recursal/Fanatic-Fandom huggingface dataset:
Second Origin

**Second Origin Activation** is a Support-Type Magic Art exclusively mastered by those mages who possess the control and power to summon their Second Origin without it passively inducing its effects.

## Description

The rumored Second Origin is, in fact, wrongly named. When considering the nature of the Magic Origin, 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 forcing the process through the use of magic. The Second Origin can do one of two things; the first is to significantly bolster the user's physical and magical prowess. It is done by letting the Magic Power from their Second Origin coursing through their body at all time. The second requires activation and allows the user to access more advanced, powerful attacks. Unlike the first method, the user stockpile the Magic Power offered by the Second Origin and can only let it loose for a short duration in order to completely overpower the opponent. Either method can be achieved using any existing methods of unlocking the Second Origin. However, once the user has decide of a method, they cannot go back on their decision, EVER.

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. 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.
Super Archive Magic

**Super Archive Magic** is a Caster Magic and the upgrade of Archive Magic that involves the use of Magic Databases.

## Description

This Magic is a variation of Archive, allowing the user to convert information into magical data, which can be stored, enabling the user to gain access to previously stored information, such as other types of Magic, but in a more powerful sense. Magics taught through **Super Archive** are temporary and incomplete, lasting only about a few days unless rigorously maintained. It is mainly used by flat-screens which are projected into the air and contain information on them.

## Spells

### Tempo's Spells

#### Basic Spells

•**Real Time Link**: The user create a giant globe filled with information used to search through all Mages in order to locate someone. This spell can be easily countered if the target exerts their magic power.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: Low*]

•**Organic Link Transfer**: After detecting an Organic Link on a person, the user can first transfer it from that person to themselves, and then onto another person should the need arise.

[*Support Spell*] **|** [*Close Range*] **|** [*Cost: Low~High*]
Green Magic

**Green Magic** is a Caster Magic or a Holder Magic that involves the manipulation of nature.

## Description

Green Magic is a non-offensive Magic capable of manipulating nature itself, as well as allowing the user to create and/or rapidly accelerate the growth of plants; this can be done to rather minuscule plants on the ground, or on the user's own body. This Magic can also be used to slow down, and halt, desertification. It is possible for the user to turn their own body in that of a plant to further extend their lifespan though the result is often disfiguring.

When use as an holder magic it becomes instead a type of magic that gives the user the ability to grow seeds into mature plants/trees through pouring magic power into the seeds. The rate at which the seeds grows relies entirely on how much magic power was pour into them.

## Spells

### Delta's Spells

#### Basic Spells

•**Growth**: Delta infuse seeds with magic power and upon contact with ground quickly cycles through the sixth growth stages until its fully matured.

[*Support Spell*] | [*Close Range*] | [*Cost*: *Minimal~High*]

•**Overgrowth**: Delta infuse with magic power either a plant or a tree, as a result it'll grow many time past the norms.

[*Support Spell*] | [*Close Range*] | [*Cost*: *Minimal~High*]

#### Advanced Spells

•**Flowing Giant Tree**: The user chants an incantation, causing a plant to sprout underneath the target. Carrying the target on top, the plant rapidly grows into a tree that bends and grows towards the set destination by the user. Special rare seeds are required for the use of this spell.

[*Mobility Spell*] **|** [*Close Range*] **|** [*Cost: Very High*]

### Pisuke's Spells

#### Basic Spells

•**Growth**: The user infuse seeds with magic power and upon contact with ground quickly cycles through the sixth growth stages until its fully matured.

[*Support Spell*] | [*Close Range*] | [*Cost*: *Minimal~High*]

•**Overgrowth**: The user infuse with magic power either a plant or a tree, as a result it'll grow many time past the norms.

[*Support Spell*] | [*Close Range*] | [*Cost*: *Minimal~High*]
De beste christelijke muziek 2018 Praise and Worship ‘De lucht hier is zo blauw’ (Vrouwenkoor)

De beste christelijke muziek 2018 | Praise and Worship ‘De lucht hier is zo blauw’ (Vrouwenkoor)

Aah … hier is er lucht,

oo … het is zo’n andere lucht!

Een zoete geur wasemt uit over het land en de lucht is fris.

Almachtige God werd vlees en leeft te midden van ons.

Hij drukte de waarheid uit en begon het oordeel van de laatste dagen.

Gods woord ontblootte de ware staat van onze verdorvenheid.

We zijn gereinigd en vervolmaakt door allerlei beproevingen en raffinage.

We zeggen vaarwel tegen ons geperverteerde leven en wisselen ons oude voorkomen voor een nieuwe.

We handelen en spreken uit principe en laten Gods woord de scepter zwaaien.

De vlam van onze liefde voor God wordt ontstoken in ons hart.

