Alistair Vroman

"*I possess a strong sense of justice, like my father before me. I have devoted my life to keeping the people of Ishgar safe from harm, to uphold the laws of this land I call my home. I am a knight and I shall live by my code until the very end if I must.* "
—Alistair
**Alistair Vroman** (アリスターアフローマン, *arisutaaa Furōman*) is the head of the Vroman's branch family and cousin to both Alice and Theodore. Born in Crocus, Fiore in the year X780 Alistair was born into the branch family of the Vroman's and eventually took over as head of the branch family at the age of seventeen years old. At which point in his life he had enlisted into the Rune Knights, becoming a captain of a squad within the custody enforcement unit after only a three years of service after showing incredible leadership skills during a mission when he was forced to take command after his captain was killed by a group of dark mages in a surprise attack as they attempted to overthrow a small village several miles outside of Crocus. He held off the group of dark mages alongside three other wounded knights for several days before a message could get through and reinforcements could arrive. This achievement along with being the son of another former Rune Knight earned him great praise from the Toranku 15 as well as a medal for his bravery and the nickname, Toutatis, after an ancient God of War and Protection. He is a master of Weapon and Gravity Magic, also being a user of Earth Magic.

## Appearance

Alistair is a handsome young man appearing to be in his early to mid-twenties with short red hair, a staple of the Vroman family. His face consists of soft features, possessing a heart-shaped head with a pair of deep blue eyes and an ever-present smile on his face when in the presence of company. His checks are somewhat chubby, possessing a thin layer of fat that gives him a younger look despite his age. This coupled with his inviting smiles makes him a very approachable person, having adopted his Charisma from his father and making him excellent for executing business deals during social events. When his brow furrows she begins to look like a completely different person, his smile fading as he becomes completely absorbed in the battle ahead of him. This look is often said to be very intimidating, giving him an edge when a friendly face just won't do the trick.

As a knight, Alistair possesses a very lean and muscular build as he spent years going through ruthless and agonizing training to earn his uniform as a Rune Knight. His chest and abdomen are incredibly muscular, possessing a strong core and upper body. He has heavily defined abdominal muscles and pectorals. His triceps and biceps are also well defined, his entire body being well balanced in terms of muscular definition. This gives him a very healthy look without making it look as though he is some kind of work out fanatic obsessed with gaining muscles. He possesses little to no body hair and his skin is smooth aside from callouses on his hands and a large scar across his back from when he was once betrayed by a trusted ally. His lower body consists of long legs, his approximate height being just below six foot, seven inches.

Alistair's wardrobe consists of his formal off-duty uniform worn to formal events and meetings. This uniform is a black and white tunic worn under a white military jacket with white pants and boots. This uniform is made of incredibly durable, quick dry, water-wicking fabric and created by some of the best seamstresses in all of Ishgar. The white color is not only to make them easily spotted when in public but also as a symbol of status, bright clothes capable of easily showing dirt being uncommon amongst lower class citizens. A belt in which the sheaths of their swords are attached is also commonly seen as he prefers to carry his swords on him at all times. When he is on duty, Alistair must dawn a suit of heavy silver colored armor made of magic nullifying metal which absorbs ethernano upon contact before where it will be stored within the armor before being slowly released in the form of an aura emitted by the armor. Alistair's more casual clothes consist of T-shirts and jeans, and a pair of boots.

## Personality

Alistair known as a very dignified individual, showing great honor and class as he represents his family's name with great pride. He is highly respected by his fellow knights for his incredible skill as both a leader and a swordsman. His grace on the battlefield is often said to be like nothing anyone has ever seen before as he cuts down his foes with great precision. His piercing gaze said to send shivers down the spines of even his most hardened enemies. He possesses a strong sense of justice, it being a large reason for him joining the Rune Knights, his father being a former Knight himself being a mere coincidence. He hopes that by being a part of the knights that he can make the world a better place for the people of Ishgar, ridding the world of one evil at a time. Alistair, like all members of the Vroman family, possesses great intellect. However, rather than use his great mind in an attempt to further the knowledge of the people of Earth Land through scholarly studies like many of his ancestors and current family members, he has chosen to use his great mind to further the safety of the people of Ishgar, having graduated from the University of Crocus with a masters in Criminal Justice and a minor in criminal psychology. He is often brought in to observe and participate in interrogations, normally ending up with fantastic results.

Outside of his work, Alistair is known as a somewhat carefree and charming individual, often spending his free time at the Vroman estate or meeting up with friends in town. Those who have spent lengthy amounts of time with Alistair when he is off duty will say that he is a very charismatic individual capable of getting others to open up to him rather quickly. It is for this reason the people often choose to confide their troubles in him. He takes them very seriously, never sharing the secrets they trust him with. He is also known to care deeply about equality for all races, genders, and sexualities, often attending different rallies and parades celebrating one or all of those things as security. His kindness is known all throughout Crocus, spending a lot of time as a volunteer and helping others with their problems if he sees them having trouble, fixes fences, carrying materials, breaking up fights, almost anything one can imagine. He enjoys helping people and hopes to set an example for others to make Earth land a better place.

While Alistair's sense of justice remains intact, the life of a Rune Knight is not as romantically black and white as he had believed it would be. The world is not as simple as dividing it into good and evil as there are exceptions to every rule, reasons to justify everything, even if those reasons only make sense to the person committing the actions. He has had to make tough choices that have left him awake at night wondering if what he chose to do was truly what was best for the people of Ishgar. Regardless of how much his own ideas have been pushed, he holds strongly to his beliefs and strides forward with confidence as he now understands that the only thing he can do is rely on his own judgment to make the tough choices and hope for the best. Even in the face of all the shades of gray he chooses to believe that there truly is a greater good that he is working toward and that can be achieved through keeping an optimistic attitude and not letting every "what if" get to him.

