster's sanity—very much overly so. The power of Blood Magic –the power to control the very life force of all beings in a sense- is extremely powerful, and the sheer weight of Blood Magic's power will normally slowly erode the user's morality, with 'controlling everything' becoming their solution and reaction to everything. The user slowly drowns in their immense strength, and even the noblest of souls can gain hearts as black as pitch—essentially, one way or another, a Blood Magic user will fall to the side of darkness without any way out. Even then, this time spent trapped in villainy is brief—but not in a good way. Further use of Blood Magic will remove the user's five senses one-by-one, even their basic motor functions, essentially leaving them as naught but a drooling vegetable. Because of this, as well as its deadly uses, Blood Magic was labeled a Forbidden Magic and magicians who utilized it were hunted down and imprisoned—indeed, only a few remain to this day. However, as a result of being under the constant effect of his Perfect Black, his blood is unimaginably poisonous to other organic creatures due to the high ethernano content and magic saturation it has, being a volatile toxin to anything it touches, be it human, etherious, or otherwise. With his poison blood, Jecht can use it against his opponents or when he feels threatened, expunging it from the surface of his skin. He can choose to release his poisonous blood by either physically cutting himself to ooze of his blood. If someone were to touch via skin contact or inhale the smell of this blood, the person will severely damage their internal organs and literally causes skin to be infected.

This magic infection makes him into a walking plague, whatever his blood dilutes into, such as liquids or water-based materials; magic arts like Water Magic and Ice Magic (Ice-Make) are the most successible to the special properties of his blood as it can infuse itself and bond with the water that comprises their magic structure. With such a high toxicity level in terms of magic and organic harm it inflicts, it cannot be consumed by Dragon Slayer Magic that uses blood as it's base element; this is primarily due to the blood acting in a similar fashion to radiation poisoning, the moment it's ingested, it will wreak untold levels of damage and magic catastrophe inside them as it destroys their natural magic immunity, killing them and brutally crippling their magic origin as a result. With this kind of substance running through his veins, Jecht is completely immune to all forms of poison and viral infections that enter his body, being eradicated by his cells and magic power the moment it enters his system. By bending the composition of his blood, he can change it's natural state of being into any of the other three forms of liquids he desires, such as exude gases, causing various effects on others who inhale these fumes. While in gas form, the toxic nature can be spread in a large area; when making it into a solid form, he can create swords, multiple shapes, or obstacles to impede his opponent from attacking him head-on. On an advanced level, his blood can solidify or give solid-like properties to it's liquid of gas form of non-solid mass by causing the loose molecules to come together with the level of solidity he desires, going from loose jelly to metal-like hardness or even beyond, creating blood structures with a level of durability that exceeds even the likes of legendary weapons. He can manipulate the density and solidity of his blood to any extent he needs it to be, going so far as to manipulate size/volume as well. This allows Jecht to increase the quantity of blood he has and how large it can become when he summons it, controlling every possible attribute it has. One common application his ability to crystallize the blood within himself or other objects or beings that have his blood, either spilled unto their weapons and tools or is coursing through their body via internal exposure. This allows him to destroy or kill anything that has his blood on them from a safe distance

Blood-Make

Blood-Make (血の造形魔法(ブラッド・スメイク), Buraddo Meiku lit. Blood Molding Magic) is a Caster Magic and a subspecies of Blood Magic of the Molding Magic brand; as the name may or may not suggest, Blood-Make involves the creation of objects involving the element known as blood, a body fluid in beings that delivers necessary substances such as nutrients and oxygen to the cells and transports metabolic waste products away from those same cells. Like most other forms of Molding Magic, Blood-Make is something of an oddball amongst the various other forms of Elemental Magic and their subspecies, as while more often than not, Blood-Make lacks sheer power, it more than makes up for it in the incredible amount of options at hand which can be brought out by the caster's imagination – indeed, while it is underrated among the variety of obscure magic such as the infamous Slayer Magic, including Dragon Slayer Magic, God Slayer Magic and similar Lost Magic, it can be considered one of the most versatile forms of magic in existence.As mentioned above in the opening paragraph, Blood-Make is a type of Molding Magic, which itself is an Elemental Magic that's focused almost entirely around the shaping of the caster's element into numerous shapes and figures in order to suit the situation, taking the concept of "Shape Transformation" to its absolute zenith; in the case of Blood-Make, it utilizes an in-born Blood Magic, the Elemental Magic that revolves around the manipulation and generation of blood as its catalyst – indeed, just like most other forms of Molding Magic. Since Blood Magic provides the caster with the ability to generate the blood and focus it rather minutely into all sorts of spells, one would need Blood-Make to get the most out of the element of blood in general. Thus, any sane user of Blood-Make can be considered to have their version of this Molding Magic exist as a permanent Combination Spell, which is, well, a combination between two magics, not dissimilar to that of a Unison Raid; fusing Blood-Make and Blood Magic. Indeed, when inducing the activation sequence for any blood-based supernatural power, the caster is capable of invoking the power to shape the evil element produced simply by mentally commanding it or using the incantation of "Blood-Make...[insert spell name here]"; though in the case of the stronger wielders of Blood-Make, they can simply snap their fingers as to induce the transmogrification and convergence of all necessary particles of the activation sequence, not requiring any prior motions to invoke this more intimate power.