We verspreiden Gods woord, getuigen van Hem en geven het koninkrijk evangelie door.

Met heel ons wezen stemmen wij God tevreden en zijn we bereid om elk soort pijn te verdragen.

Dank aan Almachtige God die ons lot heeft veranderd.

We zijn toegetreden tot het nieuwe leven en verwelkomen een gloednieuwe morgen!

Als broeders en zusters elkaar ontmoeten zie je de gelukzaligheid op hun gezicht.

We lezen in Gods woord, delen de waarheid en worden verenigd in Gods liefde.

We zijn oprecht, zuiver en open; onder ons bestaan er geen vooroordelen.

We leven volgens de waarheid, houden van elkaar, leren van elkaars sterke punten en compenseren onze zwaktes.

Eén van geest vervullen wij onze plichten en offeren wij onze trouw.

Onderweg naar het koninkrijk leidt Gods woord ons de weg door tegenspoed en ellende.

Gods woorden openbaart Zijn almacht en zij overwinnen en vormen een groep overwinnaars.

Het door God verkozen volk uit alle landen keert terug voor Gods aangezicht.

Gods volk leeft samen met God en aanbidt Hem tot in de eeuwigheid.

Gods wil geschiedt op aarde en Christus’ koninkrijk is verschenen.

Gods rechtvaardigheid en heiligheid verschijnen en hemel en aarde worden hernieuwd.

Het volk van het koninkrijk vreest God, mijdt het kwaad en leeft in het licht.

Gods volk leeft samen met God en aanbidt Hem tot in de eeuwigheid.

Gods wil geschiedt op aarde en Christus’ koninkrijk is verschenen

Gods rechtvaardigheid en heiligheid verschijnen en hemel en aarde worden hernieuwd.

Het volk van het koninkrijk vreest God, mijdt het kwaad en leeft in het licht.

Aah … hier is er lucht,

oo … het is zo’n andere lucht!

uit Volg het Lam en zing een nieuw lied
Velocity Magic

**Velocity Magic** is a Caster Magic involving the manipulation of velocity

## Description

It is a Magic that allows the user to increase the speed and power of a moving spell, of a moving object, and even of a moving person to powerful heights. However what the user wish to manipulate must first be in motion since it is impossible for something with no motion to have velocity. Users of Teleportation Magic and other Magics revolving around the manipulation of space to teleport are also unaffected by the Magic.
Timeline Magic

**Timeline Magic** is a Caster Magic, an Ancient Magic and a type of Time Magic relating to the concept of timelines.

## Description

It is an immensely powerful kind of magic giving awareness of the existence of infinite versions of oneself living in infinite alternate timelines. With the use of this Magic, the user becomes capable of interacting with those alternative versions of themselves from those alternate timelines. Virtually speaking, there is no boundaries to what they can do with this magic. If they are up against a certain opponent, they could have any amount of alternate selves fight against them until they knows exactly how to defeat them or they could have any amount of them do tasks which will only effect the original timeline. Furthermore, any actions done by those other versions of themselves can strictly only be seen by the user as they do not exist under normal circumstances. From the POV of anyone else, things would be happening as if magically. In combat, it would an opponent would instantly be victim of a flurry of punches, unaware of the whys.

Under normal circumstances, this magic would be labeled as forbidden. However, due to the importance of timelines, Chronos the God of Time already took measures against the magic in specific, making each of the existing timelines seen by its users artificial ones based off the original which they belong from. If anything, this ended up making the magic even more powerful, given there is much less elements of random.
Yagdo Rigora Form

**Yagdo Rigora Form** is the second of the eighteen Battle God Style's forms and it revolve around the use of fists.

## Description

Yagdo Rigora 's Form revolves around the use of devastating chains of attack to deal continuous damage and keep the target lock in one spot. It is ideal for stalling and extending combos.

## Techniques

### ???'s Techniques

#### Offensive Techniques

•**Stark Blossom, Multiplying Beasts**: The user first delivers a heavy blow aiming for the target's plexus, stunning them. The, they quickly follow up with an uppercut, knocking them up. Before the target hits the ground they delivery a flurry of punches at random, knocking back the target. Finally, they wind up a powerful punch, yell out their technique's name and punch at thin air, producing an air pressure blast that explodes upon contact with the opponent.

[*Offensive Technique*] **|** [*Point-blank Range*] **|** [*Cost: Low*]

•**Careful Grass, Crashing Elephant**: The user brings their fists together, punching the target in the middle of their chest with both fists. This stun and send the target flying. Before their target recover, the user leaps and aim to land above the target, locking their hands together in a tight fist and swings them down onto aforementioned target, both smashing them into the ground and creating a destructive circular shockwave.

