Samarra Inari

"*It is in my truest nature to help others; to protect and love them. For it brings me no greater joy in life than to see others happy and safe. It is these values on which I will build a branch that everyone can call home.*"
—Samarra Inari

**Samarra Inari** (さむら・いなり, *Samura Inari*) is the master of the notorious branch Koma Inu and notable member of the Inari Family. Her kind spirit is the embodiment of the branch's core values of humility, forgiveness, strength, and acceptance. It is these traits that make her easily admirable and gives her the innate ability to become good friends with anyone she comes across.

Her ability to assess as situation and quickly devise a plan has given her the nickname **The Flash Tactician** (閃光軍師 *Senkō Gunshi)* among many branch and Toranku members. Her skills are particularly useful when it comes to search-and-capture missions; which is why Samarra had served time as a mage in the Toranku 15's Elite Cambium Knights. Her skills and strength in the practice of magic and its employment has proven itself in its capabilities of subduing Cinder masters and even generals of powerful military countries. It is this strength, and her positive radiate demeanor that had given her the honor of become a mage of the Four Beast Saints.

She is a natural born leader, having the innate ability to gain peoples trust through kindness and respect. The drive she possesses to make the world a better place for its inhabitants has lead her to create the Toveri Alliance; a coalition dedicating to protecting the people. She has hopes that one day this alliance will encompass all branches of Hylion, as to unify it's members based on an acceptance and caring disposition towards all of the alliance members. She had even gained such trust of the dozen branches within the alliance that she has been elected it's grand leader two times in a row.

These leadership skills also translate over into her role in Koma Inu's Magical Academy, or better known as K.I.M.A. Her role as the Department Head of Magic, as well as the academy's top teacher in Combat Tactics, shows that she possesses the knowledge and ambition to shape young mages of the northern district into the best that they can be.

## Appearance

She had a kind of understated beauty, perhaps it is because she was so disarmingly unaware of her cuteness. There is a shyness to her, though there was grace to her body movements and a softness in her voice, but this just adds to her appeal in the hearts of many men who have fallen for her beauty and charm.

Perhaps why her satin skin seems to glow is because it's her inner beauty that lights her aquamarine eyes and softened her delicate features. When she smiles and laughs you can't help but smile along too. She makes those in her company feel as if they are the center of the universe, that they were warmed by the sun's encompassing rays, and that just makes the radiance of her being comparable to the stars.

She has chestnut brown hair that falls in soft wavy layers around her more broad shoulders. She has a rather thin physique, but a defined musculature honed through years of training. The gentle curves of her body are statuesque and sway gently in her graceful gait, causing the eyes to roll gently over her entire form. The turquoise colors she wears both add a simple beauty to her overall look, but also accentuate the passion alive in her eyes. Her fashion sense is cute, yet comfortable, and has practical simplicity that accentuates her form. The constant item in her wardrobe however, is a small crystal necklace hanging gently from her neck that is used as a communication lacrima between her, her beasts, and her branch members so she can always stay connected.

## Personality

Samarra has a very loving and caring personality, and so she treats all those she meets with kindness. She has a rather mellow disposition, not getting truly mad very often. The young lady plays a very motherly role within the branch, welcoming all those who enter with a warm smile. She has a strong moral sense, upholding the branch's code of acceptance, kindness, loyalty and strength. She keeps a very humble disposition, and holds a great respect for those who do the same. She does, however, have a tendency to underplay her accomplishments, and while her kindness is often respected, more cynical and selfish people have often tried to take advantage of her dedication and humbleness by pushing work onto her and then taking the credit; but Samarra has gained the knowledge of knowing when to stay no to avoid stressing herself out

Naturally social, an odd quality considering she would call herself an introvert, she uses her excellent memory to retain data and trivia, but also to remember people, and details about their lives. Her ability to connect with others on an intimate level is unrivaled, and the joy she experiences in using those connections to maintain a supportive, happy relationship is what keeps her happy every day of the year. She does her best to show those of her branch how much she loves them, using her imagination and natural sensitivity to express her gratitude for being surrounded by such wonderful people.

She is fiercely loyal to her friends and will go to any lengths to protect them. He is also very protective during a battle, showing that if she deems an ally is in danger, she will quickly rush to his/her aid, regardless of protests from her comrade. The only exception is when her comrade specifically says that the fight is personal, and so Samarra will respect their wishes and only intervene in in death threatening situation. Rather than performing sporadic, excited rushes that leave things half finished, she is rather meticulous and careful, taking a steady approach and bending with the needs of the situation just enough to accomplish the end goals.

She is highly intuitive, giving her the ability to read between the lines with curiosity, energy, and fairly good accuracy. Also quite perceptive, Samarra is able to examine and read her enemies magic, attacks and motives. She has a tendency to move through a battle as though it were a giant chess board, pieces constantly shifting with consideration and intelligence, always assessing new tactics, strategies and contingency plans, constantly outmaneuvering her opponent in order to maintain control of a situation while maximizing her freedom to move about. She is very intelligent and a good judge of character, able to read a person's subtle cues while interacting with them, making it relatively easy to decipher what their next move will be so that she can have them play into her hand. Dubbed The Flash Tactician, she is able to analyze an enemies attacks and quickly coordinate her teams movements to neutralize their target. Her highly perceptive abilities, as well as her tactical skills, makes her a great fit as a branch master.

## History

Growing up as the daughter of a royal family may have adversely affected others, but for Samarra, this was not the case. The Inari Family is a well know royal family situated in the Capital of Unanium. Her family had been classified as one of Hylion's Noble Dynasties due to it’s influence in both political and economical matters. Although being raised as a privileged individual may have lead other to become vain and egocentric, the Inari Family prides itself on their generosity and benevolent compassion. It is this central dogma Samarra’s parents wished to pass on, and is part of what shaped Samarra into being the kind-hearted person she is now.

It was her father, Aldrich Inari, who taught Samarra the way of magic and helped her hone her physical and mental skills. Starting at the age of five with her training, Samarra was required to spend hours a day rigorously training in both hand-to-hand combat and Ki manipulation. She fell in love with the experience of combat and was fascinated by the feeling of magic flowing through her veins. When training and school was done for the day, she would spend countless nights developing her mental processing skills; reading up on books of magic and historical wars, seeing how she could learn from the mistakes of others to help better improve herself. A favorite thing she enjoyed doing was setting up a chess board with each piece representing a certain platoon in her history book. She would follow along with the historical path of battle, seeing how they would end up in a stalemate or checkmate, and then she would go through it again with her own plan to try and force the opposing side into checkmate. Samarra worked tirelessly to make her father proud, her determination in becoming a strong mage showed in the way that she continuously worked on improving both mentally and physically.

Even after a defeat during her sparring matches with her parents or siblings, she would continue to train until the brink of exhaustion. Her father admired her tenacity and felt pride even when he would have to carry her tired body inside to rest after a long day of training. With his help Samarra was able to master Lightning Magic fairly quickly, being able to use it fluidly by the time she reached age nine, and was even able to teach her siblings a few spells in the back of the family dojo when she had time. When the time came that her father had deemed her abilities worthy enough, she was able to take part in the Fox Selection Ceremony. It was around the age of ten that Samarra would make her first contract with an Ōkami Fox named Kyna.

The Inari family has a long standing relationship with a special breed of magical foxes. These foxes all have varying strength, but all are highly intelligent and excellent trackers. Having had their relationship stand through many generations, it is a very important ceremony when an Inari family member first makes a contract with a fox. This signifies their status among the family and marks their abilities as a mage. When the fox skulk leader looked into the eyes of Samarra she knew that a fox of excellent standing would fit well with this mage who had so much more growing to do. The fox that was chose went by the name of Kyna, and was prized for her patience and tracking abilities.

Samarra continued to train while attending school, but her hours spent training her body dropped a bit when she passed the entrance exams for a few different colleges. Getting in at the early age of 13 was not an uncommon occurrence for those of the Inari Family due to the heavy push of advancing education at the home school program in the Inari Household. Deciding to focus on the biological sciences, with an emphasis in physiology, Samarra chose one of the more astute university of Hylion and went through its program in three years to attain her Bachelor of Sciences in Biology with a minor in Physiology. She would later come back to this school to get her Masters

During her time in school she had gotten in with the Cambium Knights of the Toranku 15, wanting to have a financial way that she could use to continue to train as well as pay for her education. She had forged her age on the application, knowing that a fifteen year old was still two years shy of the serving age, but serving the people of Hylion is something she wanted from the bottom of her soul. She flew through the training camp and earned high marks in her Knight evaluation, but the guilt of lying got to her and force her to confess her true age. During her Knighting Ceremony she had been awarded service in the Cambium Knights, having shown excellent skills in detainment and defense, as well as a high moral standing in her psychological evaluation. But before she could accept she admitted that she was two years shy of enlistment age. After having contacted her parents, whom supported her decision to enlist, as well as having a meeting among the Heads of each unit, they were willing to accept her in as long as she would not go on high risk missions until she met the age requirement. Samarra faithfully served in the Cambium Knights for a total of five years, having switched to a more “part-time” position when other activities became too time consuming in her post-graduation life. So during her time as a member of the Cambium Knights, she had graduated from university, the graduation was one of immense pride for her and her family, and one of the more joyous days she got to spend with her loved ones.

Shortly after this ceremony her mother, Belinda Inari, fell ill with an Anti-Ki Tumor in the frontal lobe of her brain. Doctors at the time had no sure way at the time to deal with such a disease, and so all they could do was treat the symptoms. Her mom slowly lost the ability to speak and became paralyzed on the whole right side of her body, the tumor having cut off blood supply in her brain causing Belinda to have a multitude of minor strokes. After only a year her mom’s body began shutting down, starting with her kidneys and working its way to her heart. Samarra was proud of her mom for fighting for so long, but the event took a toll of Samarra’s emotional state and has left a deep scar on her till this day. With the passing of her mother, Samarra left her family home in search of a new beginning as she approached adulthood. It was then that she found herself in the town of Arakashi, eager to see if they were home to a branch that she could join and have new experiences. Having run into some trouble with a resident dark branch on her journey, Samarra’s task was sidetracked as took it upon herself to root out this Cinder Branch who was oppressing the members of this town. The dark branch was actually that of a subdivision of a larger branch, named Shattered Dusk; a branch who would later return to spite her. Having successfully driven away the small band of thugs, Samarra took it upon herself to protect these people and founded the branch Koma Inu in order to help those around her and provide a home for mages in search of a purpose.