## History

Alistair was born to Augustus and Eleanor Vroman in Crocus, Fiore, x777 within the Vroman estate where he would spend the majority of his young life alongside his two cousins, Alice and Theodore. His father at the time was the current head of the branch family, being the younger brother to Alexander Vroman who was the current head of the main branch of the family. Even at a young age, Alistair understood the difference in status between himself and his two cousins something only Theodore didn't seem to care about as the two often played together while Alice spent her time alone, studying. While Alistair originally believed that her avoidance of him was simply due to their difference in status, he soon came to understand that such a small detail was only part of her reason for avoiding him as she seemed to avoid everyone, preferring solitude to company. The two future heads differed very much in this regard, Alistair always getting along with everyone he met as he befriended all the other children staying at the estate, assuming the involuntary role as their leader. Using his leadership he formed his own miniature squad of rune knights that he would lead on a patrol of the estate's borders alongside the actual guards at least once a day much to the amusement of both their parents and the guards.

Regardless of their conflicting personality, both Alistair and Alice were required to speak with one another for at least one hour a week as they were taught their future roles within the family as its heads. While Alistair did his best to befriend Alice, she always seemed distant no matter what he did. The only time he was able to get a reaction out of her is when he teased her about something. Whether this be the scowl that always sat on her face, telling her she'd never get a husband looking like that. Or her clothing as Alice preferred to dawn ancient traditional wizard's robes that he often informed her made her look like a nerd. While he did have a tendency to tease her, he made sure to tell her that he didn't mean most of it and that it was only to get a reaction out of her. As they grew, they were able to find common ground in the fact that they both wanted what was best for their family name and were able to work together toward that goal.

Unlike his brilliant cousins, Alistair went through school regularly graduating from the university of Crocus with a masters degree in criminal justice at the age of twenty-three. After graduation, he immediately joined the Rune Knights and began to live out his dream of serving the Magic Council and the people of Ishgar. Being a Rune Knight was not exactly what Alistair expected, his job consisting mostly of patrolling the streets of Crocus. However, the regular petty criminal was enough to satisfy his taste for dishing out justice, finding the lack of heavy crime in the city as a sign that the world was indeed a much better place than he would have believed based on the stories he'd been told by his father growing up. He found that such an idea was just a fools fantasy once he was transferred out of Crocus where he spent several months in a small village outside of the capital city. It was during his time in that small village that he saw things that he knew would haunt him for the rest of his life, even being betrayed by one of his fellow knights at one point as a dark guild tried to take over the town. After holding off the dark guild for several days, wounded and tired, he was awarded for his bravery and leadership in the face of overwhelming odds that the Council claimed would have broken a lesser man. He was then placed as the leader of a small squad of Rune Knights within the Custody enforcement Unit.

After his first year as leader of this squad, he took some leave and tracked down the former Rune Knight, an old friend whom he had trusted greatly, and took his life. The task was not easy and his morals did not allow him to simply strike down his former friend, challenging him to a duel in which the two would fight to the death. Both being highly skilled swordsmen, the battle lasted for hours as both struggled for every scratch until one of them slipped up and Alistair was able to take the momentary advantage to strike down the man who had, a year earlier, stabbed him in the back, both literally and metaphorically. Despite justice being served, Alistair didn't feel as though he had done anything he could consider good, knowing that the death of his former friend would not bring back the soldiers he lost, nor would it put them at rest. What he had served out was vengeance in the name of justice as he had held a bit of hatred in his heart as he plunged the blade through the heart of his former friend.

Alistair continues to move forward with his life, not letting that small slip up effect him as he goes about his duties as a Rune Knight of the Magic council, having been transferred back to Crocus where he now spends much of his off-duty time at the Vroman estate, keeping things in order while his cousins run a legal guild south of the capital. While Alice still handles much of the diplomatic and financial responsibilities, he is left with keeping the family organized in her absence, making sure that everyone continues to do their respective jobs and that everything runs smoothly. He is also in charge of taking care of his parents as well as his aunt and uncle who require minor assistance every now and again and constantly nag him about finding a wife.

## Equipment

**Fukurokuju**:

**Fragarach**:

## Magic & Abilities

### Physical Abilities

**Intellect**:

**Strength**:

**Speed**:

**Keen Observational Skills and Senses**: Alistair possesses keen sense obtained through several years of training and hunting alongside his father in the forests surrounding Crocus. He understands how to feel the air around him, noticing the smallest of changes in wind direction, being able to taste and smell the air to pinpoint objects of interest as if he were a bloodhound on the hunt. His ability to track is nothing to be overlooked as some minuscule thing he can do as it allows him to quickly notice and react to changes in his environment. During his time at university, he also took several psychology courses which granted him the necessary skill to read the slightest changes in body language and even tone of voice as he studied what it was that made regular human beings tick before moving on to learn about what it was that made criminals do the same thing. It is thanks to these two things that Alistair possesses the ability to read others as if they were open books, analyzing them from head to toe before even uttering a word to them. While his predictions are not always accurate, he has faith in his abilities and uses them whenever encountering anyone he believes may be a threat to himself or others. Thanks to his cousin, he is also able to read lips and speak in sign language, allowing him to silently communicate to others without the need for telepathy.