[*Offensive Technique*] **|** [*Point-blank Range*] **|** [*Cost: Low*]

•**Obstructing Wall, Shrimp Barrage**: The user brings their fists together, punching the target in the middle of their chest with both fists. This stun and send the target flying. Before their target recover, the user leaps and aim to land above the target, locking their hands together in a tight fist and swings them down onto aforementioned target, both smashing them into the ground and creating a destructive circular shockwave.

[*Offensive Technique*] **|** [*Point-blank Range*] **|** [*Cost: Low*]
Umbra Eyes

**Umbra Eyes** is a Mythical type of Eye Ability.

## Description

**Umbra Eyes** allows the user to swap out their eyes with that of the target of their choosing. In order for it to work, the user and the target must make eye contact. If the victim had an eye ability, the user will be able to use it. When swapped out with the user's eyes, the victim becomes blinded. For the longer this eye ability is running, the more magic power it consume.
Macro Curse

**Lifedrain Curse** is a Curse that makes use of absolute control.

## Description

Macro allows the user to take total control of something, which is defined as giving an "order". Whether they are dead, alive, or an inanimate object is irrelevant; though it has been noted that corpses do not function as well as living bodies. Macro can also serve the purpose of forcing one to reveal secrets that they would otherwise not willingly share, and once something has come under the user's control once, they can remotely resume control of them at any time.

## Spells

### ???'s Spells

#### Basic Spells

•**Self-Macro**: This spell allows the user to impose Macro upon themselves, dramatically increasing their overall power.

[*Buff*] **|** [*N/A*] **|** [*Cost: High*]
World Archive Magic

**World Archive Magic** is a Caster Magic, an Ancient Magic and the final upgrade of Archive Magic that involves the use of Magic Databases.

## Description

This Magic is a variation of Archive, allowing the user to convert information into magical data, which can be stored, enabling the user to gain access to previously stored information, such as other types of Magic, but in a more powerful sense. Magics taught through **World Archive** are temporary and incomplete, lasting only about a few days unless rigorously maintained. However, with complete understanding of the fundamentals of the Magic they are teaching to someone and with advanced researching on it, the user can potentially teach with relative ease a full-on Magic to anyone. The Magic is mainly used by flat-screens which are projected into the air and contain information on them.

## Spells

### ???'s Spells

#### Basic Spells

•**Global Time Link**: The user creates a massive globe filled with information used to search through all living things in order to locate someone or something in specific. This spell can be easily countered if the target exerts their magic power.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: Low*]

•**Antivirus**: By making physical contact with the target of their choosing the user can run a program in the target's body which eliminate traces of Control-type Spell.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: Low*]

•**Trojan Horse**: In a similar manner to **Antivirus**, the user spread make physical contact with the target of their choosing, spreading a virus in the target's body, making them into their slave. Because it is a digital virus the target is not made aware of their actions and behave just like a sleeping agent. The user can be made aware of the target's location at any time and visualize what they see through their projected screens.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: High*]

•**Digital Conversion**: This spell can be differently depending on the intention of the user. The first way is for the user to convert information about their body and to turn it into magical data, successfully *digitalizing*  their body and rendering it intangible which render physical attacks useless against them no matter the power that lies within said attack. The second use to this spell is to convert information about the World into magical data, rendering the terrain or objects intangible. Similar to the first use of this spell this means that whatever is *digitalized*  can no longer be made physical contact with. Furthermore, whatever chunk of terrain or object they have *digitalized* can be transferred to the user's Magic Databases from which they can later extract and place in the physical World once again.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: Low~High*]

•**Time Lag**: The user project magical data in the form a globe which disrupt the target, delaying their cast speed by one to three seconds at random for their next few attacks.

[*Support Spell*] **|** [*Mid Range*] **|** [*Cost: Average*]
Wind Magic

**Wind Magic** is a type of Caster Magic and Holder Magic that utilizes the elements of wind.

## Description

This variation of Air Magic enables its users to generate wind, as well as to manipulate the wind around them at their will. Wind Magic grants them high offensive power, allowing them to assault enemies in different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness.

## Spells

### Fiethsing's Spells

#### Basic Spells

•**Great Storm:** The user creates an enormous tornado, hitting targets above them with great force. The tornado can also be aimed obliquely upwards instead of right above the user.

[*Offensive Spell*] | [*Mid Range*] | [*Cost: Low*]

•**Storm Bringer:** Manipulating the surrounding wind, the user release it as a tornado towards the target. Once this tornado reaches the target, it spins and sends them flying. Alternatively this spell can be use by summoning a great tornado from underneath the target.

[*Offensive Spell*] | [*Mid Range*] | [*Cost: Low*]

•**Storm Shred:** The caster creates several blades of wind that attack the target.