She still manages to visit her father from time to time, and was summoned back when her father announced that he would be retiring in the upcoming years and would beginning training the new head of the family. With a nomination process that takes place across the entire family, Aldrich submitted both her, and her older brother Masato for review; as they were the only two mages of suitable age to take on the role of Head of Household as well as the task of managing the families businesses and diplomatic services. Having gone through an intelligence competition, situational demonstration, as well as physical feat to show their competence and ability to perform the necessary tasks required of the Head of Household, Samarra eventually won favor of her father in the competition. He found that Samarra excelled in all areas and was more than a qualified leader due to her leadership displayed with her notorious branch. Samarra was honored by the offer and experience, but had to decline due to her overwhelming love for her branch; it was just something she couldn’t leave behind. Her brother Masato was the next likely choice, but honorably declined as well, leaving her father to wait until his last daughter was old enough to take on the role for him.

Samarra has been serving her branch for many years now, having gone through trials and tribulations along the way, but always coming out on top. She has great pride in what has become Hylion’s largest branch, holding each of her members as family and always striving to make the branch hall feel like home to them. She hopes to continue expanding her new family, what with their new ties in the Toveri Alliance, and the young minds they are shaping at Koma Inu's Magical Academy. She continues to search for new ways to improve herself and tackle any obstacle that comes her way.

## Magic Abilities

### Lightning Magic

**Lightning Magic***(雷系各種魔法, Kaminari Kei Kakushu Mahō)*: In order to manifest Lightning Magic, Samarra is able to modify her magical energy into that of electrons. Being able to alter the movement on electrons,she is able to control, generate, and absorb electrical fields. Her father, Aldrich Inari, taught her a great deal of spells while she was growing up; contributing to her affinity for this element. She is capable of altering electric fields, even that of electromagnetic fields, to perform a variety of unique abilities that only comes with those who have a mastery over the element. She can generate electricity on different parts of her body, capable of causing her attacks in melee to become far deadlier; even capable of propelling herself at high speeds in order to gain extra momentum or offer protection against combat attacks from others.

* **Heaven's Rain***(天国の雨 Tengoku no Ame)*: This widespread attack is used in collaboration with her Summoning Magic. Samarra first pulls out a scroll from the pockets around her waist, or by summoning it through her INDO bracelet. She will then throw it up in the air, the scroll unraveling during its flight and opening up to reveal a multitude of pre-placed seal up and down its ivory surface. She then manipulates the Ki stored within the seal to cause it to unbind and release its stored content. A small puff of smoke can be seen as a byproduct of the energy stored within, and from the smoke, a barrage of 5,000 senbon needles come shooting out of the scroll. The scroll itself is able to span over a distance of 45 feet, unraveling at a rate of one foot per second, giving it a decent range to entrap enemies. Even though the scroll itself has a width of 6 inches, the amount of force expelled when the seal is unbound sprays the needles out in a conical shape that reaches an area in a twenty foot diameter from its point of origin. With the senbon come into contact with the air they are enveloped in a thin layer of Lightning Magic to improve their lethality. When the lightning envelops the senbon, it looks as if there are raindrops of light falling from the sky, a sight that has given this attack its name. When the senbon hit the intended target a stabbing pain can be felt, something that is amplified due to the instant contraction of muscles due to the electricity. Although the current is not strong enough to scar tissue, it will hit vital pressure points that can leave a mage immobile for up to 30 minutes.

* **Luminous Cloak***(発光マント Hakkō Manto)*: Samarra coats herself in a shroud of lightning that increases the damage of her attacks, as well as greatly increases her speed. This is due to the increased synaptical transmission speed in the action potentials caused by the electrical current surrounding her body. Her speed has been noted to increase six fold, giving the appearance that she is merely floating on the earth, for her feet only touch the ground for miliseconds before exploding into another powerful stride. Samarra has broke this limit by combining it with her High Speed Magic, giving her such speeds that it looks as if she is teleporting to those with untrained eyes. When wearing this cloak the light given off by the lightning can help blind the enemy, making it extremely useful, especially in close combat. the photobleaching of the opponent can last for over 2 minutes depending on the exposure, and direct visual contact with the cloak for over 3 minutes can cause permanent retinal damage. Although those who have an affinity towards Light or Lightning Magic are immune to it's visual effects, as the Ki that flows through their body has altered the physiology of their rods and cones, making it possible to withstand such intense lumens. An added benefit of this form is the resistance to lightning based attacks, as they become integrated with the luminous cloak, reinforcing it's properties. The strength of a punch in this lightning clad form is able to easily break through brick, stone, and weaker metals; but given the output of Ki into the cloak, the power of a mages physical skill can be increased.
* **Lightning Body** (雷体化, *Raitoningu Bodi lit. Lightning Body Transformation*) is a staple amongst extremely powerful Lightning Magicians.When performing Lightning Body, Samarra integrates Lightning Magic into their flesh and fuses it with their body. In doing so, they become a mass of electrically charged particles. Once they have become a mass of charged particles, they separate positively charged particles from their body and positions them to create a certain extent of an electrical field. The charged particles and electrical field can be changed at will from a latent state to an active one, and vice versa, by Samarra, who has taken the Lightning Magic into their body. When the electrical field becomes active, its powerful electric potential difference draws the negatively charged particles that make up their body toward the positively charged particles of the field with tremendous force; turning themselves into a lightning bolt, whose size can vary from mere, fast-moving sparks to large pillars of lightning. Together with the signature intangibility of Elemental Magic, which allows Samarra to let physical and magical attacks pass harmlessly through their body when they're transformed, this form also grants Samarra some traits typical of real lightning: they're shown capable of freely moving around at high speed and to travel over long distances, rapidly appearing at their destination from places away from sight as though as they are teleporting, as well as to electrocute everything crossing their path, with the voltage of their bodily electricity being high enough to wreak havoc. Due to the velocity in which Samarra attacks, Samarra's attacks are enhanced drastically; however, her attacks become more predictable the more that the battle drags on, and when transporting themselves, Samarra can only transport to one point of a place per transport, changing a point in space is next to impossible during transport.
* **Raiton Bullets** *(レートン弾丸 Reeton Dangan)*: By positioning her hand to mimic the appearance of a gun, Samarra release concentrated electrical energy in the form of a bullet. Samarra has been shown to fire these these versatile bullets to perform both offensive and defensive moves, dependant on the amount of Ki put into them. This attack is typically packed with 120 milliamperes (mA) of electricity that, when shot, spark uncontrollably on their path to the target. When they make contact with the target a bullet can cause extremely painful shock, respiratory arrest, and severe muscle contractions over the entire body. Samarra can even "charge" this attack by flooding the bullets with excess Ki, causing the particles within the bullets to become excited, making the output of her shot up to 1,030 millamperes! This is a shot that will cause ventricular fibrillation, full muscle contraction, and long term nerve damage. When this **Rajin Shot** (雷神ショット*Raijin Shotto*) hits the target straight on, death is almost certain.

* **Raiton Dance***(レートンダンス Reeton Dansu)*: First Samarra will concentrate her Ki into the palm of her hand, causing a small glow to spread out as this technique is activated, encircling her hand in a crackling blue lightning as multiple streams of lighting are sent out to attack the enemy.The spread of these beams can cover a distance of 260 feet straight, and 35 feet across, making it one of most widespread and threatening attacks in Samarra’s arsenal. The beams themselves are always connected at the point of origin, allowing Samarra to alter the beam's direction after being shot by the aid of expert Ki manipulation. This makes it possible to strike multiple enemies with pinpoint accuracy, even bypassing hostages held in close proximity. The beams start off at a thickness of 8 inches from their point of origin, and gradually get more thin as the travel down their path, ending at a mere quarter inch thickness at their maximum length. A unique trait about this spells is her ability to increase the number of beams to a substantially large amount, splitting them in half in the process. An initial attack can generate 15 different beams, each which can easily be controlled by Samarra. But should she desire to split them up towards their 480 beam maximum, the maneuverability of the arrows lessens, turning the attack into more of a barrage, rather than a pinpoint attack.
* **Raijin's Wrath***(雷神の怒り Raijin no Ikari):*By gathering and generating electricity between her open facing palms, Samarra can clap her hands together to bring about a massive spear upon release. This spear can be wielded like that of a normal weapon, but it’s electric construct makes it a deal a great bit of damage if even a graze from it occurs. The spear itself stands about 7 feet tall, but it is connected with a lightning chain that is freely shaped and manipulated by Samarra. It connects on her right wrist and can increase the combat range of the spear by an additional 5 feet. The main wrath of this spear comes from its impact in the earth when it is launched at an opponent. When thrown, it produces a massive blast of lightning behind it to increase it’s speed, allowing for optimal power to penetrate even the thickest of steel. When it digs the tip of its spear into an object, whether that be a person or the earth, the spear will look as if it is collapsing, the lightning compressing down and traveling into the earth. When the length of the spear has traveled down into the earth it will spiderweb out in a 20 foot radius, where merely 2 seconds after impact, the lightning hidden beneath the earth will shoot up like a multitude of geysers. The lightning bolts will cover every square feet of space in its domain, ensuring that even if it’s target escaped the initial pierce of its blade, it will be struck by its secondary means of electrocution.
* **Electroblade***(エレクトロブラド Erekutoroburado)*: Molding lightning into Samarras hands, they are able to manifest a blade of lightning that is extremely durable, inhumanly sharp, and having the capability to simply cleave through even the toughest of materials, magical and non-magical in nature. This spell is easily able to pierce steel and destroy rock to rubble. Through advance manipulation and Ki output a user's blade would be able to slice cleanly through a building of 10 feet across. The blade itself can extend up to a distance of 25 feet, with a thickness of 4 inches. The shorter the blade, the thicker it can become, as well as the more concentrate the electricity can become. When it comes into contact with a living subject, the lightning will cause immediate muscle contraction, triggering the voltage gated channels on the targets muscles. These contractions can last for 8 seconds for every second of exposure from the blade. This is only a byproduct from the actual cutting power of the blade, as the high frequency of the lightning Ki can easily cut through flesh. Should Samarra desire the need, they can even branch out the blade to impale multiple enemies at once. A maximum of 10 "branches" by increasing the Ki output and concentrating on the points of output on the blade itself.
* **Raiju Fang***(雷獣牙 Raijū Kiba)*: Clapping her hands together, Samarra is able to release a form of lightning upon release of the clap that takes on the form of six identical wolves. Typically considered a Lightning Make spell, Samarra has denounced this classification as she only knows the one dynamic cast, and one other static cast; giving her in no sense the need to call herself a mage of this subspecies magic. These wolves are able to lock onto their target, able to maneuver around obstacles and attacks in order to sink their electric fangs into the flesh of the enemy. Once bitten the Raiju will immediately stun the target by contracting all their muscles at once, disrupting the path of signals to the tissues in that localize area, making it impossible to move said joint. The interesting phenomenon comes when more than one wolf is able to latch on. Typically aiming for the limbs of their target, should a wolf latch on to each one of someone’s arms, for example, then the strong bond of Ki between the two will cause their current to travel through the targets body and paralyze their entire arms and chest. Should the wolves get hold of all four limbs, a mage would effectively have a full body paralysis until the wolves were released or overcome with a surge of superior levels of Ki. During a battle where these wolves had taken on another elemental dynamic spell, they were overcome due to the low output of Ki put into them. In order to overcome this in the future, Samarra has since increase the resonating frequency and allocation of Ki to make them more durable and long lasting.
* **Static Discharge***(静電放電 Seiden Hōden)*: First building up electrical energy into her core, Samarra gathers and condenses the ambient static electricity from the environment, concentrating it within her body by combining it with that of her own Ki. This is done by the vibrational friction caused between the Ki particles in her aura, and the molecules in the air. The molecules of the two materials of different composition tend to stick together on contact due to a form of chemical reaction. This is very close to a chemical bond; the adjacent dissimilar molecules exchange electrons. And when one material is physically moved away from the other, such as the condensing of Ki back into Samarra’s core, it is regarded as friction. The result is that excess electrons are left behind in one material, while a deficit occurs in the other. With the air having developed a slight charge, Samarra releases the stored Ki energy from inside her, causing the previously charged air molecules to become electrically over-stressed and come alive with streams of lightning going off in all directions. Depending on how long Samarra collects radiant Ki, the reach of this spell is positively correlated. A typical discharge with a collection period of 5 seconds will reach a radius of 10 feet, while doubling that time will double the reach. A mage’s body can only store such energy for a given amount of time however, and so the maximum reach of this spell tops out at a charging time of 160 seconds, with a reach of 320 feet. The epicenter of this attack, with a 15 foot radius, will yield the most devastating damage; while to outer rim will only cause little discomfort, described to feel like the shock that occurs when you rub your feet on the rug and touch another surface.

