Arthur's Ring Magic

### Ring Magic

**Ring Magic** (指輪魔法, *Yubiwa Mahō*) is a Holder type of Magic that allows the caster to cast different magics and spells with special rings. The rings are meant to enhance the wielder's Magic Power, granting them the ability to cast various spells for different purposes; some can be used for everyday use (generally speaking) or solely for combat. The properties in each ring are completely varied. In addition, while there are various types of Ring Magic that can be used, some are simply spells without a proper Magic for them to back it up. However, several rings in Arthur's possesion are actually cristalized magic themselves, that is, they hold an extremely powerful lacrima that would grant him the ability to use the respective magic to its full extent.

#### Nature Ring Spells

* **Water Shield** (蓴菜, *Junsai*): When the Nature Ring is in its Water Stance, Arthur gains a small control over Water, allowing him to generate and manipulate small amounts of water, no bigger than himself. To perform this technique, Arthur conjures water from his ring ahead of him, similar to a high powered water torrent. After the torrent moves three inches away from the ring, it stops moving and accumulates. Once enough water has been conjured, the mass begins to spin, forming a shield. The shield itself can vary in size, but is usually around 5 inches thick. It is highly effective against fire-based attacks.
	+ **Aqua Ring** (水輪, *Suirin*): A variation of Water Shield; The spell is the conjuration of magical water which subsequently surrounds Arthur's being in a ring-like formation, constantly spiralling around him. He can increase or decrease the number of rings on a whim, but Arthur tends to keep two rings active. The rings enable Arthur to quickly forge other constructs out of water, mainly minor shields, within a radius appropriate enough for him to counter virtually every assault against them. At the same time, he's capable of simultaneously using the water within the rings to send out blistering offensive attacks in the form of water whips or bullets, allowing him to use minimal effort for maximum results in any battle involving Water Magic.
* **Earth's Swallow**(地球ツバメ, *Chikyū tsubame*): When the Nature Ring is in its Earth Stance, Arthur gains minor geo-kinetic abilities, allowing him to create cracks in the ground, conjure small rocks and dirt, however, the conjured items cannot be bigger than the conjurer, that is, Arthur himself. The only technique he mastered while in this state is Earth's Swallow, which allows him to generate a crack beneath himself deep and wide enough for him to fit in. This technique is perfect for dodging projectile-like attacks and uses it only if forced to, due the lack of mobility in the hole.
* **Earth's Embrace** (地球の抱擁, *Chikyū no hōyō*): A solely defensive ability, by pointing the ring up the sky, Arthur summons four serpentine-like ribbons that envelop his body, permanently immobilizing him. The said ribbons then project a ring of rocks around Arthur that starts to spin rapidly, deflecting all projectiles and such. After 10 seconds, the ribbons will detach from the ground, allowing him to move freely once again.
* **Flowering Earth** (花地, *Kachi*) is an Earth Magic spell, and is quite a powerful spell in its own regard. Arthur begins its use by concentrating magical energy throughout their entire body, causing it to surge as a massive Magical Aura, focusing the majority of it on the ring itself. Then, upon striking the ground with any medium with great force, he lets the magical power seep into the ground and cause it to reverberate with powerful shockwaves. These shockwaves cause the ground to be uplifted, creating explosive debris flying out from a single location in the form of "flowering" earth, hence the namesake of the spell.
* **Stalagmite** (石筍, *Sekijun*): A simple, rather basic spell that allows Arthur to summon a large pillar of earth, as the name implies. By channeling ethernano to the ring, Arthur is capable of erecting a pillar of earth (in some cases, even pillars of stone) wherever he desires within the range of 50 meters. The pillar's top is rather pointy and is capable of dealing blunt damage. However, Arthur uses this ability solely for defensive purposes, mainly for deflecting and stopping incoming projectiles.