[*Offensive Spell*] | [*Mid Range*] | [*Cost: Low*]

•**Wind Palm:** The user claps both their hands together, releasing a highly destructive tornado.

[*Offensive Spell*] | [*Mid Range*] | [*Cost: Low*]

•**Wind Ripples:** The user sends slashing winds at the target, cutting the air around them.

[*Offensive Spell*] | [*Mid Range*] | [*Cost: Low*]

•**Storm Mail:** The user manipulate the wind to spin around them until they are covered by an armor of wind. This armor does not only increase their defenses, but also augments their destructive power. This armor of wind constantly blows wind inside out. In the anime, the user creates a Magic Seal from a spinning object and covers their body in an armor of wind.

[*Support/Defensive Spell*] | [*N/A*] | [*Cost: Average*]

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁

#### Advanced Spells

•**Wind Wall:** The user creates a tornado that surrounds a certain area in order to cut it off from the outside world. Things from the outside can enter it, while the ones from the inside will get cut into pieces if they try to get out of it.

[*Trap Spell*] | [*Point-blank*] | [*Cost: Medium*]

•**Emera Baram:** The user first engulfs themselves with wind, then they place their two index and middle fingers in an X-shape in front of themselves and fires a concentrated blast of wind blades at the target.

[*Offensive Spell*] | [*Mid Range*] | [*Cost: High*]
Dynasty of Branches

Government residing on the planet Calichasan.

## Aspects

* Hate technology for taking individuals away from Nature
* Will actively hunt those with advanced technology within their domain
* Sees connection to nature as the source of magic power and connections to that power

## Government

* Many small groups of family units that send members to serve in the magic protectorate for the Dynasties involved
* Active patrols to make sure no technology enters the controlled areas

## Dynasty Protectorate

The Protectorate is comprised of several dozen squads of magic users grouped by skill type proficiency.

Offensive squads patrol populated areas, recon and information squads patrol less densely populated areas for unnatural activity. Assorted other squads do work based on their skills to help the nation's residents and maintain order.

All building that requires a clearing is done by the stone magic users and is documented for the information resources of the Dynasty's leadership. Anything built in their territory is well documented, and protected by spells.

## State of Group

Those born within the territories are well educated in natural areas and knowledge about the universe, and once adulthood is reached are given the option to choose other options for living

Those within the group generally are not forced to stay, and so those that remain are happy with the lifestyle, but may not be as opposed to others as the Government makes it seem to the outside

Very little involvement by the Government for natural threats

Magic is seen as perfectly normal, and is used by almost everyone within

Stronger ability with magic is the most respected trait alongside knowledge of the universe, and the contributions to the family units

## Citizens

Generally healthy due to natural remedies and exposure to clean water and air, but very little understanding of medical advances in favor of natural cures and methods

A group of "eccentric" and powerful wizards live at the core of the territory, the Government has tried for years to force them to leave due to their rumored use of technology in their experiments
Ethernano Magic

**Ethernano** Magic is a Caster-type Ancient Magic in relation with Ethernano.

## Description

Ethernano dwells inside all living organisms and throughout the atmosphere. For anyone to make use of Magic they must first turn Ethernano into Magic Power, the ability to turn Ethernano into Magic Power is what differentiate non-mages to mages and this very difference is what differentiate mages from users of Ethernano Magic.

The magic, as it implies, utilize the concept of Ethernano conversion into Magic Power for the user to manipulate, and control for various purposes. As such the user can not only draw out Magic Power from their body but also from their surrounding, allowing the user to fire attacks from practically anywhere within reach. Ethernano Magic also grants its users the ability to sense the use of Magic Power, something which, according to Taealla, allow him to determine if someone is either casting a spell (and where) or if they under the effects of one or more spells. This ability stretch as far as to allow him to sense the use of Magic Arts and to gauge the remaining Magic Power in other mages body as well as to determine if he, himself, is under the effects an enemy spell.

## Spells

### Taealla's Spells

#### Basic Spells

•**Barrage**: The user channels Magic Power at their fingertips, showering the target with round-shaped magic projectiles.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Average*]

•**Blast**: The user thrust their hand forward, releasing a bullet-like stream of magic that is capable of both destroying everything in a wide area in front of them as well as to deal great deal of damage to anyone caught in its wake.

[*Offensive Spell*] **|** [*Close Range*] **|** [*Cost: Medium*]

•**Explosion**: The user locks-in onto a target and clench their fist, turning the Ethernano surrounding the target into Magic Power which, after it explodes, leaves a crater of destruction behind.