**Grand Master Swordsman**: Being trained from birth in the art of swordsmanship, Alistair followed closely in his father's footsteps, quickly picking up on different techniques and perfecting them in a matter of weeks. Alistair eventually became the star pupil of the dojo he trained in at the young age of ten, becoming much more skilled than the older students due to the extra lessons taught to him by his father to further advance his skill. Not only is he able to wield a sword with deadly results he was also quick to understand the spiritual side of swordsmanship, understanding what it meant to hold a sword, to draw it with the intention to kill. It was an extension of himself, his arm, his will, and his ideas, meant to not to strike down those who stood in his way but to protect that in which he cared for most in this world. Graduating from his dojo at the age of sixteen, he would go on to further his skill with advanced training and actual combat after enlisting into the rune knights in hope of using his blade to protect his ideas and the people of the country he loved. On the battlefield he is a force to be reckoned with, wielding his blade with the skill of a grand master swordsman, eventually gaining the title after defeating twenty skilled men in armed combat with his sword alone. Alistair carries two swords with him at all times, Fragarach, a blade forged by his own hand to be light yet durable and the sword passed down through the Vroman family for generations, Fukurokuju, a noble sword that is one of only seven in existence capable of casting Saisen Offering, a powerful spell capable of taking down even the most powerful of foes if used correctly. Alistair is also a master of Sword Magic, furthering his abilities in swordsmanship as he is able to channel his ethernano into his sword to cast powerful spells. He has even learned to do this with magic outside of sword magic, utilizing his sword with his other magics to devastate foes.

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

**Hand to Hand Combatant**:

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

* **Jūdō** (柔道, *Jūdō*): Judo, meaning "Gentle way" is a martial art in which the objective is to throw or take down the opponent to the ground in an attempt to immobilize or otherwise subdue them. This can be done in a multiple of ways including joint locks, chokes, strikes, and arm thrusts. Defense against weapons is also taught in this form of martial art, disarming, and countering opponents. Users of this martial art are known for their ability to knock opponents off balance, grappling their opponents before throwing them to the ground with ease.
* **Jeet Kune Do** (截拳道, *Jeet Kune Do*): Jeet Kune Do is a form of martial arts that utilizes elements of other fighting styles such as Kung Fu, fencing, and Boxing. Users of this form of martial art are said to be able to "Move like water" which is a key element of the fighting style that is highly emphasized by masters of the art. Users efficiently deliver strikes at unimaginable speed while still maintaining the maximum force behind each and every strike. Deflecting and parrying strikes are also an important part of this art as users are known to use their opponents own attacks against them to open opportunities to deliver counter strikes. Like Aikido, Jeet Kune Do is a martial art meant to bring an end to the conflict quickly, meant to conserve the user's energy while also leaving the opponent mostly unharmed.

### Magical Abilities

**Vampyre Enhancement** (血液宣揚, *Ketsueki Senyou*): A strange ability that can be triggered by those who have the blood of a Vampire running through their veins or somewhere in their lineage. Those who could activate this ability were once known as Hunters, humans with the ability to take on vampire-like power for a short time. Today those who possess the ability to activate this do not know where it is that this ability comes from as vampires have faded into obscurity and the need for hunters died out. This state is fueled by the adrenaline produced during combat. So long as they remain in combat, they can use this ability for approximately seventeen minutes. It is during these seventeen minutes that the ability is activated that the user will experience its effects. The most notable of these effects being a severely heightened pain tolerance, users often shrugging off broken bones and mortal wounds as they continue doing all they can to finish off the target of their bloodlust. This ability allows them to remain conscious even after experiencing pain that would force most other to pass out. There are several other abilities that come along with this ability. These extra abilities include enhanced durability to go along with their enhanced pain tolerance. This ability allows them to easily survive and continue fighting even after suffering severe physical impact or falling from several stories, the durability of those under the influence of this ability is said to be three times that of when they are not under its effects. Enhanced speed and strength are also part of this ability, the user being able to push their muscles to the max to perform extraordinary feats. Their stamina and endurance are increased as well, users being able to run at great speed or lift heavy objects for the full amount of time the spell is in effect. Their reflexes are also greatly enhanced by this ability, being heightened three times that as a normal human, thus allowing them to easily dodge attack delivered by those with magic that effects an objects rate of movement such as High Speed or Slowing Magic. When using this ability, Alistair's cool and calm demeanor will give way to bloodlust, trading all reason for power as the user becomes liken to a beast whose only goal is to complete slaughter their target(s). When in this state they will show no mercy, fighting until the ability wears off, it is prematurely stopped via being knocked out, or until their opponent is dead. It should also be noted that due to the fact that this state awakens the Vampire blood within them they become immune to magic such as Sleep Magic.

**Harmonic Convergence** (高調波収束, *Kōchōha Shūsoku*): The process of converting ambient ethernano into a form a mage could store within their magic origin is a time consuming one. One that can take upwards of twenty-four hours if the mage's origin had been fully or nearly depleted. Harmonic Convergence is an enhancement that allows a mage who has spent years training and have mastered ethernano manipulation to take in and store the ambient ethernano from the world around them. This pure ethernano can be stored within the mage's second origin for a period of time and utilized later in battle. This process is normally done through the use of meditation, the body drawing in the pure ethernano into their body over the course of this spiritual activity. This allows them to replenish their stores at an accelerated rate, restoring in only a few minutes what would take a regular mage hours to collect within themselves. Normally, taking pure ethernano into the body in any way without converting it would harm the mage who attempted it, leaving them incredibly sick and possibly damaging their magic origin forever. However, these masters of ethernano manipulation have the ability to use the preexisting ethernano in their body to act as a buffer, protecting their origin from the pure ethernano in much a similar way that a lining of mucus protects the walls of your stomach from the acid within it. This pure ethernano will be stored within the user's second origin to be brought out later. There is of course a catch, the user may only fill half of their second origin with this pure ethernano. A perfect balance between the already converted and the pure ethernano within the second origin. If the converted ethernano were to be held in majority over the pure ethernano, the pure ethernano will be overwhelmed and will be ejected from the body. This will cause the user immense pain and has the possibility of damaging the magic origin. If the opposite were to occur and the pure ethernano became the majority of ethernano held within the second origin it would be the converted ethernano that would be rejected and the pure ethernano would completely fill the origin, damaging it beyond repair by even the greatest of Healing Magic users. The user will completely lose the ability to cast magic of any kind forever, being unable to convert ethernano due to the damage caused by the sudden surge of pure ethernano into the origin without the use of a buffer to protect it.