* + **Gaea's Bulwark** (ガイアのブルワーク, *Gaia no buruwāku*): More advanced version of Stalagmite, Gaea's Bulwark can be classified as a field changer. Within the radius of 50 meters, Arthur randomly summons dozens of earth pillars, drastically changing his vicinity. This spell allows him to literally play hide and seek with his opponents. Additionally, Arthur can summon the pillars concentrically, allowing him to entrap opponents within the ring.
* **Fire Bullet** (ファイア・バレット, *Faia Baretto*) is a Fire Magic Spell that allows the caster to fire a bullet-esque sphere of flame towards the target. Fire Bullet is known to be exceedingly basic in execution and it tends to be the first spell that those who take up elemental magic learn; indeed, it is near universal to the point that more often than not, any fire-elemental magician possess it within their arsenal. Fire Bullet itself harnesses the very fundamentals of spell formation to result in what could be considered an embodiment of what it is to make a magic into a spell. In any case, when performing Fire Bullet, the caster expels magical energies from their body, causing eternano in the vicinity to be drawn towards these energies like a magnet, resulting a the typical fusion of eternano and magical energy- from this point, the caster harnesses Shape Transformation in order to knead these energies into a sphere of varying sizes, typically as big as the user's upper body before using their Fire Magic to excite and speed up the motion of the magical energies through willpower alone, manipulating the kinetic energies of said particles to ignite them, resulting in the formation of a smoldering sphere of flame. From here, the caster launches the fireball at their enemy through either a physical motion or mental command. In any case, this orb of roaring flame shoots right towards the target at relatively high speeds, resulting in the fireball displaying a punching force which flies forth in a straight line at high speeds. Because the particles which compose the Fire Bullet are completely compacted, the projectile functions in a similar manner to that of a drill, boring into anything that is unfortunate enough to get in the way of the spell, dealing multiple hits up to a maximum of five, followed by a medium-sized explosion upon contact which causes relatively notable amounts of damage and destruction, while also serving to knock the opponent back, leaving a sizzling crater; it can also blow apart solid, reinforced walls- though Fire Bullet itself seems to fizzle out after a distance of fifty meters in flight unless the caster continuously pours magical energy to reinforce its composition. Exceptionally variable when compared to many other spells, Fire Bullet is known to be capable of being fired from any range and standing point, even in the air- though underwater makes it impossible. Fire Bullet can be modified into all sorts of sizes and can be manipulated into almost any formation deemed necessary, even having the spheres orbit around the caster to form a defensive barrier.
* **Fire Vortex** (火災の渦, *Kasai no uzu*):
* **Twister** (ツイスター, *Tsuisutā*): When the Nature Ring is in its Air Stance, it will give Arthur minor aerokinetic abilities, allowing him to create and alter air currents that surround him. Additionally, by enveloping himself with air currents, he is able to levitate a few feet from the ground within seconds. This ability has proven itself to be helpful when, for whatever reason, the ground disappears underneath him. Aside from that supplementary technique, Arthur has an offensive technique is his arsenal. By altering the air currents in front of him, colliding each and every one into a centre, Arthur creates a small tornado in front of him, picking up or knocking back anything in front of him. He is unable to maintain the vortex for very long, his maximum is 20 seconds. After that, he won't be able to produce another one of them in 24 hours, since the ring would need to re-charge. The spell is great in case he needs to lift or move heavy objects in front of him, as well as to distract opponents.
* **Thunderbolt** (落雷, *Rakurai*): When the Nature Ring is in its Lightning Stance, it grants Arthur minor electro-kinetic abilities, such as generating or manipulating electrical currents. Though he does not prefer to utilize this technique, if he's forced to, he would most likely save it as a trump card. To prepare for this spell, Arthur first has to gather as much electrons from his surrounding as possible to make the current stronger. If he isn't capable of doing so, he would generate the required amount. After gathering it, Arthur points his hand towards the target with his fist clenched so the ring is facing the target. He then releases the current via yellowish lightning bolt that strikes the target within milliseconds, making it almost impossible to evade. However, the damage dealt is not very potent, due to electron loss while the bolt travels. Thus the attack is stronger if the target is closer to the Ring.

#### Celestial Ring Spells

* **Celestial Comet**(天上の彗>複, *Tenjō no suisei*: A technique created by Arthur himself, this is considered to be the only spell not involving celestial spirits, both directly or indirectly. Arthur has referred to this spell as a weaker form of Urano Metria, as the two spells have some similarities. The only requirement for this spell is the ring itself. By simply moving his hand forwards while pointing the ring towards his target, Arthur is able to fire a wave of pure celestial energy from the Celestial Spirit World. This ability does not require great skill and thus doesn't consume much energy, making it a highly desirable skill. The wave itself is shaped like a sphere and is constantly spinning, additionally increasing its already high speed. So far, Arthur has demonstrated the ability to fire more than one Celestial Comet, making this a highly versatile ability. The spheres are always coloured in gold. Upon colliding with the target, the sphere will combust, creating a massive explosion, powerful enough to break down a large thick wall.
* **Tesentis**(魔れ複, *Tesenutisu*): By pointing the ring towards the desired target, Arthur is able to fire up an enormous amount of Celestial Energy shaped like a laser-beam at his opponent. The ray of energy is said to have a high destructive capacity, being able to pierce through most types of metals and even create holes in walls. The ray is said to be coloured in gold almost always, but on few occasions,  due to lack of energy, the ray appeared silver.
* **Celestia** (セレスト, *Seresutia*): By pointing the ring up in the sky, Arthur is able to release an enormous amount of Celestial Energy that glows golden and surges around him, hardening as it reaches a state of a perfect sphere that keeps orbiting around Arthur, deflecting most of the magic-based attacks heading for Arthur. The shield can easily be broken my sheer power and any type of physical damage, such as hitting a wall or getting slashed by a sword. Unless destroyed, this creation will orbit around Arthur until he commands it to dissapate.
* **Secret Art: Summon** (秘術召喚, *Hijitsu—Shōkan*; lit. Forgotten way of a Gate's Opening): This technique allows Arthur to call forth a golden magical circle embeded with Celestial Energy. He then proceeds in utilizing this spell by putting any type of a gate key through it whilst chanting the required incantation for the Spirit's summoning process. Using the Celestial Energy in the circle, the key will open the gate without any magical cost, making this a great trump-card for Arthur.