**Advanced Spells**

Raijin's Roar at 20% power
* **Raiju Roar***(雷神の怒り Raiju Gōon)*: Cupping her hands together, this attack can be performed in five different levels dependent on the level of strength desired from the output. For the first stage of the Roar, an output of 20% of full power is released. For this, Samarra will cup her hands together by holding the wrists together and keeping the palms open. She will then extend both of her index fingers towards the center of her palm and begin emitting high speed Ki from both of them, keeping the force contained within the space in front of her. Her fingers act like rods for the lightning to bounce back and forth, the particles of energy hitting one another in the space between her fingers, causing the particles to become more excited and give off a great deal of static electricity. Due to the speed and containment of such a spell the Ki will continue bouncing off one another, generating more and more energy and electricity, that after a "charging" time of only 10 seconds this concentrate lightning will have an output of 30,000 amperes for a 20% power blast, also known as **First Strike** (先制攻撃 *Sensei Kōgeki*). Once the charging period is complete, Samarra will push forth a large surge of Ki from the middle of her palms, breaking the containment she had on the mass and sending the blast of lightning forward in a beam towards her target at a speed twice that of a lightning strike. This spell is able to increase it's power and output by increasing the number of "lightning rods", or fingers, that Samarra puts into the palm's space to channel her Ki. When all five fingers are used for this attack, the **Fifth Strike** (フィフスストライキ *Fifususutoraik*i), the electrical output is equal to that of lightning forming at the top of the cloud, a strike that exceeds a billion volts. It's speed makes it an almost sure strike, but even in the wake of the attack, buildings can be leveled in a ten mile radius when Samarra unleashes her Fifth Strike.
* **Lightning Clone** *(雷クローン Kaminari Kurōn)*: A highly advanced technique for that of a mage, this spell allows the caster to construct an almost identical clone of themselves made out of Ki. Akin to the ninja way of **Shadow Clone Jutsu,** a mage will have to expend a great deal of Ki to give shape to a human body. The clone is able to perform physical techniques and interact with the environment due to it having physical substance, and has an Ki network as an exact replica of Samarra, giving it the ability to perform known spells as well. The clone itself is not of its own free will, but is instead directed by original by fluctuating the Ki output of the clone’s construct. Samarra can even send her consciousness through to the clone to give it the ability to speak, but this leaves the original body open to attack as one’s mind cannot be in two bodies at the same time. This is why Samarra will generally hide her real body and send her consciousness to the clone to help use it to assess her targets abilities before getting injured herself. Typically used in combination for a close range, omni directional attack, a clone’s maneuverability and power can be highly advanced depending on the skill of the caster. But this is all dependent on the control of the caster and how well they can keep the clone in their line of vision, because without seeing the environment the clone is inhabiting, their movements would see inorganic and tip off their opponent to the likes of a clone. This technique can be used for more than one clone, however, it will evenly distributes the caster’s magic between each clone, which comes at a cost of weakening the overall effectiveness of the clone and expend a great deal of energy. If the clone is seriously injured, it will revert to its natural lightning-state, at the same time electrocuting whatever it is touching. Samarra has used this as a trap herself, as she will use the clone to latch on to her target and then stab herself in the chest to cause the clone to revert and electrocute her enemy. Another great benefit of this is that a small portion of Ki from the clone is returned to the caster’s body, in which their brain will process the information gathered by the clone. This can help a great deal with intel and even with training on a new technique. As the time to master a technique can be halved if using a clone.
* **Circut Grid***(配電網 Haiden-Mō)*: Placing a magic circle out in front of her, Samarra releases a tight grid pattern made out of lightning. This grid can expand to cover an area of 35 square feet, with each individual square making up 2 square inches. This is one of the more Ki expensive spells as the individual squares are sealed with pure Ki to solidify the construct of this grid. Meaning that Samarra, at maximum capacity, can only give form to this spell for around 30 minutes. The amount of time greatly decreases as the battle progresses, making it only capable of defending off a short burst attack, rather than a steady stream of attacks. The moment that an offending attack comes into contact with the grid it acts like an elastic net and bounces the foe's power back at them at such a speed that it seems that Samarra had cast it herself. This is due to the high resonant frequency of the Ki, causing it to vibrate at such speeds that the interaction of the energy clouds emitted by the Ki particles will keep them held together, but still allow them to stretch and recoil back into their original form. It is able to affect physical as well as projectile attacks of both magic or non-magic origin, so much as they are within the scope of this spell and an adequate amount of Ki was put into the spell to reinforce it. It is the utmost highest in defensive spell in the proper hands, but should the magical energy of the opponent overwhelm the caster, the Circut Grid will merely shatter, but can slow down the attack enough for the caster to get out of the way. This can act as either an offensive trap, or a defensive wall, making it a very versatile attack. In Samarra’s case the electric lines that make up the grid pattern have the capability of stunning any physical body it comes into contact with, scaring off those who wish to damage her barrier through the means of physical attacks.

**Innate Abilities**

* **Electromagnetism***(エレクトロマグネティスム Erekutoromagunetisumu)*: Through her extensive training in Lightning Magic, Samarra has been able to acquire a limited degree of skill in electromagnetic manipulation. By using electrical currents, she can generate a magnetic field and attract ferrous materials to her being to use to her advantage; like being able to create a make-shift shield out of scrap metal or walk on walls by attracting the iron particles in the ground to the electricity generated in her feet. This ability comes to be rather useful in combat when Samarra uses her bladed weapons and wires, as she is able to throw and maneuver them without fear of them leaving her person. Although a weakness comes in the fact that those with skills such as Magnet Magic are able to overcome her electromagnetic pull; but she has been seen to stand toe to toe with someone who practices ferrokinesis. Another great use of this skill is the ability to send out electromagnetic pulses to disable electronic and technological devices. This proves useful in those who rely on machina limbs, or weapons that have an electrical/computer component.
* **Static Detection***(静的検出 Seiteki Kenshutsu)*: Samarra is able to detect all types of electricity: including electricity produced from living organisms, static, lightning, and electrical signals. A living being emits a constant, yet barely detectable wave of electricity through the air, allowing Samarra to passively located creatures while maneuvering through the field. This has proven useful in darkened areas where sight is not easily used, and Samarra can rely on this to locate her target or evade their movements. The greater an object is moving, the more electrical impulses are sent off in their body to tell their muscles to contract; this makes tracking a target easier than searching out a stationary one, as the moving target will release a greater electrical “cloud” to make them easier to see. This power can even extend to predicting movements during a battle, as the muscle emits an electrical signal right before it contracts. With quick enough reflexes, she is able to evade typical combat moves from that of mages, even going so far as to evading S Class combat attacks through the combination of her Static Detection and heighted reflexes. She is also able to do “active detection”, which is done by generating an electrical field and detecting any distortions within it. This gives her a clear image of the surrounding area that she can use to detect opponents or any other anomalies within an area of 35 feet. This comes across like a 3-D outline, giving Samarra the general shapes of masses, but not being able to draw out fine details. This is where the ability lacks, as it is useful in finding large objects, but should she try and use it to find a item smaller than 2 inches in diameter, like a trip wire for example, she will require a great deal of Ki to focus on such a small object, sending out multiple pulses of the electric field to better reflect off all objects in the area.
* **Lightning Immunity** (雷に対する免疫, *Kaminari Ni Taisuru Men'eki*): The basic innate ability of any mage who uses an electric based magic. In the most basic sense, it allows Samarra to have an immunity to any other form of lightning based attacks that are directed at her; and while this is an effective means of dealing with lightning, it isn't all powerful. Lightning of a higher-tier, such as that from Slayers and other Lost Magic's can still cause harm to her. In Samarra's case, given her immense amount of skill in her Lightning Magic, as well as the fact that her Red Lightning Magic is a tier above normal Lightning Magic, she is immune to the basic spells of lightning based Dragon Slayers as well as regular Lightning Magic mages. She is able to withstand the effects of said element without succumbing to the paralytic effects of such spells; and is even able to take a hit from naturally occurring lightning without any visible effects.
* **Electrokinesis** (エレクトルッキネシス, *Erekutorukkineshisu*): Electrokinesis is the psychic power to manipulate energies, electrical currents, and electrons. Samarra is able to conduct, generate and manipulate a form of energy resulting from the existence of charged particles (such as electrons or protons) which give her control over electric fields, electric charges, electric currents, electronics, and electromagnetism. Her immense knowledge and practice over electricity from her magic has given her a great deal of control and power over the element of lightning and its derivatives. One of the numerous abilities her electrokinesis offers her is electrical absorption; the power to conduct and store electrical energy within her body. She can increase her store of electricity by draining electrical devices and machines, she can absorb ambient electrical energy like static in the air, and can manipulate the direction of her opponents lightning based attacks. When her power and focus have reached an optimal state, the electricity can also be manipulated in her target's nervous system, though its effects are typically minimal due to her limited experience. Such effects can be disorienting the thought process, generating static cling in the hair, and giving massive headaches and slight paralysis. The electrokinesis within her own body is of a higher caliber and allows her to improve activity within her own nervous system to allow higher cognitive processing, a faster speech rate for spell incantations, and faster movements of her body.
* **Flash Strike***(フラッシュスト Furasshusuto)*: With her katana equipped, Samarra uses her High Speed to charge at an opponent head on. Because of the unusually high speed, and afterimage is created that makes it appear as if she is running normally, or even slower than she would usually do. With her opponent distracted by the afterimage, as it appears to be still running straight on, she runs past the opponent and slashes them in the back. The opponent is almost always caught off guard and unable to counter this move.
* **Falcon Heavenward** (隼天翔 *Hayabusa Tenshō*): A fairly basic synaptic accelleration spell in which Samarra will rush in head first, gradually lowering her body position to get more power in her upcoming strike. Once upon the enemy, a feat that typically is accomplished in miliseconds, Samarra will spring up to unleash a kick upon the target's body that is strong enough to send them flying up into the air.
* **Omnidirectional Assault** (無指向性暴行, Mu Shikō-sei Bōkō): An attack that relies heavily on the ability to change direction, meaning that it's speed is slower than normal to allow for quicker changes, but still registered at around 105 MPH, a speed far greater than an human's ability to alter their body's direction. Samarra will use this to continuously circle her target, unleashing a barrage of hits and kicks on the body of her target. She will typically aim at the pressure points of her target to render them ineffective in battle, or even unconscious if she is able to have enough time to hit the correct pressure points.