Despite the risks, many masters of ethernano manipulation choose to utilize this ability to gain the upper hand against powerful enemies. The utilization of pure ethernano in battle has been known to boost the physical capabilities to that of a peak human and transform the spells cast by these mages into far more powerful attacks than they could have hoped to achieve by only using the converted ethernano produced within themselves. Spells cast by mages the utilize only the pure ethernano stored within them will lose any elemental typing they may have once had, becoming energy based, twice that of the spells original strength during this form when converted and pure ethernano were used in unison. The danger of this comes from the fact that one must remain still to take in pure ethernano, meaning that utilizing spells that rely solely on that form of ethernano has a greater risk of upsetting the balance of ethernano within their body. Physical changes also occur when the mage begins using this enhancement, their body will begin to give off a white glow similar in appearance to that of an aura release but any seasoned mage would instantly be able to tell the difference from a regular aura release and the activation of harmonic convergence. The crushing pressure released rivaling that of a monster aura. The pure ethernano's effect on the body has also been known to affect a person's iris', making them appear to glow.

**Magical Prowess**:

* **Magical Aura** (魔力の霊気, *Maryoku no Reiki*): A magical aura is the exertion of magical energy around the user's body. Encapsulating the user in an aura of a color befitting their personality. Colors and potency of Magical auras are various. This aura is normally accompanied by a pressure of sorts, the strength of this pressure depends on the level of magical aura the user wields. Depending on the level of ones magical aura as well as their control over it, it may also be used as an intimidation tactic or even as a way to negate weak attacks. Magical aura come in three different forms, a standard aura which is exhibited by those of weak or average magical power. These auras are often weak, only being able to intimidate none mages. The second of these auras is an S-class aura which is exhibited by those whose level of magical power is equal to or greater than that of an S-class mage. This aura emits and overwhelming pressure that most anyone might find intimidating. The final and most powerful form of aura is the monster aura which is only exhibited by those whose level of magical power is equal to or exceeds that of a guild master or wizard saint. These auras encompass a large area around the user, releasing an incredible amount of pressure. This pressure may even completely immobilize some opponents. The user is replaced by a phantom-like apparition as they are completely enveloped in their respective color.

**Saisen Offering** (与えられた賽銭, *Ataerareta Saisen*):Despite being used with a Sword of the Shichi Fujukin, Saisen Offering is not actual a sword ability, more so, it is actually a spell whose activation can only be started once a hit has been achieved with the blade. Once a hit has been made on the user's opponent with any part of their sword, including the hilt, a small ethernano construct will appear to float beside the affected target. This creature, looking like a small chibi robot with a counter in its forehead, has been seen to be indestructible due to its construct, to where even the highest of Enchanters haven’t been able to destroy its form. It is not of any offensive advantage to the user, and it will always move out of the way of the battle, making it a useless defensive tool as well. Once this ethernano counter is present, which has been nicknamed Bani, the chibi robot will begin keeping track of an ever increasing MP loan. This MP is a numerical representation of the aura that each mage gathers and stores within their origin. Each mage has a present ethernano output potential (PEP), which is the current level at which their magical strength is at. There is also a limit on how much magical power (MP) a mage can release during one spell, which is a combination of training, charging time, and spell damage potential; but this actual ethernano output potential (AEP) can never exceed the PEP, or else a mage would collapse from magical deficiency syndrome. This AEP is something many are able to determine through the use of a Magic Power Finder (MPF Finder), as the spell they use on the orb will result in a corresponding number. A PEP could be found using this same tool if a mage were to continue to attack the orb, adding each number together, until their magic runs out. As a mage continues to battle they start to expend MP naturally through the aura they give off, typically a negligible 1-10 MP per second. But when a mage begins to use powerful spells, increasing their AEP with each move, their PEP begins to lower and approach a point to where mages will collapse from exhaustion, unable to use any more of the MP to meet the AEP required of even the most basic spells. How Saisen Offering works is with the first strike of their sword, the user will give their opponent 210 MP, or part of their own ethernano reserves that his opponent can use in one of their own attacks. This 210 MP is a typical level of an ethernano infused blade, though the number can increase if spells such as Sword Pressure or Sword Beam are used to initiate the spell. For explanation's sake we will go with the amount of an average sword graze, a hit that will start Bani off with a beginning amount of 210 on his counter embedded in his forehead. The user's spell will then begin to charge ten percent interest every ten seconds, as long as their target is within 1000 meters of their being. This interest will continue to accrue throughout the battle, as well as aura lent by the user to their opponent through ethernano based attacks, until the counter reaches his targets PEP. Bani will grow in size as a visual representation of the increasing debt, serving more as a psychological pressure than anything. After the initial loan of 210 MP, interest will begin to accrue, but Ebisu can increase that amount by loaning his target more of his MP. This can only be done through his attacks that rely on ethernano to hold their form. Meaning that magical attacks, such as a Fire Dragon's Roar, will have their ethernano transferred to the total MP amount displayed on Bani’s forehead if they successfully land. This can come at a slight positive for his target, as the attack will feel like nothing because the ethernano that typically causes damage will go straight to Bani. Physical attacks, such as punches and sword slashes, will still be felt as pain by his target, but can also serve to loan MP if they are covered with ethernano. When the counter surpasses the amount of remaining PEP of his target, his target will “bust” and the spell will act as a nullification hold on the targets magical origin for a span of five days. This means that should a mage “bust”, they will be unable to use any ethernano related attacks or power ups for those five days until Bani releases his hold on their magical origin. Once his target has “busted”, any subsequent attacks will resume their full effects on the now magic-less target. The only way to get rid of Bani during the course of a battle, before they "bust”, is to pay back the MP signaled on Bani’s counter. This can be done through successful hits on the user’s person, though only those that are ethernano based will count towards paying off the debt owed. A downfall is that, until the debt is repaid, the user won’t take damage from ethernano based attacks as well. This feature basically turns the course of battle into a physical fight, though the user has the advantage because they can use their ethernano to increase their speed and physical features; where as if his opponent were to do such a stunt, it would lower their PEP, due the fact that they would be expending MP through the AEP of their supplementary spells. This would only lower the time it would take for Bani to reach "bust". As the interest grows and grows, the user's victory becomes more and more assured, making this spell one of the most detrimental abilities to come across