In order to harness Blood-Make, the user makes the usual Molding Magic pose, placing their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of convergence, with the caster's thoughts focusing on any source of blood in the vicinity, whether from the caster themselves, the enemy, or anything else—allowing the caster's magical power; influenced by the ambient eternano within the atmosphere, combines with the blood, placing it under the caster's control if it was not originally; also allowing it to transform from a normal form into a more physical form. In addition, when forming blood, the caster's magical aura will contain it, making sure there is no overflow or such – alternatively, they are capable of manifesting its power simply by affecting the blood within their body, affecting themselves internally. If the user understands the inherent structure of the properties about to be reproduced in their mind; including the flow and balance of magical energy within, they can use the blood in order to perfectly replicate the structure of the identified material, using the blood to cause the manifested item in a more malleable state, completely unlike its regular version, as to allow it to be easily reshaped into a new form, reforming the material into a new shape. During this process, the caster projects their Magic Seal outwards while envisioning the creation of their choice and drawing power from the atmosphere as to scan the vicinity for all sources of blood and absorb it; the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of scarlet energy as the desired creation spawns from the glyph of energy accompanied by a swirling torrent of red.

But, of course, no matter the activation method for Blood-Make, the end result is always the same in that it sets up a perfect stage for the user to manipulate the shape of the blood that the stray eternano and other molecules within the atmosphere is transformed into in any way that they deem to be suitable at a whim through the process of expanding, shaping, and solidifying the blood, whether it be weapons for certain offensive measures for both close-range and long-range combat; also, the caster can manifest all sorts of creatures that function in a similar manner to Celestial Spirit Magic or Familiars, armour to bolster defensive capabilities, body parts, or even for more miscellaneous purposes such as more mundane, everyday items such as chairs and tables, as well as this, Blood-Make has some strategic element to it in regards to espionage and the like, as the user is capable of creating exact replications of keys or scanners in order to access previously unavailable areas; the caster can form almost anything, whether said objects formed happen to be living or not. When the user utilizes Blood-Make, they can move and freely control the blood placed under their control, or from their surroundings, such as a blood-bank, a hospital, or a battlefield—these are some of the examples. For offensive measures, the user is capable of using the blood to unleash attacks of various shapes and/or intensities, either projected, used as a part of melee attacks or projectiles in a similar manner to that of other elemental magic. With Blood-Make, the user can also control the state that blood is in by transmogrifying the properties of the blood into the other three states that a liquid is able to transform into through the phase transition process, such as ice for solids, and mist for gas; enabling the user to solidify and crystalize blood though forming a seal of sorts around it with their magical energy to form powerful tools and weapons as a substitute for a weapon out of blood as well replicate themselves though an unknown method, making carbon copies of themselves to serve the purpose of causing a credible distraction, as well as creating wings of blood that somehow support their weight, levitating drops of blood to throw at people, full-sized human puppets made of blood and make their blood sharp enough to cut people. It is said that as long as the caster can imagine blood being formed and shaped into something, it is completely doable- at it's strongest point, the wielder of Blood-Make is capable of weaponizing other people's blood by making them bleed then igniting the oxygen in the exposed blood; a wielder of Blood-Make can also use the liquid form to replicate the effects of lasers.