### Summoning Magic

**Summoning Magic***(召しの魔法, Meshi no Mahō)*:Samarra is highly skilled in summoning magic, having a great understanding of Runic Circles and a comprehensive knowledge of Runes. As with Runic Circles, Summoning Magic relies on the three essential components: that is a casting circle, the proper runes, and a Ki ignition. The circle functions as a channel for which the Ki can interact with the runes. It represents the cyclical flow of the world's energies and how the flow of energy is never lost, but always returned back in a different form. The complexity of the circle is the same for all summons, it is the runic symbols and placement that differs for each object that the mage wishes to draw forth. The placement of these runes within different sectors of the casting circle will correlate with a runic "tag" on the object that the caster places on the object they wish to use. This means that the caster must make contact with the object, and cannot summon something they have not seen, touched, or purchased before. Because the runic sequence associated with each object may be hard to remember, mages will typically list them on a page in their grimoire to be able to reference easily.

Once both the casting circle and runes are in the proper place for the spells instruction, they simply need a Ki pulse to start the reaction. The object will pass through the runic circle and appear in the center so long as the runic sequence and Ki matches with that of the Ki infused in the object. The scientific reason for this phenomeon has not been fully discovered, but the idea that the Ki molecules are able to essentially "protect" the molecular structure of the object through the quantum entanglement process of teleporting the object from one point to another.

Samarra's special summons include a wide array for swords, throwing knives, chains, and other weaponry. She has even added a few urethane constructed weapons to help combat mages who have a control over metals. These "rubber" weapons offer superior tear and tensile strength as well as impact and abrasion resistance making them useful for more blunt force damage. Her specialty comes from the summoning of a multitude of chains infused with a nullifying magic that she uses to bind an enemy and take away their ability to break free from these extraordinarily strong chains.

She has her own seal, that consists of the kanji for "faithful" inside a circle. She is able to place a magic seal on any surface she touches, but has infused her magic seal into select weapons, such as throwing knives, to makes it possible to throw her weapons and summon an item wherever the kunai lands. These seals are typically small, only about 2 inches in diameter, and can easily be hidden in brush upon approaching a weary enemy.

* **Chain Prison***(チェーン プリソン Cheen Purison)*: One of Samarra’s most favored spells due to its abilities to restrain even the mightiest of mages. This spell was specially designed during her time in the Elite Custody Enforcement Unit as a means to restrain criminals who were wanted by the Magic Council without causing them extreme discomfort. This attack utilizes a unique construct of magic chains that Samarra has specifically forged for herself and herself only. The chains themselves are made of a non ferrous Iridosmium-Kinesium compound infused with an extremely powerful Soul Repeal magic whose Ki has been integrated during the forging process. This construct provides both the strength to restrain those whose magic has been nullified by the chains, while also absorbing the energy put forth by the effort to break said chains. It is by this fact alone that some have deemed these chains unbreakable, even though a mage of resounding physical strength, such as that of a Beast Saint, could potentially break them in one fluid motion dependent on the number of chains used to restrain them. This nullification spell also offers resistance against fertilizes is, as well as Samarra's own backing power of ferrokinesis help cancel out anyone who tries to manipulate said chains. In order to execute such a spell Samarra must be able to construct a summoning seal barrier that encompasses the target; whether that be in a triangle formation, square formation, or any other shape of increasing number. The strength of the Chain Prison will increase dramatically dependent on how many chains are summoned. The use of three summon seals to surround a target in a triangle formation will release three chains that are capable of restraining an average mage. A four point summon is the preferred method of restraint for Samarra as it ensures the binding of said target without room for error. However a mage of S Class would require a five point restraint at minimum to ensure that their magic is suppressed and they are unable to overcome the breaking point of the chains. Once the summoning seals are in place Samarra will release the seal and the magical chains will shoot out of the seal and latch onto whatever magical being is within their border. It has been seen previously that large spells will not impede the path of these chains, and after an incident in which she was caught in her own attack, she has modified the chains to lock onto both the magical signature of the target, but also to the biological construct of their body to ensure they make it to their target. Obtaining a sample of a person's DNA can be rather simple in the heat of battle, as sweat, blood, and skin cells are shed frequently during attacks. Samarra will typically use her blade to obtain a light blood sample, bringing it into her hand to incorporate into one of her magic Summoning Seals; giving the spell all it needs to maneuver its way through potential defenses and counters to latch onto its target. The speed at which they travel is fast enough to latch onto a mage who attempts to run outside the border, although it has been seen that a High Speed mage or Athletic Magic mage has been able to escape. It is because of this that the border of the Chain Prison is typically a very spread out one. Magic barriers or attacks will have no effect on these chains due to their infused magic, making this spell typically the end all to any battle.

* **Senbon Coffin** *(千本棺 Senbon Hitsugi)*: This unique spells is actually a combination of her Barrier Magic and Summoning Magic, meant to inflect a great deal of pain upon her enemies. If the target is within visual range Samarra will generate a barrier that springs up as a fifteen square foot box that covers the target in a thick wall of Ki. The barriers themselves give off a black appearance, as opposed to the usual bluish hue, and are marked with Samarra’s summoning seal on the five exposed sides in white. The barrier itself is able to withstand blunt force, as well as average level attacks for a few minutes before cracking, giving enough time for Samarra to release the summoning seal and initial this spell. Once the summon seal is released, small projectile needles, called senbon, shoot out from all sides of the barrier to converge on the target inside. Samarra herself says that there are 125,000 needles stored up inside this attack, which would effectively “turn any mage into a glorified pin cushion.” The needles themselves have no unique quality aside from their non ferrous construction; it is merely the sheer number of them combined with the mages inability to see within this barrier that makes this attack so deadly. The timing of this attack has also been altered a bit to help Samarra overcome the mage’s logical solution of simply erecting a barrier of their own when the needles converge. The release of each summon seal is simultaneous, but Samarra has built in “gaps” within them that span for around 10-15 seconds each, enough time for a mage to lower his guard a bit into thinking the attack is over. These breaks do not come simultaneously, but instead are sporadic, giving a mage little knowledge as to where the needles will come from next. The overall time of this attack is around 3 minutes, one of Samarra’s longest running attacks, and will dissipate once the senbon have all been fired.
* **Arachnid's Web** *(クモの巣 Kumonosu)*: When summoned, four large poles extend from beneath the earth to surround the target. An iridosmium chain loops through notches within these 30 foot poles to create a web like structure from top to bottom. Samarra then uses her lightning magic to send high voltage currents through the chain to electrocute any being that might be contained within. The poles act as a grounding mechanism, allowing the electricity to travel through the chains and disperse once it has cleared the chain web.

* **Shisa Blade***(シーサーブレード Shīsāburēdo)*: One of Samarra's most powerful sword summons, this blade is the embodiment of the branch’s collective Ki and a symbol of its power. It drives its energy from the bond shared between the members of Koma Inu and anyone who bears the branchs mark. The sword is stored in a secret level of the branch hall, a location by which it can collect the ambient Ki generated from the branch and its members. When a mage is given a branch emblem it connects them to the network of mages in the branch, a network that is channeled through the magical vessel that is the Shisa Blade. It collects energy from each and every mage that wears the Komainu crest, although the energy taken is only the natural byproduct of spell casting, something a mage wouldn’t notice. The blade then stores this energy inside the unique lacrima's in its eyes and head. This blade is said to have been forged from the flames of a dragon, and is made of the highest caliber metals to give it a rather unbreakable structure, as well as never losing its edge. The blade itself is able to amplify Samarra’s magic levels to unimaginable heights by circulating the energy it has stored into the one who wields it. Samarra is also able to channel their own Ki into the blade to give it unique properties, like how Samarra will channel lightning into it to increase the lethal nature of this sword. It is because of this power that only the branch master knows of its location and the proper way to summon it. This secret is only passed on to the next branch master at the time of transition, an oath that Samarra has sworn to abide by so that no foul hands will ever hold the power of the branch within their hands.

* Items

* **Taranis Katana***(タラニスの刀 Taranisu no Katana)*: One of Samarra's most consistently used weapon, this katana can be seen residing in the sheath across Samarra's back. Having been an heirloom of her grandfather, the Taranis Katana is a powerful sword that was born from merging Lightning Magic into the a magic blade that leaves the user capable of storing the electrical energy within their sword. This is useful for channeling lightning attacks, or using it as a rod to conduct other mages attacks. Due to the fact that Iridosmium alloy blade, like most metals, is made up of a lattice structure of atoms that are bound together with a "cloud" of freely moving electrons, the blade the ability conduct electricity with very little resistance. With the added element of lightning, this blade can easily cut through steel plated armor. Furthermore, if an opponent is merely touched by the blade, their muscles will involuntarily contract due to the electrical current setting off voltage gated channels.
	+ **Kinetic Absorption**:During impact the blade is able to take the kinetic energy transferred by the molecules and store it within the special coating on the blade. Although unnoticeable to the human eye, Samarra’s blade actually has a coating of Kinesium at two points in her blade to better store energy where it occurs most naturally. The first point of thickness rests at the vibrational node, located near the tip of the blade, because this is one of the fundamental flexural vibration zones within a sword that typically vibrates during a strike. The second is located near the hilt of the blade to absorb radiant percussive energy that would generally travel down the blade and cause a slight stinging of the hands. Because of this feature Samarra feels little to no sting when hitting rather tough substances. This feature can also serve as an offensive tool as well, as the kinetic energy stored within the blade can be expelled by sending a pulse of Ki with enough speed to separate the molecules within the coating and release the kinetic energy stored within. This feature is actually it’s greatest downfall, as this ability only relates to attacks with solid kinetic force, such as bullets, blades, physical hits, and other projectiles; this ability does not work with magical constructs, as the Ki present within the attack will disturb the seal of the coating and make the blade unable to store the energy.
	+ **Alloy Refinement**: Using the kinetic energy absorbed through the blade, instead of sending it back as an attack or dissipating it, this energy can be transferred to the metallic molecules of the sword to act as a 'repair' of sorts. By using the energy to shift the molecules on the edge of the blade, the sword is able to alter its shape to prevent dullness from problems such as abrasion, rolled edge, flatted edge, chipped edge, and corrosion. This leaves the blade with a keen, sharp point and allows Samarra to always cleave her target with a swift strike.