#### Gravity Magic

**Gravity Magic'** (重力の魔法, *Jūryoku no Mahō*): Gravity Magic is a powerful form of Caster Magic that allows the user to manipulate the forces of gravity to destroy their opponents. Users of this magic are highly sensitive to the presence of gravitons in the air around them, pouring their magical energy into them before taking control of them and utilizing them to cast their spells. Having authority of these gravitons allows the user to manipulate gravity however they wish, using it to create similar effects found in other magic like Telekinesis. They can stop objects in mid-air, making projectiles all but completely useless against them. They can also raise and lower the gravity at will, breaking the laws of physics by even changing the direction of gravity, pushing away opponents or pulling them in certain directs. Users of this magic an enhance their own physical capabilities by lowering the gravity around them, giving them incredible speed and strength. The force of the magics casting alone is more than enough to crush solid earth. Users can also use this magic for defensive purposes, creating gravity force fields to protect them from oncoming attacks, making frontal attacks basically useless.

Those are just an example of the power possessed by users of gravity magic, their complete authority over gravity allowing them to heighten the gravity around them to such a degree that it collapses in on itself to create black holes capable of sucking in large amounts of matter even the forces of light are incapable of escape the black hole's gravitational pull. The more matter taken in by these black holes the more powerful the explosion that is created when these black holes collapse in on themselves. Similar to black holes, users can also create "white" holes. Being created in the exact same manner to their black cousins, white holes can be used in tandem with black holes to redirect attacks, anything that enters the black holes can be shot from the white holes.

* **Rise** (騰貴, *touki*): A basic spell that allows the user to lower the gravity around them or other objects. The user begins casting this spell by taking control of the gravitons surrounding the object he wishes to lift or "rise". The user will then use their own magical energy to disperse the energy if the gravitons around the object or object in question, effectively negating their hold on objects and allow said objects to begin floating through space. The user can control this object similar to a telekinesis user by manipulating the gravitons surrounding the negated gravity field, pushing the object around using the still active gravitons. The user can allow the object to float as high as he wants it to until it becomes out of range, which has been estimated to be just above one full mile into the air.
* **Fall** (下降, *kakou*): Another basic spell that is also a sister spell and exact opposite of Rise. This spell is cast in much the same way, the user taking control of the gravitons around the object they wish to cast this spell on by infusing the particles with their own magical energy. The user will then increase the number of gravitons in the area by pulling them away from other areas. This means that while the gravity will increase in the area around the target it will decrease slightly in others. It should be noted that this decrease is minimal, pulling in gravitons from a number of different clusters around them. This collection of gravitons will converge on the object, increasing the gravity acting on the object to whatever degree the user sees fit. This spell can have horrific effects on the victim's body, causing lightheadedness at just twice earth's gravity bearing down on them. The user can continue to converge gravitons to this single area until the gravity has reached six times earths gravity, effectively crushing the opponent to a pancake. The side effect to casting it that high is immense stress on the user's body, resulting in lightheadedness and possibly fatigue.
* **Push** (押し, *oshi*): A basic spell of gravity magic that allows the user to push objects away from them, completely ignoring the laws of physics and turning gravity on its side. The user initiates this spell by infusing the gravitons around the user with their own magical energy before increasing the number of gravitons around them, turning the gravity on its side before increasing it, throwing the opponent back, often with great force. The concentration of gravity is normally highest in the chest area, meant to knock the user off balance before a second increase in gravity throws them back. Those who have experienced this attack have described the sensation as similar to being hit in the chest by someone much larger than they are, often knocking the wind out of the poor victim and leaving them to try to catch it. This attack can be deadly for those moving toward the user at highspeeds, the gravity change normally causing a sudden stop that many describe as running face first into a brick wall. If the opponent is moving at high speeds, the sudden stop may break their neck or other bones in their body depending on their speed.
* **Pull** (牽引, *kenin*): Another basic spell of Gravity Magic, and the sister spell to push, that allows the user to pull opponents and other objects toward themselves. Similar to its sister spell the user takes control of the gravitons surrounding the user, breaking the laws of physics by turing gravity on its side. Rather than pushing the victim away it will pull toward the user, normally focusing the pull in their hand. Objects are normally pulled toward the user at speeds just above seventy miles an hour depending largely on whether or not they choose to resist the pull. Opponents who have experienced the pull of this spell have described it like losing all control over their own body. Like they had suddenly become weightless before a powerful forces acts upon them, pulling them back. This spell can be deadly to those running away at high speeds, very similar to push, the opponent will come to a sudden stop once the force acts upon them. This means that objects going at dangerously high speeds have a possibility of breaking bones or causing other injuries.
* **Fly** (フライ, *furai*):
* **Weight Change** (逆転, *gyakuten*):