[*Offensive Spell*] **|** [*Close Range*] **|** [*Cost: Average*]

•**Blitz**: After pinpointing their foes' location through using their abilities, the user release several magic beams that targets the opponents no matter where their positions are, striking them with great force.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Medium*]
Cryokinesis Magic

**Cryokinesis Magic** is a Caster Magic and a variant to Ice Magic.

## Description

A form of Magic that allows the user to create and control ice. The user's control over ice extends to existing ice including that of other mages, giving them an edge against other Ice Magic users. However, if the opponent has complete mastery over their magic, then the user's cryokinesis will not work against the opponent's ice. Additionally, the user is unable to manipulate the opponent's ice while creating and manipulating their own. Though, advanced users of the Magic may be able to create and control their own ice while controlling that of an opponent at a same given time.

The volume of ice that the user can create and control is proportional to their own power. The same goes for just how cold they can make that ice.
Hale Okonase

**Hale Okonase** is a Sylvan Elf Mercenary whose parents were killed by soldiers of an army.

## Appearance

   Hale is a tall slender man. Due to his elven heritage he has pointed ears but they aren't very long. He has short messy dark brown hair. he has broad shoulders for his slender build. His arms are long in and he is quite tall.

His main appearance has a black undershirt covered by a red and black coat that drapes down to his feet, the coat is embellished with silver trims and yellow adornments. He has long white pants under his coat and he is littered with different elven jewlery pieces.

## Personality

Hale is a charming young man. He charms those he deems worthy of his charm however in many situations his confidence can be interpreted as cockiness. He is generally calm but he is very prideful. In combat he is a focused cold, and calculated opponent however he can get easily distracted by cute girls.
Crystalmancay

## Biology

The gigantic, crystalline, spider-like race. They have no sense of smell. This race has elongated limbs. This race moves on many legs. They consume energy. No two Crystalmancay look the same.

## About

They are naturally, almost supernaturally, stealthy. They shed their integument as they grow. They are packrats, hoarding anything they see to be of worth.
Water Magic

**Water Magic** is a Magic which utilizes the element of water.

## Description

A form of Magic revolving around the element of water, placed under the user's command for them to utilize for various purposes. Depending on its use, the physical properties of water can be manipulated to the user's advantage; large masses of such liquid are shown to possess remarkable force, capable of inflicting blunt damage upon targets by sweeping them away with water. A similar effect can be achieved using high-pressure currents, which, due to their reduced size, focus the damage on smaller areas. Pressure is also manipulable to a great extent, enough that when it is focused on the outer sides of the water surfaces being controlled, the liquid can become an effective cutting weapon—mirroring a real blade. Whirlpools generated on the ground by this Magic, combining rotatory force and slicing power, can easily reduce solid rock to pieces. The user is also able to erect domes of water around foes, in order to knock them out by depriving them of air.

Mages specializing in Water can also achieve an extra, extremely versatile avenue of usage for such Magic: turning their own bodies into water at will. Such a peculiar employment allows them to become impervious to both physical and magical attacks, which merely pass through them without harming them. In addition, the water from the user's body itself can be used as a medium to cast other spells related to this Magic, as well as have its properties altered, with the user being capable of making it boil without causing any damage to themselves. While unaffected by most types of offense, however, Mages with a body solely composed of water are still susceptible to freezing, which can immobilize them and inflict damage upon them.

As a result of the liquid form granted to them, the most experienced users of this Magic can seemingly breathe underwater, at the same time being able to encase oxygen in spheres of water for others to emulate such behavior.

## Spells

### Jaana's Spells

#### Basic Spells

•**Water Body**: Allows the user to turn their own physical body into a mass of water, rendering any physical attack useless. However, this spell is countered by actual bodies of water, due to the users body becoming part of that water body, taking minutes just to escape from it.

[Defensive Spell] | [N/A] | [Cost: Low]

•**Water Slicer**: By swiping their arm, the user sends scythe-like blades of water at their intended target, which are powerful enough to cleanly slice through solid rock. It can also be used as a form of defense to intercept an attack.

[Offensive/Defensive Spell] | [Close-Mid] [Cost: Low]

•**Water Claw**: The user slashes their water-covered hands, creating a torrent of water that engulfs their target.

[Offensive Spell] | [Close] | [Cost: Low]

•**Water Lock**: The user creates a large sphere of water that can be used to attack their target while they are trapped inside it. The water can be frozen, allowing the one trapped inside to escape.

[Offensive/Trap Spell] | [Close] | [Cost: Average]
Twins Curse

**Twins Curse** is a Curse unique to demon twins which links their body both spiritually and physically to one another.

## Description

It is a curse which links from birth the body of twins. As such, any damage to their mind and body are victim of transit over to the others. Other than that the twins possess unique abilities such as to merge and become bigger and stronger. Such abilities are the result of this curse that links their soul and body.

## Spells

### Dantalion & Diana's Spells

#### Basic Spells

•**Return**: The twins swap position with each other. Such spell is useful for the twins to quickly perform combos leaving no opening for the opponent.