* **Okami Sun***(大神の日 Ōgami no Hi)*: Being first used when Samarra was contracted with Kyna, Samarra was gifted this unique blade without having to use the extra magic required in a Beast Embodiment spell. With a runic microchip crest within the center, this blade is able to concentrate atmospheric Ki and convert it into the flames of the Ōkami Fox. These flames are highly powerful, overwhelming normal flames with ease. Samarra is able to coat the blade with flames, or generate fireballs from the runes itself to shoot at her opponents. After a battle with a Cinder her blade was broken in half due to a drastic decrease in temperature, making the blade shatter from its inability to flex. After this mishap Samarra summoned forth the fox leader whom gave her the blade and asked for it to be repaired, but with some modifications. The newer version of this blade has a far greater increase in it's resistance to both hot and cold temperatures, as well as allowing it greater flexibility to reduce recoil on Samarra during clashes. The Runic code has also been upgraded to be able to absorb normal Fire Magic flames and release them upon Samarra's command. The microchip still gives the blade the ability to relase Okami flames, which have now been documented to burn at 53,000 degrees Fahrenheit, a heat that is almost that of a bolt of lightning and far hotter than the sun!

* **Deathsong Kusarigama***(死亡鎖鎌 Shibō Kusarigama)*:It's appearance is that of a traditional Kusarigama, with a weighted chain connected to a sickle. However, during it's forging process, Samarra invited Tojima Shisen to join and infuse his Darkness Magic into the metal of the chain and blade. This gives it the unique properties of being able to block against darker elemental magic. Traditionally she will use it by swinging the weighted chain in a large circle over her head, and then whips it forward to entangle an enemies weapon, or immobilizing their arms or legs. This allows the her to easily rush forward and strike with the sickle.

* **Celestia Staff***(天体スタッフ Tentai Sutaffu)*: A three part Bo Staff held together with an internal chain. It can be pieced together with a locking mechanism to create a staff of 12 feet long. Samarra can also keep it in its segmented form to allow for more flexible attacks. It is constructed out of Ligustrum lucidum, also known as white wax wood, coated in a polycarbonate thermoplastic. This combination gives the staff a high impact profile, as well as heat resistant and nonconductive properties. The nonconductive properties, however, does not extend to the internal chain and locking mechanism. Should the metal in these parts be struck with electricity, they will conduct a current. The surrounding wood acts as an insulator, so as long as Samarra isn’t touch the metal during its conduction, she will be fine. This staff is easily passable as a close combat weapon that is able to withstand forceful blows, but it can also be used as a long range magical weapon. With the help of a close friend of Samarra’s, Theia Zhulong, she was able to fuse the wood of this staff with Light Dragon Slayer Magic during its creation process. Embedded with granules of a lacrima, these granules are able to store the Light Magic created by Theia within them. They can absorb ambient light to replenish their supply thanks to the pull of the Dragon Slayer Magic that will be mixed in with it. This does come with a downside however; should Samarra use up all the magic within the staff it will not be able to pull in any more light into the embedded lacrima, which will render the staff useless as far as magic is concerned.

* **Sanguine Nexus***(楽天的なネクサス Rakutentekina Nekusasu)*: A double bladed staff made from an extremely heat resistant metal that is only reserved for the most skilled of swordsman to be able to wield without damage to their person. Near the hilt of the blade is a unique container that will line the blade with a serum of Magic Barrier Particles, when a switch is pressed down. This serum allows the blade to pierce through any magical construct, and should it enter the blood stream of the opponent, it will cause them to experience symptoms of Magic Deficiency Disease within one hour of exposure.

* **Bishamonten** (毘沙門天): Without regards to the hilt, each sword of the Shuchi Fujukin possesses a similar make up and special ability. The blade itself is a uniquely colored full tang blade made from high grade AISI 5160 steel; giving it a tough, durable, and corrosive resistant profile. It has been carefully heat treated to give it the maximum toughness, while staying true to it's 'spring steel' name and allowing superior flexibility in the blade to be able to absorb impacts. It is shaped with a hira niku blade design, or apple seed geometry, to give the blade durability against heavy targets, while still maintaining its sharpness. The blade is typically coated in a tinted Kinesium overlay, though some of the coating can be left in its normal red tint to add decoration to the blade's design. Because of the material used to construct the blade, it is able to take the kinetic energy transferred by the molecules and store it within the Kinesium molecules of the blade.

Although unnoticeable to the human eye, each blade actually has a thicker coating of Kinesium at two points in his blade to better store the energy where it occurs most naturally. The first point of thickness rests at the vibrational node, located near the tip of the blade, because this is one of the fundamental flexural vibration zones within a sword that typically vibrates during a strike. The second is located near the hilt of the blade to absorb radiant percussive energy that would generally travel down the blade and cause a slight stinging of the hands. Because of this feature the wielder feels little to no sting when hitting rather tough substances. This feature can also serve as an offensive tool as well, as the kinetic energy stored within the blade can be expelled by sending a pulse of Ki with enough speed to separate the molecules within the coating and release the kinetic energy stored within. This feature is actually it’s greatest downfall, as this ability only relates to attacks with solid kinetic force, such as bullets, blades, physical hits, and other projectiles; this ability does not work with magical constructs. The blade is also able to withstand wear and tear by having the Kinesium molecules absorb Ki which is used to shift the molecules on the edge of the blade, allowing the sword to alter its shape to prevent dullness from problems such as abrasion, rolled edge, flatted edge, chipped edge, and corrosion.
Each sword has the unique ability to form a "contract" with it's owner that prevents its power from being activated if it falls into the hands of someone unworthy of it. Acting as a blood oath, the receiver of the blade must give both blood and Ki to the blade while saying a prayer of respect to the lucky god in which the sword represents. This will allow for an intertwining of the blades Ki and the owners biological Ki to mix and become one; giving the oath taker the only one with the ability to cast Saisen Offering with that blade. Samarra, being the owner of this blade is the only one to be able to cast the spell within this blade, her contract being unable to be rewritten until her death.

* **Size Adaptation**: Each sword has the ability to change size as well, allowing Samarra to easily carry the sword in a small sheath on her hip for quick draw; though she keeps it connected to a link on her INDO bracelet so that it doesn't fall into the wrong hands. The sword requires little magic to alter its shape, and can typically use the energy stored within its Kinesium coat to alter size upon the user's command. Keeping it minimized it will hold it's blade size around six inches, with the total length being that of a single foot. It can alter its size in a matter of .5 seconds up to its normal blade length of forty three inches, but in double the time in can reach its maximum blade length of eighty three inches. When coupled with its kinetic qualities and durable design, each sword is highly useful for any mage.

* **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 Ki 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 Ki 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 Ki 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 Ki 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 Ki reserves that his opponent can use in one of their own attacks. This 210 MP is a typical level of an Ki infused blade, though the number can increase if spells such as Sword Pressure or Sword Beam are used to initiate the spell. For explanations 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 Ki 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 Ki to hold their form. Meaning that magical attacks, such as a Fire Dragon's Roar, will have their Ki 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 Ki 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 Ki. 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 Ki 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 Ki 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 Ki 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 Ki 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.
* **INDO Bracelet**: This silver bracelet serves as a means for Samarra to store her most prized weapons that she can call upon without expending as much Ki that is required for a Summoning Spell. This modified bracelet uses INDO Technology to store it's weapons, although as opposed to the limited single item storage of a typical INDO Tag, Samarra has the ability to store 4 different items within their own pocket dimensions. With the biometric scanner placed on the four cardinal directions of the band, Samarra is able to send a pulse of Ki on a given sensor to bring forth one of her weapons. The unique Azimuth Code associated with her biometric data and magical signature ensures that, should her bracelet fall into the wrong hands, her weapons will not be able to be summoned.

**Beast Summoning Magic** (*野獣召しの魔法, Yajūmeshi no Mahō*):Samarra has made contracts with many different magical beast. Feeling a strong bond with each beast she comes across, Samarra and her beasts fight fluidly together. In order to make a contract with a beast, she must mold her magic into that of a unique summoning seal that can be tattooed onto the beast. This mark links her magic with that of the beast's, allowing her to summon it through a magic circle instantly. This seal also allows Samarra and the beast to communicate with one another through the process of sending the user's Ki in unique pulses to that of the creature's brain, allowing them to process speech, even if the species themselves is unable to reciprocate.

The beast themselves do not rely on Samarra's magical energy, like that of a Celestial Spirit, and are free to use their own magical power during a fight. However, in order to be summoned, Samarra must use the magical energy equal to at least 60% of the creatures magical energy. This means that the more powerful the beast that is being summoned, the more magical energy must be used by the caster to get the beast to their own point in space. This rule is easy to overcome when the beast being summoned is not of the magical nature, and relies on brute force or innate abilities like flying, but when calling upon a creature with whom holds a great deal of spells at their disposal, a mage will have to have an exceptional amount of skill to bring forth the creature to the battlefield. It is possible to summon more than one creature to the battlefield as long as the combined power of the two beasts do not exceed that of the caster, if so, the caster will be drained of energy immediately.

* **Kyna***(キナ Kina)*: This Ōkami Fox , Kyna, is Samarra’s longest standing contract, having made this contract during her first years as a recognized mage in the Inari Family. Kyna is a patient, intelligent, and soft spoken fox who has highly capable tracking abilities to help aid Samarra in locating both friend and foe alike. Kyna possesses a great deal of skill in Fire Magic, but is nothing compared to the nine-tailed foxes of her skulk, such as Aldrich Inari's fox Toshio. The spells Kyna does know do assist Samarra greatly, creating openings for her to take advantage of. During battle Kyna’s speed and agility is her greatest asset, allowing her to easily maneuver away from enemies as well as go in for a bite to help restrain them as well. Due to their long standing partnership, Samarra and Kyna have become well adapted to each other’s style of fighting; with Kyna being able to assist Samarra in spells such as summoning a Chain Prison by taking a knife in her mouth marked with a summoning seal.
	+ **Inferno's Rage (**地獄の怒り *Jigoku no Ikari*): Kyna can condense stray magical energy in the area into a large sphere, rotating the magic at very high speeds. The speed at which she does this will vary on the density of Ki in the area, but can typically take anywhere between five to ten seconds. She then thrusts the ball forward to release the magic energy as whirling blast. This attack is most useful when activated towards the end of a battle between high-level opponents, since the area will be saturated with excess energy from their attacks. It is a recycling of the magical energy, and when the magic is rotated at high speeds it generated a deathly heat wave, as well as a piercing screeching sound. This spells gets its name from both the high heat and sound; people have thought that it sounds like the souls crying out from the flames of hell.
	+ **Okami Petals** (大神花びら *Ōgami Hanabira*) : A spell of simple nature, Kyna will start by inhaling a deep breath and concentrating the Ki in her throat. Once charged, Kyna will release a multitude of small orbs of fire that spread out in a 12 foot area. These “petals” burn at extremely high temperatures, as an Okami Fox’s fire is around 4 times stronger than that of a normal mages fire. This will allow the petals to easily burn through a shield of earth or metal, and can even withstand a small amount of water. The petals themselves can also act as a “mine field” being shot off in the air where they will become suspended in place; a feature very helpful to slow a pursuer.
	+ **Flame Tackle** (炎がタックル *Honō Ga Takkuru*): Very similar in nature to that of a **Volt Tackle** by creatures of the electric nature, this spell allows for a significant amount of head on damage. Kyna will release a great deal of Ki from her pores that comes alive into a bright red flame, engulfing her entire body. She will then use her incredible speed to charge at the enemy in a blazing sprint, aiming to headbutt them in any visible place. This will do a significant amount of damage, as being touched by the Okami flames will immediately cause second degree burns at least. The only downfall is that it cause Kyna some pain as well, as she is performing that headbutt at full speed.