With Blood-Make, the user can create a variety of objects out of blood to be used offensively or defensively. Outside of combat, the user can also change their surroundings using blood, such as covering the ground with blood, causing enemies to slip up easier. A property unique to Blood-Make is that the constructs forged from the magic are capable of being charged by fuelling more magical energy into them, granting extra power and possibly other properties. As a form of blood-manipulation magic, the caster can also generate an augmented form of blood through their bone marrow, allowing them to manifest more quantities of blood than what is normally feasible. The absolute dominance over blood that the power of Blood-Make also grants the wielder's leukocytes, which are the cells of the immune system that are involved in protecting the body against both infectious disease and foreign invaders, such a potency that any form of bacteria or virus, including those released by Poison Magic and Poison Dragon Slayer Magic is effectively nullified upon attempting to enter their body, annihilating the hopeful infection through a quick and permanent creation of antibodies, also ensuring that the caster will adapt to almost any situation at hand; the blood within their body can also solidify in order to form invisible armour of a sort that can protect the caster from attacks. Through the process of creating a thrombus, the caster is also able to stop their bleeding, allowing them to fight for extended periods of time- they can also use their control over blood to control other organic beings as if they were nothing but marionettes, turning the caster into a puppeteer of sorts. Not only this, the user can regrow lost limbs by absorbing large quantities of blood, manipulate blood they can come into contact with to great effect (which is extended to any blood that's visible in an enhanced state, such as bloodstains on somebody's shirt), most often, by a slight margin, as a myriad of tentacles, and is empowered when well-fed. In addition, as Blood-Make is formed from a fluid from bodies, it has a certain resistance from magic which affects time in any form, such as Arc of Time and Time Magic. Interestingly, Blood-Make, unlike most other forms of Molding Magic such as Ice-Make and Lightning-Make, does not possess two different forms of harnessing its power - instead, forgoing the likes of "static" and "dynamic", Blood-Make is categorized as a singular form of magic due to blood possessing the properties of both, allowing for ease of use and a greater level of creativity with the caster's constructs. All in all, the user is capable of forming almost anything; a power that's limited by the imagination of the caster.

Special Abilities

weiß Todesgott

"Do you like it, it's something I only save for the best of parties, I call it Weiß Todesgott, pretty cool don't cha' think? "

— Jecht activating Perfect Black's ultimate ability: Weiß Todesgott.
Askin Vollstandig

Jecht's ascended Perfect Black armor.

weiß Todesgott(ホワイト死神, Howaito Shinigami; lit. German for "White Death God"): When Jecht pushes all of his magic power to it's highest level, he forces his magic core and body to go beyond their limitations, pushing his powers beyond their maximum threshold to alarming, unimaginable levels. Augmenting his magic's destructive force in frighting new ways, all of his natural skills are also increased to their utmost highest potential, such as speed, strength, durability and etc., with his magic origin's primary function boosted to otherworldly levels, making him appear less than human and more angelic in nature. While moving around, his body is constantly emitting a bright light that shines upon the surface of everything he gets close to, appearing like a holy angel. In addition, his power ans strength are taken to their absolute highest peak, ensuring that he's fighting at his very best without holding back. While in this form, Jecht awakens his dormant powers in order to drastically increase his abilities to the next stage, taking his powers to brand new levels he could not achieve naturally. Not only are all of his original abilities increased and improved upon exponentially, but he is bestowed brand new abilities that dwarf the originals. When activating this transformation, Jecht dons a new attire, consisting of him gaining wings composed of circles connected by beams of ethernano shaped like molecular sequences. The same material surrounds his waist as a belt, and he wears a visor, one bracelet on his right arm, and three on his left arm. Circles hover over his arms and chest, and his bow takes the shape of the a small halo with circles at each point of the star located at the top of his head. While unleashing this power, Jecht can spontaneously and quickly increase his power-level to match and even surpass those belonging to superior opponents and overcome them in a moments notice; this adaptation applies to all personal parameters that his body and magic falls under, from physical, mental, magical, raw power, speed and fighting skills; they will keep increasing until the opposition finds itself severely outmatched, surviving and recovering from incredible punishments until not even once of strength is left to oppose him. When facing some particularly extreme circumstances, Jecht will eventually reach a breaking point, his power-level exploding as he fights in this form, and in the end, no matter how huge the gap in power, his body will always adapt and evolve in order to surpass his opponent.

This transformation is a result of using Perfect Black at it's highest point: creating the death antibody. Although this claim isn't exactly literal, it can be achieved to a certain extend via the orbs surrounding his body; each orb represents an immunity or defense he's established against specific magic arts, attacks, weapons, elemental harm, etc., making virtually invulnerable to all types of damage afflictable to a living being. Overall, there are exactly 389 orbs circling his body, 38 that are visible with the rest hidden inside his body,

  • Heiligen Kreis (神聖なサークル, Shinseina sākuru, lit. "Death God's Halo Ring"; lit. German for "Sacred Circle"):

Trivia

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