[*Mobility Spell*] **|** [*N/A*] **|** [*Cost: Minimal~High*]

•**Bodyswap**: The twins swap their soul with one another, becoming the host of each other's body. Such spell is useful only when they desire to catch an opponent off-guard by using spells or techniques that this body shouldn't know.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: Minimal~High*]

•**Tracing**: One of the twins change their physical appearance. Such spell is most useful to tactically keep an opponent from knowing which of the twins will use which spell or technique.

[*Support Spell*] **|** [*N/A*] **|** [*Cost: Minimal*]

•**Fusion**: The twins combine their soul and body into one, turning into a being many times bigger and stronger. When such spell is use the twins become androgynous.

[*Buff*] **|** [*Point-blank Range*] **|** [*Cost: High*]
Twilight Dragon Slayer Magic

**Twilight Dragon Slayer Magic** is a Caster Magic, Ancient Spell, Lost Magic, and a type of Dragon Slayer Magic that utilizes the element of obscurity.

## Description

Twilight Dragon Slayer Magic is a type of Dragon Slayer Magic that allows its user to generate, manipulate, and presumably consume (like other forms of Dragon Slayer Magic) the element in question, which in this case is obscurity. The user is also capable of manipulating obscurity itself and uses it to attack. Because obscurity only exists at a certain time of the day, the user's magic is less powerful until nighttime at which point it becomes significantly more powerful. If the user were to use this magic indoor where there is little light then the power of the magic would be at a neutral point.

## Spells

### Marco's Spells

#### Basic Spells

•**Twilight Dragon's Wing Attack**: The user jumps high up into the air, about 20ft high. While doing so, the user produces a large stream of obscurity from each of their arms, which, upon "flapping" each wing, produces an obscure blast dealing damage upon impact before turning into a pulsing ring damaging anything in its wake.

[*Offensive Spell*] **|** [*Close Range*] **|** [*Cost: Low*]

•**Twilight Dragon's Hunt**: The user creates ten human-sized orbs of obscurity which are spread out in a 20ft radius. The user then merges with one of the ten orbs who remains idle for the whole duration of the spell. For a short while (about 2s), the opponent may try to locate the user and destroy the orb they're hiding inside of before the phase two of the spell begins. During phase two, the user starts bouncing from orb to orb at blinding speed and may at any moment rush the target down and tackle them with a powerful obscurity enhanced bodyslam resulting in the end of the spell and the orbs.

[*Offensive Spell*] **|** [*Close Range*] **|** [*Cost: Low*]

•**Twilight Dragon's Scales**: The user swings their arm, generating a very large number of scale-shaped masses of obscurity, which are rapidly sent flying at the target in consecutive reprises.

[*Mobility Spell*] **|** [*Long Range*] **|** [*Cost: Low*]
Vantablack Magic

**Vantablack Magic** is a Caster Magic related to the use of vantablack.

## Description

A form of Magic that revolves around the use of vantablack, allowing the caster to conjure, manipulate, and control the material for various purposes. Vantablack is a durable and malleable material that when light strikes, instead of bouncing off, it becomes trapped and is continually deflected from the inside of the fibers, eventually becoming absorbed and dissipating into heat that deals additional damage to the target. However at night when the moon's out the material becomes invisible to the naked eye, no beneficing of the natural sunlight for additional damage. It has been debated by users of the Magic whether fighting out in the daylight or at night was more preferable, the debate is still ongoing. Because of it's unique texture it is most often use in the form of long, durable cloths used either to strike a target or to bind them. It's unique property to absorb sunlight and heat up the material makes it even the more dangerous for the victim while, at night, the use of cloths for traps gives the user control over their victim.

## Spells

### ???'s Spells

•**Black Constriction**: The user shoots black cloths out from their hand either to smack a target or to wrap around their body. Alternatively the user can wrap clothes around obstacles to either trap a target or limit their mobility over a longer time period. using this alternative method the user can use the stretchiness of the material as mediums to reach a target with greater speed or to cushion impacts.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]

•**Black Jet**: The user shoots out intertwining black cloths with a blunt end to smack the target with greater force than with Black Constriction. The impact force is sufficient to stagger the target.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]

•**Black Mummy**: While during night the user wrap their body in black cloths, because of the material property at night it becomes an invisible armor which drastically increase the user's endurance to all type of attacks. Additionally the user can manipulate and control extra cloths either to use as longer, more agile "legs" or to create additional "arms" to attack an opponent. This spell is detrimental to use in daylight due to obvious reasons.