* **Kokoro and Kratos** *(こころとクラトス Kokoro to Kuratosu)*: These Komainu are outstandingly strong, able to restrain the mightiest of enemies with a swipe of their paw. Their strength is that of legend, holding true to the fact that is was these beasts chosen to ward off evil spirits and protect those inside the shrine they guard. Though twins, these Komainu have drastically different personalities, but each hold a great respect for Samarra and never hesitate to help her. Lending their strength, these physically dominating beasts are able to subdue that of the average mage simply through the force of their teeth and muscle. They have assisted Samarra in taking down dark mages, a feat extremely evident in their role of holding back forces during the war with Shattered Dusk. These beasts are able to communicate with Samarra through communication lacrima placed around their necks, but to those without this lacrima, it sounds like a flurry of grunts and growls. This type of communication enables them to coordinate attacks and strike an enemy down in time with Samarra without giving away their movements and intent. They are large enough to be able to ride, and as such, Samarra uses them to cover great distances without using her own magic. They specialize in Barrier Magic, using it to protect their master and her friends when they are summoned into battle. Both Komainu brothers stand tall with a turquoise and grey color scheme about their fur. They have a strong, muscular build, with thick wavy hair as a mane and tail. Blessed with sharp teeth and and razor sharp claws, these Komainu's are fierce and noble beasts. Although Kokoro and Kratos may be twins, they are not identical. The way to tell them apart is the subtle differences in their fur and claws. Kokoro has white stripes along his torso and white claws; Kratos on the other hand has black stripes with black claws. Kokoro is the more passive and level-headed of the two brothers. He is passionate, empathetic, strong, humble, and intelligent. He will assess situations carefully and deem if it is necessary to truly harm someone. However, when he is summoned to fight with Samarra Inari, he will trust her judgement and fight with all his might. He has a strong moral sense, and feeling that Samarra shares his views on the world, Kokoro has set his heart on protecting Samarra at all costs. Where as Kratos is a highly eager, brash, and hot-tempered fighter. He possesses strength much greater than his brother, and will go out of his way to find an opponent to test his physical strength. He is much more carefree and spirited than Kokoro, but shares his strong moral sense. They both have vowed themselves to be the noble protectors of Samarra and the Koma Inu Branch, and take great pride in the fact that they were the inspiration for the branch's name.
	+ **Himorogi Delineation** (神籬 描写 *Himorogi Byōsha*): The most basic of the barrier spells, Kokoro or Kratos can form a barrier of varying shape and thickness, functioning independent of one another. This barrier is made up of a divine Ki only produced by beasts of legend and guardians of holy shrines, making it impossible for even mages of the highest skill to manipulate or consume. These barrier particles vibrate in such a way that, even though they can be broken with a fairly strong attack, they can withstand most weapon attacks, physical attacks, and projectile attacks from that of an average mage. The dimensions of this barrier is typically only two to three inches thick, but is fluid enough to cover a variety of objects in a 120 square feet area. They also are not bound by earthly ties, meaning that the barrier itself does not have to have an anchor and can freely float and move alongside the Komainu should they use it as a shield. This also means that even if a mage does happen to break out of the barrier, the Komainu can simply manipulate it to stretch back around the target, then reinforce it so it doesn’t happen again.
	+ **Torii Stockade** (鳥居の柵 *Torii no Saku*): A highly skilled entrapment spell that can be used for detainment or physical restrictions. The first variation of this spell works as an improvement on the basic barrier spell, causing four translucent Torii gates appear in a box around the target with walls three feet thick. These Torii gate hold unique properties in the fact that the Komainu’s divine Ki that is used in this spell will be able to reflect all attacks from inside the barrier, causing them to bounce back at its caster. They have been shown to even take on an S Class level attack from a dark mage of Shattered Dusk without so much as a crack to its walls. The Komainu twins are able to enter inside their own stockade as well, turning the prison into an easily contained area that they can use to mutilate their enemy. The second variation is the unique ability from where this spell gets its name. In order to activate this, the Komainu must first take in some of the Ki from their target. That can be from simply getting hit with an attack, or by obtaining blood from a swipe made at them. This is so they can have the magical signature of the mage to lock on their attack. Once they have obtained enough traces of Ki to be able to perform the attack with utmost certainty, they will slam both front paws into the ground simultaneously to bring down a series of seven Torii gates onto the target. These gates are made up of the same divine Ki as other barrier spells and are able to bind them to the Ki radiating from the earth’s core to make them nearly immovable. These gates will land atop each of the seven chakras along the targets body, effectively pinning them to the ground without an inch to move around in. The gates are able to adjust to encompass any size mage, able to maintain its hold even with the ebb and flow of a mage’s struggle.
	+ **Perennial Tamagaki** (多年生玉垣 *Tanensei Tamagak*i): The most powerful barrier spell that Kokoro and Kratos can perform by combining their forces together. When this is done the two Komainu’s Ki will resonate with one another making it immensely more powerful and capable of holding off an attack of Wizard Saint level. When this spell is conjured, it looks as if a Japanese style wall is rising from the ground, although it is transparent with a blue hue. The wall itself can span up to eight miles in length, and up to five feet thickness, making it a formidable barrier against the likes of a powerful Wizard Saint, or an army of mages. This spells requires a great deal of magical energy and can't be performed without both brothers being present, as the Ki needed to construct such a vast defense is not possible without the resonance of the twins Ki. It follows the same principle as the Torri Stockade barrier in that it has the ability to reflect back attacks of lesser power as long as its walls remain undamaged and uncracked. The pressure given off by this spell is even enough to stop simple projectile weapons with its glowing aura. It was the sight of this spell used on the temple from which Samarra found Kokoro and Kratos that inspired her to formulate a spell in similar function to protect her branch, later named **Shishi Honden** (獅子本殿, *Shishi Honden*).

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* **Nariko** *(ナリコ Nariko)*: This mythical beast is said to be descendants of Raiju, the pet wolf of Raijin the Lightning God. Seeing promise in Samarra's lightning abilities, and taking a strong liking to her personal philosophy, Nariko decided to accept a contract with Samarra and combine their lightning abilities to be able to take on any foe.
	+ **Raiju Roar** (雷神の怒り *Raiju Gōon*): The signature attack of this godly beast, and the same attack that Nariko taught to Samarra upon the fomration of thier friendship. this attack can be performed in five different levels dependent on the level of strength desired from the output. For the first stage of the Roar, an output of 20% of full power is released. For this, Nariko will initiate a stance with his paws aligned symetrically with his body. He will then open his mouth and begin emitting high speed Ki from his throat, keeping the force contained within the space in front of him. His teeth act like rods for the lightning to bounce back and forth, the particles of energy hitting one another in the space between his jaw, causing the particles to become more excited and give off a great deal of static electricity. Due to the speed and containment of such a spell the Ki will continue bouncing off one another, generating more and more energy and electricity, that after a "charging" time of only 10 seconds this concentrate lightning will have an output of 30,000 amperes for a 20% power blast, also known as First Strike (先制攻撃 Sensei Kōgeki). Once the charging period is complete, Nariko will push forth a large surge of Ki from his mouth, breaking the containment he had on the mass and sending the blast of lightning forward in a beam towards his target at a speed twice that of a lightning strike. This spell is able to increase it's power and output by altering the flow of Ki within Nariko's body, by changing his stance. When in the final stance, the **Fifth Strike** (フィフスストライキ *Fifususutoraiki*), the electrical output is equal to that of lightning forming at the top of the cloud, a strike that exceeds a billion volts. It's speed makes it an almost sure strike, but even in the wake of the attack, buildings can be leveled in a ten mile radius when Nariko unleashes it.
	+ **Raiju Thunderstorm** (雷獣の雷雨 *Raijū no Raiu*): In order to perform this technique, Nariko begin to manipulate a unbelievably large amount of lightning in the air around him. This causes an intense, blinding light to be omitted from the orbs. The lightning orbs are then launched into the sky, creating what looks like a pillar of raging lightning, easily destroying anything that comes into contact with it on its path to the heavens. The lightning orbs will burst into a large cloud spanning around half a mile in diameter, causing the particles within the could to begin sparking with electricity from the new polar molecules. This will cause immense thunder and lightning storms to rain down on the surrounding land, hinting at it's immense power. Once the storm has started, Nariko is able to take control of the lightning being created and cause enormous strikes to rain down and extremely fast speeds on his opponent. With this symphony of lightning and his command, Nariko is sure to strike you if you come into his view. there is a drawback, however, for Nariko can only perform this spell once, as it will use a great deal of magic to create a lightning storm on his own. But once it is amassed, Nariko is able to conduct this electric symphony for around an hour, making Nariko a truly terrifying foe once the thunderstorm has begun.