* **Black Hole** (ブラックホール, *burakkuhouru*):

#### Earth Magic

**Earth Magic** (土魔法, *Tsuchi Mahō*): Earth magic is a form of Caster and Elemental Magic that allows the user to utilize the element of 'earth' to cast powerful spells. This "earth" can mean a variety of different types of stone, mud, sand, and even magma, making this magic highly versatile in combat. Users can cause powerful earthquakes or create and throw "earth" at targets at high speed through the use of their own magical energy. The "creation" of stone is made possible by gathering ambient dirt particles carried on the wind and lingering in the air, the user will pull these particles from the area around them and condenses them together to create rocks. It is because of this that a user's ability to create earth can be aided or hindered by the environment they find themselves in. Deserts and other areas littered with loose dirt and rock make excellent areas in which the user can utilize this ability to its fullest potential. Users of this magic can tunnel through most forms of dirt and rock with ease, allowing them to escape sticky situations and strike the target from below.

Earth magic users can create things such as dirt and stone, allowing them to smash and hurl these heavy, sometimes massive objects at targets with great ease as their magic allows them to lift these objects telekinetically. Earth magic users magic effects any and all types of stone and dirt, including but not limited to Limestone, Granite, Marble, Soapstone, Slate, Clay, and even the many gemstones found in the earth such as diamond. This ability to manipulate earth also extends to things such as mud and sand. As mud is simply "wet dirt", earth magic users can manipulate this soggy soil into devastating attacks such as whipping the mud at opponents to slash them. Because this dirt is also filled with water, earth magic users can 'drown' opponents in mud similarly to how a water magic user might do with their water. In muddy environments, earth magic users also have the ability to harden the mud, banishing the liquid from the earth they intend to use. Advanced users can do this on a large scale to turn swamp areas into plains or deserts if they so choose, but doing so requires a lot of magical energy despite how simple the task sounds.

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

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

**Earthen Sense** (だいちいしき, *Daichi Ishiki*): Earthen sense is an incredibly basic spell, usually the first mastered by those practicing earth magic. This spell allows users to track and locate others that are touching the ground, making this spell utterly useless against flying opponents. Users can initiate this spell in a multitude of ways, so long as a part of their body is striking the earth in some way, shape, or form. Upon striking the ground the user will send out a pulse of their own ethernano into the ground. This pulse will spread out in every direction for several hundred feet with a maximum range of eight hundred and forty-six feet. The pulse will move outward from the target until it comes in contact with other objects such as rocks or trees, or other vibrations created by objects moving along the earth's surface. Upon coming in contact with objects, the pulse will return to the user, giving them an incredibly detailed map of the objects and individuals around them, even allowing them to determine the heart and breathing rate of their opponent, making it easy for those who use this ability to tell when an opponent is tried and even when they are lying.

This spell also penetrates three feet into the ground, allowing users to easily find landmines and other hidden traps within the ground. This spell makes hiding from earth magic users nearly impossible, opponents who attempt to do so are easily discovered and dispatched. While this spell can be used while wearing shoes, most prefer to use it without them as the spell is normally much more accurate when the user maintains skin to earth contact. Users also tend to close their eyes when using this spell as the clash between their visual interpretations and the information obtained through the use of earthen sense has a tendency to confuse and disorient the user. This spell works very similarly to echolocation, the vibrations sent out are returned to the user with information about the environment they are in.

**Earth Cutter** (だいちカッター, *Daichi kattaa*): An incredibly basic spell, normally the second learned by those who chose to practice earth magic. This spell allows users to cut and dig through solid stone no different than one would be able to do to fresh powdery snow. The user is able to achieve this ability by wrapping their body or the body part they wish to use, which in most cases is either the user's hands or feet, in the ambient ethernano found in the air around them. The user will then send out a blast or wave of ethernano into the ground or stone they wish to cut through, the ethernano blast sent through the stone of dirt will break apart the molecular bonds that keep the object together, effectively breaking it down and allowing the user to easily cut or smash through. While this was originally created to be used for the purpose of things such as construction and therefore, unable to be used any further than close range. Those utilizing this technique in battle have discovered a way to make this a mid-ranged attack, condensing the ambient ethernano pulled from the air round them into an invisible, flat, disk or blade-like object which can be thrown.

This object will have a similar effect to the pulse of ethernano the spell normally takes the form of, when it comes in contact with something such as stone or any other form of earth it will cut through it. More advanced users have found a way to utilize the pulse as a long ranged attack, creating a "wall" from the ambient ethernano around them before sending it flying forward. This allows users to quickly and easily punch large holes in the ground or wall to make trenches or doorways, however, it can also be used to negate projectile attacks. For example, if a rock of some kind is throw at the user and said object comes in contact with the ethernano pulse fired by the user, the rock would quickly turn to dust. These earth cutter techniques allows users to easily cut and tunnel through dirt and stone, the showing of this ability is normally enough to intimidate most people as they watch someone crush solid rocks to dust as though it was nothing. While these pulses can be devastating to earth based attacks, it is completely harmless to humans. People who come in contact with any of these pulses will simply feel as though they had been hit by a quick gust of wind possibly strong enough to knock the hat off of someone.