[*Offensive/Defensive/Support Spell*] **|** [*N/A*] **|** [*Cost: Low~Average*]
Timeskip Magic

**Timeskip Magic** is a Caster Magic and a type of Time Magic.

## Description

A type of supporting Magic. It allows the user to fast-forward a substantial amount of time, be it to attack or to evade. Taken out of combat context, it can be used to travel long distances in a short time. Users of this magic can choose whether it only effect themselves or if it also effect their surrounding. Though, this magic can only affect living beings. Alternatively, advanced users of this magic can also target a specific individual from an even farther range, but this can't be use to target multiple different individuals.

Whenever the user fast-forward, the result will be their intention and not the action. Put into context, if the user were to fast-forward while running in a straight line, ten seconds later they could be cutting down an opponent. To be more clear, it won't fast-forward the action you are currently doing, but instead it will fast forward anything you would have accomplish during those ten seconds.
Arcane Magic

**Arcane Magic** is an extremely powerful Caster Magic, an Ancient Magic and a form of Forbidden Magic related to Elemental Magic.

## Description

It is a magic which revolves around the use of Elemental Magic in a similar fashion to that of Arc of Emperor Magic. The major difference between this and Arcane Magic is that Arcane Magic tap into the true potential that Elemental Magic has, a phenomenon which result in extracting elements in their "unsullied form" which often manifest in the form of dark matter surround in a freakish aura. Additionally and accordingly to one of its only users, Arya Edeis, the magic gives it's user the knowledges of the Arcane of Magic, directly giving them the ability to alter and manipulate the very nature of elemental magic, no matter it's fundamental power.

## Spells

### ???'s Spells

•**Medeis**: This forbidden spell can be either immediately cast by an individual possessing the capability to use every elements (Something Arcane Magic users can very easily do) or subsequently by powerful individuals, each possessing one of these elements, to cast it. It is described to be a pitch black mass surround by arcane matter when released. Such spell can very easily destroy an entire kingdom.

[*Offensive Spell*] **|** [*Mid-Long Range*] **|** [*Cost: Unfathomable*]
Voodoo Magic

**Voodoo Magic** is a Holder Magic, a Forbidden Magic and a Black Magic that involves voodooism.

## Description

This Magic is involved with the use of a voodoo doll. After someone places a strand of hair on the doll and manipulates the doll, the "victim" is manipulated in the same manner. When a person isn't holding the doll, the person who the doll is attuned to is able to move normally. However, a second aspect of this Magic is that the user can can magically alter the doll's properties, allowing them to change the properties of the person attuned to the doll in the same manner. For example, by turning his doll into iron, the user can do the same with their own body. Other forms of Magic can be used in conjunction with this Ancient Magic.
Virus Magic

**Virus Magic** is a Caster-Type of Forbidden Magic and a Black Art which allows the user to inflict pain in the target through the creation of a virus in any part of the target's body.

## Description

Virus is an extremely sinister form of Black Magic which allows the user to create a virus anywhere in the opponent's body, eating at the victim from the inside. The spell can be utilized to affect any living creature, including Celestial Spirits. The user can also target multiple enemies at a time. The effects are dependent on the organs affected; it can cause anything from severe intestinal distress to brain death. Advanced users of the Magic can invade the victim's mind by creating a parasite in their head, this ability however is ineffective against mages and is most useful to control crowds. The effects appear to be absolute unless the user cancels the casting of their Magic or unless the virus itself is removed from a person's body by Magic that allows one to do so, such as Sky Dragon Slayer Magic.

## Spells

### Delta's Spells

#### Basic Spells

•**Black Swarm**: The user creates a large mass primarily compose of virus particles of which they have the control of to attack their victims from a distance. The victims of this spell suffer the effects of **Virus Magic**.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]

#### Combined Spells

•**Autolyzing Swarm**: The user creates a large mass compose of both virus particles and decay particles which they have the control of to attack their victims from a distance. The victims of this spell suffer the effects of both **Virus Magic** and Decay Magic.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Average*]

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁

### Sopono's Spells

#### Basic Spells

•**Black Swarm**: The user creates either one or multiple super sized masses primarily compose of virus particles of which they have the control of to attack their victims from a distance. The victims of this spell suffer the effects of **Virus Magic**.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]
Jhames Tezla

File:Placeholder
Jhames is the 9th successful apprentice, and new Technum master of Viivesi. His new leadership and style of strategy in approaching issues in the universe earn the respect of some, and the severe dislike of others. As a human male of average height, his ability to blend into crowds and think outside the box may confuse initially, but watching the pieces of plans formed carefully with the help of his fellow masters is worth the wait. His background is of some note, but is relatively hidden from public eye, with his preferred adoption of his Technum title, Dos.