#### Hypnotic Ring Spells

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* **Sleep** (スリープ, *Surīpu*): First, Arthur puts his right index and thumb fingers on the Hypnotic Ring as the Lacrima starts to release negative energy stored inside of it. This energy forms a rather small green sphere which moves freely on its own. Upon touching the target, the sphere releases the energy stored within and is strong enough to put a grown man to sleep. This technique can't be used often, due to the long recharge of the Lacrima.

#### Healing Ring Spells

* **Remedy** (療法, *Ryōhō*): Firstly, Arthur puts his hand near the wound, his fist clenched so the ring is facing the wound. Then he starts releasing positive energy stored within the Lacrima, forming into healing energy as it reaches the tip of the ring. The energy than groups into a small green sphere that is capable of moving on its own. When the sphere touches something organic, regardless injured or not, it releases all the energy stored within, healing the wound. This technique, even though useful, cannot be used as frequently, due to the long recharge time of the Lacrima.

#### Force Field Generating Ring Spells

	+ Force Volley
* Force Cube:

#### Telekinetic Ring Spells

* **Telekinesis** (テレキネシス *Terekineshisu*) is a type of Caster Magic that allows the user to move physical objects and substances with their mind. This is done by manipulating the Eternano from both within the Mage and from without the Mage (the ambient Eternano). The process can be quickly and easily described as "visualizing" the movement of the matter that the Mage wishes to manipulate. Basic level use of this Magic is categorized as Macro-telekinesis and more advanced levels of this Magic can be categorized as Micro-telekinesis. The most skilled users of this magic have been thought to possess other magic's, due to the nature of Telekinesis. Macro-telekinesis, of course, refers to the movement of larger objects like people, furniture, weapons and plants and earth. Skilled use of Macro-telekinesis has been mistaken for other magic's, such as Earth Magic or Plant Magic, however only as far as a beginner in said magic. The skilled use of Macro-telekinesis could also be mistaken for a single Wind Magic spell as the user could cause themselves to levitate and fly. Micro-telekinesis refers to the movement of smaller substances and, therefore, is a lot harder to do as it requires a great deal of precision and control. Micro-telekinesis can, due to what it works with, appear similar to other magic's. The easiest use of Micro-telekinesis is the movement of water and other liquids, which can to a degree appear similar to Water Magic. There is also the ability to cause movement in the air or with the wind and can be easily mistaken for  Air or Wind Magic. The most difficult use of Micro-telekinesis is often called Pyrokinesis or Cryokinesis. This requires the most control and is the most likely to be confused for another magic,  Fire and Ice Magic respectively. The user would raise or lower the temperature by visualizing the movement of the Eternano to either increase or decrease and therefore either set something on fire or freeze it. Masters of Telekinesis can combine the Macro and Micro levels of this magic to use what has been referred to as Tactile Telekinesis. By using the precision of Micro-telekinesis, the mage cloaks themselves in a layer of their own telekinetic energy just above the skin. Through this, they are capable of approximating feats of super-human strength, flight and a degree of invulnerability, which allows them to deflect solid objects the moment they make contact with the telekinetic energy. Also, by using the precision of Micro-telekinesis, the mage can extend the telekinetic field around objects they make contact with and then lift them using the skills of Macro-telekinesis to appear to have super-human strength.

#### Interspatial Ring Spells

* **Requip** (換装, *Kansō*): Requip is the most common type of Holder Magic in Earthland. This Magic allows the user to store items in a pocket dimension so they can easily summon it at any time, even during battle, which gives them a high level of flexibility in combat. It is said that the user summons the items from a pocket dimension; the notional place that things come from when they are needed, and where they go back to when not. The actual location of the pocket dimension is very hard to determine. Usually, a pocket dimension only holds a few things, not because it is limited in capacity, but because that is all it is ever used for - for example, this is where the user normally summons the armour and their equipment; withdrawing things even during battle, which gives them a high level of flexibility in combat. However, there is a limit to how much the pocket dimension can store. Requip can be used in or out of combat; as it can be used for such simple tasks as changing clothes, but can also be used in the midst of battle. Upon using this Magic, Interspatial Ring's glyphs glow bright blue, as well as the object that is summoned, that is, deposited. It seems that the user would simply pull any items that they had collected out of nowhere and then they would just vanish without any physical means of transporting them. Arthur uses his pocket dimension mainly for storing his keys and weapons. Upon summoning the keys or weapons, a golden magic circle appears at the place where the object was summoned. While the keys are in the pocket dimension, Arthur is able to communicate with them telepathically and some of them are even able to summon their key to Arthur's hand.