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* **Kouki***(コキ Koki)*: This griffin is a symbol of light and hope to all who happen to see it. The beast of legend who was deemed to be the creator of Wind Magic and Light Magic, Kouki is a skilled fighter and formidable opponent. He is intelligent and fierce when on the battlefield and is able to use his surroundings to his advantage; able to take down tough foes without lifting a talon. Although should a mage attempt to get in his way, or hurt that of his master, he will use these talons to rip apart flesh like it was paper. He also has a rather strong beak that can make its way through rock and soft metals, leaving a mage defenseless if they attempt to use the natural surround as cover. Outside of the battlefield Kouki is a sweet and gentle griffin. He has high respect for his partner, Samarra Inari, and treats her with the utmost dignity; even referring to her as "my lady" frequently. He shares a kind disposition with Samarra, but can be extremely rude to those who do not treat his with proper etiquette. The lion was traditionally considered the king of the beasts and the eagle the king of the birds, the griffin was thought to be an especially powerful and majestic creature. In legends, the griffin's amalgamation of lion and eagle gains in courage and boldness and it is always drawn to fierce monsters. Kouki lives up to the words of legend and displays extraordinary bravery and strength in the heat of battle.
	+ **Radiant Feather Shower***(放射羽シャワー Hōsha-wa Shawā)*: Flapping his wings, Kouki will release Ki from his pores to construct a multitude of projectiles in the surrounding air, these projectiles taking on the shape of individual feathers. The feathers themselves are constructed of a blend between Kouki’s Wind and Light Magic, with the outer “shell” being made of a high density photon construct, filled with a high pressure wind pocket inside. With another flap of his wings these feathers are fired towards his target, traveling at speeds of 80 mph in an omnidirectional rain. Upon impact with any surface, these feathers will be able to slice through thin material, like wood and flesh. When they hit something hard enough, the photon disruption will be transferred to the air pocket inside of the feather causing it to burst open in a small explosion of magic that can easily bruise and batter a mage at close range. If it manages to hit a mage’s head, the explosive force is enough to cause a short term concussion, as the pressure wave will rattle the brain of the enemy. This attack is more meant as a large scale distraction attack, as Kouki has no desire to kill, but it will give Samarra a chance to get in close and incapacity an enemy if the concussive force of the feathers doesn’t knock them out first.
	+ **Luminous Ring of Apollo***(エーポロの発光リング Eeporo no Hakkō Ringu)*: With a quick spin of his tail, Kouki will release his Light Magic to construct a concentrated ring of Ki. This ring is only about eleven inches in diameter, and is packed with short wavelength white light that osculates at a speed so great that when it is touched, it feels as if it is a chainsaw against your skin. With a flick of his tail, Kouki sends the ring towards his opponent, as it gradually picks up speed to a maximum of 70 mph. As it spins through the air it will collect ambient light and Ki particles, growing in size and becoming more of a sphere as it collects this energy. The further it has to travel, the bigger the attack becomes, with a maximum of five feet in diameter in order to maintain its form. When it hits a target the ring is moving at such high speeds it can feel as if a million razors are cutting against your skin, easily causing multiple lacerations against the skin, and even able to pierce through the steel plating of armor before dying out.
	+ **Aeolus Gift***(アエリューアス ジフト Aeryuuasu Jifuto)*: This attack has been described as the “roar of the griffin”, due to its similar style in breath attack between the two creatures. This attack can actually be performed one of two ways. The first method is a more direct approach, where Kouki will start by concentrating his Wind Magic in the back of his throat opening his beak to create a concentrated ball of wind with incredible rotation. This three foot wide orb is shot with incredible speed that it is compared to that of a bullet leaving a gun. The speed at which it is rotating actually gives off a high pitch screech, alerting enemies of it’s incredible force and ability to rip anything from trees to metal beams apart. A modification of this attack happens when Kouki repeats the Ki concentration process in each of his air sacs, generating a multitude of smaller orbs that can be shot out and creates a “mine field” of wind spheres that will explode when touched; releasing gale force winds against the opponent.
	+ **Aquilo Twister***(風の神ツイスター Kazenokami Tsuisutā)*: By flapping his wings at tremendous speeds, Kouki will begin to gather the wind in front of him, molding and spinning it into the shape of a towering tornado. Dependant on the amount of magic Kouki puts into the creation of the twister, it can span anywhere from 250 feet across to two miles wide at the largest point. The wind itself travels at three hundred miles per hour, ripping up the earth as it goes and carrying a large debris and dust cloud with it. Although only a small part of the twister is in contact with the earth, the sheer speed of the vertical wind tunnel has the power to pull objects into its swirl that lay within twenty feet of the funnel. A unique aspect of this spell is its ability to generate water as well; this is because the intense low pressure caused by the high wind speeds and rapid rotation causes water vapor in the air to condense into droplets and conjoin with the twister. This cyclone of wind acts as a high level defensive spell, able to ward off average level spells, as well as projectiles, from entering into the eye of the storm. It is in this fact that it is very similar to the Wind Wall spell that most Wind Magic mages know, a fact contributed to learning it from the original users, the griffins. But this spell can also act as a devastating offensive spell; quickly canceling out almost all Fire Magic and ripping up the earth on its way to sucking in targets into its razor sharp wind tunnel.

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* **Mielikki***(ミエリッキ Mierikki)*: this gentle forest spirit has the appearance of a rhino with beautiful flowers growing from it's horns. Although it is a highly passive creature, Samarra made a contract with Mielikki with the promise that Mielikki will aid her in any way possible without harming her opponents. Mielikki specializes in Plant Magic and Flower Magic, using these in combination to trap her opponent and use the damaging effects of the flower pollen to knock them out without violence. The flower atop her horn is supposed to be the strongest paralytic known to man, but no one has ever been close enough when Mielikki has allowed it to bloom and release its deadly pollen.
	+ **Cedar Prison** *(セダー プリソン Sedaa Purison)*: With a stamp of her hoof Mielikki will raise up roots hidden within the earth, or if no roots are present, she will use that of her own magic to bring forth thick roots to erupt from the ground. These roots move at an incredible speed, even able to ensnare mages who dare to outrun them. Once caught up to her target, Mielikki will use the roots to create a circular structure to entrap her target in a thick dome of wooden roots. These roots can continuously grow over one another to create a rather thick barrier, and because they are infused with magic, their ability to break is not so easily accomplished without the aid of magic from the entrapped mage. The cage itself can be up to three feet thick, regardless of the size of the initial construct, but once it is made it cannot change size. This had led some mages, especially those of the Take Over specialty, able to break out of the cage by growing enough to cause tension among the roots. Mielikki can also combine this trap spell with a spore spell, making it a toxic environment within the sealed off barrier of wood. This can easily be used to knock out, paralyze, or even cause severe pain to the target within; so that even if they do escape, fighting in a poisoned state would be difficult.
	+ **Eden's Perfume** (エデンの香水 *Eden no Kōsui*): A typical spore magic spell that Mielikki can perform by the creation of her own blossoming vines; or through the manipulation of existing plant life into creating these deadly blossoms. Though typically done through a confining spell like Cedar Prison, Mielikki can activate this spell within the constructs of her own plant manipulation. This allows her to bring forth a particular flower in the midst of an onslaught to help add an additional means to stop the foe without them realized she had even modified the spell. There are various flowers that Mielikki can have appear of the vine, their color a clear indicator of their effect, and can also produce a healing sap that can be ingested to nullify the effects of these poisonous spores. Some of the flowers that Mielikki can call upon are:
		- **Purple Dresca** (紫ドレスカ *Murasaki Doresuka*): The beauty of a flower releases potent, yet undetectable pollen that acts as a numbing agent. Its pollen is highly effective on a mage’s vocal chords, robbing them of their power to communicate with teammates or cast enchantments, making it rather difficult to coordinate attacks. Although primarily potent against the vocal chords, its effects lasting upwards of thirty minutes, it also affects those organs that are lined with mucous membranes that are in immediate contact with the pollen. This includes openings such as the eyes, ears, nose, and mouth. Now although it is not a “lethal” agent, it does cause a great deal of discomfort, as talking becomes rather difficult due to the numbing of the tongue. They eyes are a more sensitive area, and so due to their numbing, the blinking reflex is absent, allowing Mielikki to sweep dust and debris into their eye to cause major distress when the numbing effect wears off. With that of the mucous membranes, its effects typically only last around fifteen minutes.
		- **Yellow Kodelanor** (黄色コーデラナー *Kiiro Kooderanaa*: This golden color flower is probably the most deadly in Mielikki’s arsenal, as if a mage is exposed to too much of the pollen from this flower it could result in death by asphyxiation. The pollen of the Kodelanor is a highly paralytic substance, as it blocks the enzyme used to break down acetylcholine in the neuromuscular junction. This is damaging because in order to avoid a state of constant muscle contraction, the acetylcholine is supposed to be broken down to non-reactive substances by the enzyme, and the blockage of this enzyme results in an accumulation of acetylcholine in the space between the neuron and muscle cell, leading to uncontrolled muscle contraction. This results in initial violent contractions, followed by sustained supercontraction, the latter resulting in flaccid paralysis of all the muscles in the body. If a mage is exposed to the pollen for more than five minutes, the paralysis of their diaphragm could cause them to asphyxiate to death. The effects of the pollen will typically go away within three to four minutes in a clean air environment, as that gives the body enough time to fully break down the intruding substance.
		- **Blue Anasthia**(ブルーアナスシア *Burū Anasushia*): A rather simply pollen, this flower is a low acting general anesthetic. Though scientists are still not too sure how it works, the effects seen on mages are clear that it has the power to knock out those who smell it into a deep sleep. Though the power of this flower is entirely dose dependent, as a mage of small stature wouldn’t need to be exposed nearly as long as a mage of bigger size in order to see the sleepy effects.

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* **Kuuma***(クアマ Kuama)*: This four-tailed sabertooth moves through the sand with ease and precision. Kuuma is a ruthless fighter and uses his Sand Magic to help drown his target and chip away at their will. Kuuma may be the most intelligent of Samarra's summons when it comes to guaranteeing a hit on a target.
	+ **Sinai Bullets***(シナイの弾丸 Shinai no Dangan)*: Kuuma will generate sand from his own Ki, or use sand available from the surrounding area if available, and condense them into the size of 9mm bullets. These shape of these bullets allow for Kuuma to morph them into a sharp tip, giving the ability to pierce ballistics with ease; as well as make it through dense rock and thin steel. Dependant on the environment, Kuuma can incorporate in various elements from the earth, such as quartz or metallic elements, by using his sand to encapsulate such elements in sand and giving his bullets an additional ability and durability. Kuuma is able to make about fifty bullets at one time that can float around him, either to be sent off in a single wave, or fired off individually. He had tried to generate more than fifty, but his ability to concentrate on each bullet was unable to keep them all condensed; causing more of a floating sand cloud, then a wall of bullets. When fired the speed at which these bullets travel is about 1000 feet per second, making them nearly impossible to dodge without the means of a barrier or speed enhancing magic.
	+ **Kanagawa Wave***(神奈川波 Kanagawa Nami)*: With a smack of his paw against the earth Kuuma is able to easily gather up the sediment hidden beneath to create a mountainous wave of sand. Spanning for up to 80 feet in diameter, this wave has a quicksand effect, where whoever is touched by it will immediately get sucked in. The more they struggle the deeper they will go, swelling into the tide of this beige wave as it grows to a gasping five stories tall before crashing down. The onslaught of the seemingly endless sand tsunami at breakneck speeds is enough to induce a severe panic attack and hyperventilation for those who manage to escape its grainy grasp. Those who are not as fortunate are buried beneath the endless volume of sand, causing them to asphyxiate from lack of oxygen, as well as the overwhelming pressure put on their exhausted bodies. A mage has been seen to overcome this by striking it with an onslaught of Fire Magic to turn it into glass; but Kuuma turned this to his advantage as he was able to shatter it and carry the broken pieces of glass within his sand to give it a slicing power it was incapable of before.
	+ **Suna Hitsugi** *(砂柩 Suna Hitsugi)*: Bringing forth a large swell of sand, Kuuma will instruct it to wrap around the target’s body. This is not normal sand however. It is a special blend of sediments and Ki that allow it to harden rapidly, while still maintaining a send of fluidity underneath the hardened shell. The sand will continue to wrap around the mage’s body, leaving only the face of the target in view, and being to constrict to immobilize them. This gruesome spell will come to its conclusion with a flex of the sabertooth’s paw, causing the sand around the target to constrict rapidly causing a great deal of pressure to amount on the body, making it implode from the force. Leaving the face exposed during this spell, although it allows Kuuma to ensure his targets death, leaves a vomit inducing sight as the implosion pressure typically causes the targets eyes to pop from their sockets alongside a plethora of burst vessels. This is typically why Kuuma will cover the face at the last moment when he is with company, to hide such a sight and allow the target to suffocate as well.