## Physical Appearance

While not greatly over average height at 6'2, his other features are very normal and unassuming. Usually sporting a white labcoat and casual dress clothing underneath, he has an air of quiet authority and intense eyes. He carries few tools on him, as is Technum powers generally allow him to use existing resources. What few things he does carry tend to be lightweight items of his own invention that would be too specialized to scrounge for while outside of his comfort zone.
Pyrokinesis Magic

**Pyrokinesis Magic** is a Caster Magic and a variant to Fire Magic.

## Description

A form of Magic that allows the user to create and control fire. The user's control over fire extends to existing fire including that of other mages, giving them an edge against other Fire Magic users. However, if the opponent has complete mastery over their magic, then the user's pyrokinesis will not work against the opponent's fire. Additionally, the user is unable to manipulate the opponent's fire while creating and manipulating their own. Though, advanced users of the Magic may be able to create and control their own fire while controlling that of an opponent at a same given time.

The quantity of fire that the user can create and control is proportional to their own power. The same goes for just how hot they can make it.
Thread Magic

**Thread Magic** is a Caster Magic related to the use of threads.

## Description

A Magic that allows the user to manipulate and create threads. More precisely the user creates webs with various property, primarily sticky and durable, to battle. The webs the use creates can be use either to shoot as projectiles or for more complex use such as to create a cobweb.

## Spells

### Arachne's Spells

•**Web Shot**: The user crosses their arms, with the left one on top and the right one below it, and then generates webs from their hands which grow in size as they move away from the spot where they're produced. Such webs can entangle targets through their sticky properties. The webs are very durable and difficult to break free from. Alternatively this spell can be use to form a cocoon around a target, trapping them.

[*Offensive/Trap Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]

•**Web Stun**: The user shoots a ball of durable web from their wrist, striking the target with blunt force and leaving them stun for a short instance.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]

•**Web Whip**: The user generate a long, durable thread used to lash an opponent.

[*Offensive Spell*] **|** [*Close Range*] **|** [*Cost: Low*]

•**Web Trap**: First the user jumps high up, then they shoot a massive cobweb from their foot. The cobweb is big and sticky enough to entangle dozens of opponents.

[*Trap Spell*] **|** [*Close Range*] **|** [*Cost: Low*]
Poxehason V

## Aspects

* Technology is the only way
* Magic is all evil, Nature is unintelligent
* New technology should be acquired at any cost
* Life is only precious if it is not "tainted" by Magic

## Government

* Oligarchy by a council of 5 scientist families seen as royalty
* Very lenient society, not strict on laws in most areas
* Very harsh consequences for magic use within its domain. Depending on the area in relation to how close to the capitol, capital punishment or eviction and citizenship being terminated
* Royal family heads are easy to bribe with the right connections, but are very powerful individuals that are not easily impressed

## State of Group

* High levels of health due to excellent medical care
* High levels of happiness for those living simply, standards are high
* Change is slow, positions available for work are scarce as those already in them tend to live quite long, new businesses are nearly impossible without connections
* Exports of technology is not illegal, but taxes on sales to outside vendors makes it impossible to make money
* Citizenry are not allowed to own most naturally occurring objects, in favor of synthetic or "man"made items

## Citizens

* Healthy with few repercussions for normal living habits
* Afraid of the Government aside from royalty, who are seen as the great ones that balance everything, not as the strict leaders they really are
* Underground basic magic groups that are constantly on the run from the authorities

## Authorities

* Each of the families has their own security force that helps to maintain control in the sector in question. Depending on the stylistic preferences of the family in charge, the members of the force may vary. Some are equipped with suits of armor, jetpacks, or are even augmented entirely.
Viivesi

To find the group's known details rather than lore, see The Seven Shadows.

Viivesi has 7 members, with each one of the Elements to safeguard and maintain order within.

While each member gains access to large scale longevity, members eventually find an apprentice to someday take their position in the order and assume responsibilities. Records of the group show that only a few apprentices have ever gone rogue before the ninth group's ( 9th Viisieges's ) partial betrayal.

## Current Members:

The following group repaired their broken state, but the group has since been in partial hiding and takes a more active role in the universe from the shadows.

```
**Technum (Dos)** - Jhames Tezla

```

```
**Naturis (Niz)** - Bikabee Skepharon

```

```
**Magicka (Qum)** - Zixxan Coffenfife

```

```
**Knowleo (Kno)** - Veleo

```

```
**Welthis (Bur)** - Ishgrate Cadanis

```

```
**Lumisma (Lyt)** - Crish Sholdt

```

```
**Vaedise (Dim)** - Anynan Fivvens

```

## Broad roles of members:

**Dos** - *Longterm strategy and contacts*

**Niz** - *Voice of ethicacy, Prevention of loss of life, relief efforts*

**Qum** - *Maintenance of resources, security*

**Kno** - *Research and reconnaissance*

**Bur** - *Assets, resource management, resource tracking*

**Lyt** - *Resource creation*

**Dim** - *Resource destruction and conservation*