**Earthquake Slam** (地震スラム, Jishin *suramu*): A basic yet devastating spell utilized by earth magic users. This spell allows users to cause large tremors that leave behind large fissures in the earth. The user initiates this spell by concentrating a large amount of ethernano into either their hand, normally curled into a fist, or their foot before striking the ground with incredible force. The ethernano that had been concentrated into either the user's hand or foot with be instantly released into the ground upon impact. The sudden release of such a large amount of ethernano into the ground causes a sudden violent explosion to occur deep under the earth, the shockwave caused by this explosion will cause the ground within a twenty-meter radius of the user to begin shaking violently, knocking opponents off balance. The explosion is also released upwards, causing the ground to crack and push skyward, normally resulting in the rising of several spike-like objects from the ground which can further damage opponents. This attack also has a tendency to uproot trees, causing them to fall every which way causing further damage to the environment.

Advanced users can concentrate this attack for better accuracy and to cause less collateral damage to the environment around them. They will concentrate the condensed ethernano they have gathered into their hands into a form of a blast sent into the ground and toward their opponent with great speed causing fissures of earth to form along the surface of the ground before a larger explosion of earth occurs once the fissure has either reached the target or exceeded the spells range of exactly two hundred and fifty-six feet. This explosion will bring with it one of four things, it will normally be three large earth spikes that will jut from the ground in an attempt to knock the opponent skyward. This is normally the go-to thing because it is the most basic and normally the first learned by users who begin practicing this spell. The second is a large amount of mud that will shoot up into the air and then crash down onto the opponent in an attempt to disorient them. The third may be a large fountain of sand that will blast straight from the fissure and into the opponent's face, this is meant to achieve the same effect as the mud, to disorient the enemy long enough for the user to cast another, more damaging spell. The third and arguably the most powerful object that may come from these is magma, which is simply molten rock and therefore easily controlled by earth magic users. This magma will be released in a large wave which will crash down upon the target in an attempt to burn them. All four of these variants of earthquake slam are known as **Earthen Geyser** (だいちかんけつせん, *Daichi kanketsusen*).

 File:Earth Armor BD1.gif
**Earthen Armor** (だいちよろい, *Daichi Yoroi*): A basic spell of Earth magic that allows the user to create an armor made from earth around them to increase their defensive capabilities in combat. This armor can be made from a variety of different forms of stone, the strength of the armor depending heavily on the type of stone the armor is produced from. While it is possible for users to create these armors out of sand, mud, and magma, these choices are not highly recommended as both mud and sand are weak materials that tend to break fairly quickly when physical damage is dealt to them. Magma is not recommended for obvious reasons, while cooled magma may make for a good temporary armor, hot magma will have the same affects on the user as it would the target as earth magic users are not resistant to heat the way fire magic users are. Therefore, the magma would cause horrific burns and possible death to the foolish user. Diamond is considered the strongest material in which users can create armor from as it is nearly impossible to cut or shatter. While diamond armor is indeed considered the strongest of the possible armor sets earth magic users can create, the creation of said armor uses more magical energy than some would deem worth the effort. Though higher level mages have no qualms with using the magical energy required as their reserves are much larger than most others. Regardless of how strong or weak the armor may be, it will always suffer from the same weaknesses that have plagued all armor wears for thousands of years.

In order to allow the user mobility, the joints, waist, groin are not entirely covered by the armor and thus are the weakest points. A user can trade mobility for total defense by completely wrapping themselves in the armor including the aforementioned areas which would normally be the weakness of the armor sets. The user can, of course, free themselves from the self-created prison at any moment though they cannot move a single step in any direction while inside the armor. This is why this form of earth armor is rarely used unless the user is sure that reinforcements of some kind are on their way to help them, meaning said total defense is more of a time stalling mechanism than anything else. These "armors" can be placed around enemies though in a sub spell known as **Earthen Prison** (だいちかんごく, *Daichi kangoku*), trapping their foes. Users can also become their armors using the sub spell, **Earthen Embodiment** (だいちたいげん, *Daichi taigen*), which allows the user to become their element which in this case would be earth. Like all of the armor sets, users can become any form of earth, including diamond if they so choose.

While this sub spell is basic and incredibly easy to cast, done so by even the weakest of elemental magic users, it is maintaining the form that some have problems with as the form quickly drains the users magic energy before forcing them to reform into their regular body. While in this form, users will feel no pain and be granted a massive boost in strength. The variety of different types of earth that users can become makes this sub spell highly versatile in combat. Becoming sand allowing users to completely fade away into the air, spreading themselves out around the target to keep their exact location hidden even to those who are highly sensitive to the presence of magical signatures.

 File:Earthen Spikes BD1.gif
**Gaia's Reach** (ガイアリーチ, *Gaia riichi*): A basic offensive spell of earth magic that allows the user to create one or more hands made any of the different substances earth magic users can manipulate such as mud, sand, gemstones, and magma, not to mention the several different types of dirt and stone. These hands can be created in large numbers to unleash a barrage of powerful punches down upon opponents or as giant hands that can be used to crush several opponents at once, making this spell versatile for both one on one fights, and as a crowd control attack. The user can initiate this spell is several ways, from placing their palm on the ground or striking it with their foot. So long as the user is striking the ground in some way, shape, or form. The user creates said hands by pumping their own ethernano into the ground, infusing the earth in the area around them with their own magical energy, allowing them to manipulate and transform said earth, this is normally done at the beginning of battle, before any fighting takes place as this infused earth is used in many other spells.These hands, while normally shot from the ground, can be shot from walls or other surfaces. Hands created through the use of magma can also cause severe burns to opponents, giving hands made from this material and added effect.

Using a sub spell to Gaia's reach known as **Earthen Spikes** (だいちかすい, *Daichi Supaiku*), users can also sprout spikes from the ground to knock back and impale opponents, these spikes can be as thick or thin as the user sees fit. The spikes may take on different shapes depending on their opponent, for example, blunt spikes can be used to cause blunt damage, pushing opponents back or possibly breaking bones. Blunt spikes can also be used to create pillars of earth that can be used to push opponents skyward or set up future attacks, and even for defensive measures, giving the user and their allies cover as well as changing the environment to suit the user's needs. Pointed spikes can be used to cut or impale enemies, usually causing mortal wound and damage to internal organs depending upon where the target is pierced. Jagged, or serrated edged spikes can also be created to further the damage caused by these spikes and are normally used when the user has the intention of killing their opponent. The jagged, or serrated edges make them nearly impossible to pull from an impaled opponent without causing more damage to both the organs the spike has impaled and the tissue that surrounds the opponents entry and exit wounds.

These spikes can also be made into pillars similar to the blunt spikes, cutting those who brush by them on their way to the user. Spikes are also able to be combined with earthen armor to increase the armors offensive capabilities, jutting out from the armor's forearms and shoulders. All three different types of spikes can be turned into projectile attacks, the user being able to shoot them from the ground toward their opponent which cannot be done using the hands of its mother spell, but instead through the use of another sub spell known as **Earthen Bullet** (だいちだんがん, *Daichi dangan*). The projectiles can be fired at great speeds, normally reaching up to around fifty to seventy miles an hour though advanced users have been able to reach speeds upwards of ninety to one hundred miles an hour.

 File:Earthen Twister BD1.gif
**Earthen Twister** (ちたつまき, *Chi tatsumaki*): A basic spell of earth magic that allows users to create large tornadoes out of the various materials that users are known to be able to manipulate such as stone, clay, magma, sand, and gemstones. The user does this by infusing the earth they wish to utilize with their own magic energy which allows them to manipulate it. The stone twister is the most basic and common of the several different types, normally consisting of several different types of stone in various sizes. These twisters can vary in size depending on how the user intends to utilize them, both large and small twisters can become prisons if the twister is created around the opponent. If the opponent is foolish enough to attempt to break free from said prison, they will be met with a barrage of rocks, inflicting heavy blunt damage to opponents, rocks can also be filed down through the users own magical energy to allow them to cut opponents. The twisters have similar qualities when used against those outside of them, chasing down opponents in an attempt to bombard them with a hail if rocks. Rocks can also be shot from the twister at high velocity similar to earthen bullet described in the spell above.

Sand twisters, also known by many as "Sand Devils", can also inflict massive blunt damage to opponents, possibly burying them alive under several feet of sand. These sand devils can also be used to blind the enemy through a sub spell known as **Sandstorm** (砂嵐, *Sunaarashi*) which allows the user to create a massive sand devil to kick up all sand and dirt in the area into the air, disorienting opponents. The deadliest quality that these sand twisters exhibit is the ability to suffocate enemies, the sand forcing its way into their mouths and nostrils, blocking the opponents airways. These sand particles, like those of the rocks used in the stone twister, can be used to cut opponents. Each grain acting like a tiny blade that can slash and cut into opponents as they are caught up in the attack.

A magma twister, while not having as many abilities as its sandy cousin, is also considered one of this spells deadliest attacks. Though, due to the wind created by the spinning force of the lava, this attack may only last a few moments, cooling into solid rock. That being said, this spell can cause massive damage to opponents and the surrounding area, the hot liquid earth causing fires and burning nearly everything in its path. This hot liquid can then be quickly solidified around an enemy to trap them.

 File:Quicksand BD1.jpg
**Quicksand** (流砂, *Ryūsa*): This is a spell that can be considered basic or advanced depending on how the user chooses to go about utilizing it. The most basic way to go about casting this spell is by collapsing the ground around the opponent so that the force of the fall is enough to lodge them into the small hole. The user will then begin to slowly push the earth around the opponent upwards while the earth that makes up the hole itself will begin to flow downward, pushing the opponent further down until they are submerged beneath the earth. At that point the earth which had been raised will collapse over them to fill in the hole, burying the victim alive. This process is incredibly painful for the victim, the rocks grinding all over their skin and causing large gashes and cuts to form as they are also slowly crushed by the earth pulling them downward. It is because of this that the spell is normally considered quite inhumane and therefore rarely used and is instead replaced with its sister spell, **Pitfall** (落とし穴, *Otoshiana*). Pitfall is very similar in the sense that it begins the same way, the ground beneath the target collapsing, however, the ground will collapse in a circle much larger than the one used in Quicksand, allowing it to affect multiple opponents at a time. The victim or victim will then fall into this hole. Depending on how deep the user has decided to make the hole the victim may die instantly, however, this spell is normally used to trap opponents for short amounts of time until backup can arrive to deal with them. There has been cases in which someone has been trapped by this spell and left to starve, but those cases are few and far between, normally being the result of a wounded mage dying before they could release the spell or call for backup.

The second way to go about casting this spell requires that the user have mastery over Earth Magic as the ability granted to one who has mastered it allows the user to control the viscosity of the ground itself so long as it fits into the number of different types of earth that users can control. The user, as in all spells utilized by earth magic users, infuses the ground with ethernano and then takes control of it, turning solid stone to a liquid state in mere seconds if the user sees fit. The opponent will then begin to sink into the now liquid earth similar to how one might sink into quicksand, though, it can be noted that the tricks involved with escaping quicksand will not work against this spell. Even if the opponent decides to remain still they will continue to sink as it is the user that controls this process rather than the movement of the individual or individuals involved. The opponent will sink until the user sees fit to halt the process, possibly resolidifying the earth as to trap the opponent. The user may also wait until the person is completely submerged before solidifying the ground again, completely crushing the opponent in an instant.