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* **Denali***(デナリ Denari)*: This wolf-like creature came to the aid of Samarra when she managed to encounter some Vulcan's in the peaks of Mt. Hakobe. Luckily for her Denali was a kind creature who had lost her pack to the Vulcans not long before. Taking a kind liking to the women of whom she rescued, Denali agreed to form a pack with her instead, pledging her life to protect her from the harshest of storms. Denali's appearance may come off as fierce and aggressive, but she is quite the sweet creature, and always maintains her composure even in the heat of battle. Denali is a graceful wielder of Ice Magic.
	+ **Glacier Shrapnel** *(グレーシエル シューラプネル Gureeshieru Shuurapuneru)*: By concentrating Ki in her throat, Denali will begin to create a sphere of frigid ice in front of her mouth. This sphere is made up of ice constructed of Ki, giving it more durability and structure than that of normal ice, making it perfect for this explosive attack. When forming the sphere she will input tiny pockets of air that she will fill with Ki to create a high pressure area. She will then send this two foot wide orb off towards her target at a sprinting speed, giving her enough time to form another orb if she wishes to make a barrage of shrapnel; although she will typically only send off three at a time. When the sphere makes contact with the foe, or anything solid, it causes a shift in the pressurized Ki inside. This shift will cause the Ki and air to try and escape through the cracks in the ice, causing an explosion of ice shards to erupt for the orb, easily slicing through anything in their way that stands less than three inches thick. This ice is of subzero temperatures, meaning anyone is hit by the shrapnel suffers from second or even third degree frostbite; as well as a radius of five inches frozen from the impact of the icicle.
	+ **Fang Bringer** *(ファング ブリンジャー Fangu Burinjaa)*: This spell releases a rushing wave of massive ice spikes that rip from the earth below and rise to the surface, impaling and tearing anything above it apart. Although typically made from Denali’s Ki, she is able to incorporate water found in the earth’s soil to lessen the amount of magic used on this attack. These glaciers themselves are extremely sharp and immensely destructive, stampeding through most defenses and literally ripping the ground up as they surface. Their path is usually directed by the user, either performing a linear progression, or an omnidirectional assault. The range of this target is around half a mile before the ability to control its course is lost, but the overall surfacing range taps out at about double of that. When impaled by the sharp points the target is instantly struck with third degree frostbite, instantly freezing the blood from the wound and causing the mage to lose all use of whatever has been struck without immense pain.
	+ **Arctic Coat**: Using the Ki that leaks from her pores Denali begins to form a sort of ice like armor around her body, the frigid temperature making it freeze the air around it. This armor of sorts is extremely dense, allowing the wolf to take hits from a sword without even flinching, and withstand physical hits as if they were nothing. Ti is also self regenerating; feeding off the Ki for her pores to incorporate into the structure and repair cracks and chips. This process does take time though, meaning that a large gash would take conscious Ki output to repair, rather than relying on the body’s natural output. The extremely dense, crystalline Ki that forms the ice around her body is capable of absorbing human body heat to give any who dare touch her minor frost bite. This makes her attacks a bit more lethal, as a continuous onslaught of attacks with her armor covered paw will cause the opponents skin to turn black from the severe frostbite. This ability makes it both a formidable defense, and surprising offensive strategy.

File:Kavi.png
* **Kavi***(カビ Kabi)*: Having said to be around since before dragons roamed Earth Land, Kavi is a very wise and knowledgeable turtle creature with extreme abilities in Water Magic. Being one of Samarra's more powerful beast summons, it requires a great deal of magical energy to meet the requirement to summon him.
	+ **Aghartha Geyser***(アーアサ間欠泉 Aaasa Kanketsusen)*: Kavi uses the groundwater beneath his target to cause devastating effects. By increasing the energy within the molecules until it becomes boiling hot, Kavi will quickly bring the water just to the verge of vaporization, before manipulating it to shoot out of the earth's crust. With great force and speed, the geyser bursts out from under his opponent to throw them into the air with scalding hot water. This spell can continue on for a solid 30 seconds, spitting out almost 1.6 million gallons of water in total, completely scalding those that enter in its wide spanning path. The water itself can cause immediate blistering if a mage has no protection against such a powerful geyser. It is told in legend that Kavi was the noble creature to have used this spell to uproot the Minstrel city of Haldobrook and send it into the sea for its pollution and slaughter of the ocean and its creatures.
	+ **Tsuba Whirlpool**: Extending his arms to the sides Kavi forms a large circle of water on the ground beneath the feet of the opponent. Once it has enough power, he will place his front foot on the ground, causing the water on the ground to flow upwards into a massive spinning whirlpool that completely surrounds the opponent. At this point it become impossible to both leave or enter the pillar, as attempting to do so will result in being crushed by the power of the waves. Those who are not strong enough to stand are pulled towards to be flooded by expansive pool of water, while those who can stand with be crushed by the rapids if they attempt to leave. Only those with incredible willpower and durability will be able to leave before the user releases them. This is one of Kavi's largest and most powerful attacks.
	+ **Aqua Ring**: The spell is the conjuration of magical water which subsequently surrounds Kavi's being in a ring-like formation, constantly spiraling around them. He can increase or decrease the number of rings on a whim. The rings enable Kavi to quickly forge other constructs out of water within a radius appropriate enough for him to counter virtually every assault against them. At the same time, he is capable of simultaneously using the water within the rings to send out blistering offensive attacks in the form of water whips or bullets, allowing them to use minimal effort for maximum results in any battle involving Water Magic.
	+ **Locking Waves**: Kavi, employing the density and viscosity of water to their advantage, sends out an omnidirectional wave of water from any possible medium, including their own body or a sword. This wave of water spreads the water's density across a large surface, and anything coming into contact with its viscous surface is immediately slowed down considerably. While the power of the spell depends on the user, advanced users demonstrate the capability to do so at a wide range and slow down objects to a point where they seem to have halted entirely; a feat Kavi easily achieved. The spell remains so long as Kavi wishes it to, or for as long as they have magical power.

File:Durante.jpg
* **Durante***(ドゥラント Duranto)*: Her most powerful defensive summon, Durante is also the largest of her beasts. This stone giant is an expert in Earth Magic and rumored to have been the beast who created the islands of Caelum. This powerhouse tends to speak more with his attacks than with his words, and will quickly level any opponent who pays disrespect to the life of the earth.
	+ **Stone Wall***(石垣 Ishigaki)*: This wall greatest line of defense that Durante can create. Being able to change the density of the earth he is using, he can make this wall very sturdy and hard to destroy; thus making it very useful for defense against the ultimate attacks. Its density can be up to 10 feet in thickness and span a distance of up to 1 mile. It takes Durante around .78 seconds to erect a front face shield capable of stopping a B rank mage strongest attack, or even that of S Class mage's aura cloaked hit. Should Durante take a greater time to double, or eve triple the thickness of his wall he can block almost any attack. Creating a wall of such defensive abilities takes around 10 seconds, and it can only face one direction. This leaves it open to high speed attacks, or omnidirectional attacks. It is this reason that Durant typical sticks to a single hover shield that spans 120 degrees, making it easy to shift around and block direct attacks. Because of his massive size these walls can span up to eighty feet in diameter without expending much energy; and to increase this range to roughly a mile will cause this beast to exert some energy. But when used to protect his master and the branch that she created, he has no hesitation in expending all his energy to protect her.
	+ **Mokushiroku** (黙示録, *Apocalypse*): Durante summons the surrounding earth, including forests and mountains, into a single point. The sphere itself has the ability to grow at a rate of four feet in diameter per second, having a pulling force that can draw in two tons with the ease of the wind picking up the leaves. Piling every stone together, the density of the sphere becomes nearly unbreakable, even to those of other earth masters, making this the the ulimate art of Sloane's earth spells. A large crater is left where the earth has been collected from, making it extremely difficult to maneuver, should the target escape the pull of the Mokushiroku. This monstrous sphere can then be dropped on a target to annihilate not just him but the surrounding area as well. The crushing force of the impact, gives off a wave of force capable of breaking bones in a 30 ft radius. Should a person manage to escape getting caught within the sphere while it is being made, the damage caused by impact of this 50 foot meteor will deal damage not matter the cost. Durante has been able to test his skill with this, being able to construct a meteor 6 times his normal attack size through the use of half his magical reserves.
	+ **Golem Tears***(ゴレム ティアース Goremu Tiaasu)*:Creating many small, jagged, sharp rocks, Durante fires them at incredible speeds towards his target. Being able to make multiple "tears", Durante can cover a large area with this attack and cause intensive damage to his opponents from the barrage of boulders.
	+ **Aianmeiden***(アイアンメイデン Aianmeiden)* A large stone dome is created that traps the enemies inside. Stone spikes protrude from the dome's wall to act as an "Iron Maiden" for all those trapped inside.

**Barrier Magic** (バリアの魔法 *Baria no Mahō)*: This allows Samarra to concentrate her magical energy in her hands that projects a field of magical force that she can manipulate into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; and is Samarra's most powerful form of defense. Having learned it from her Komainu summons, Samarra has become rather apt at performing the magic. With her strong will to protect all members of her branch, Samarra has trained night and day to perfect the strength and reach of her barrier. She is able to withstand a hit from multiple mages and create a barrier large enough to encompass her branch. The larger and thicker the barrier, the more magical energy is needed, so Samarra typically only constructs a barrier long enough to fend off an incoming attack, and then deconstructs it.

* **Himorogi Delineation** (神籬 描写 *Himorogi Byōsha*): The most basic of the barrier spells, Samarra can form a multitude barrier of varying shape and thickness, functioning independent of one another. This barrier is made up of pure Ki, making it impossible for even mages of the highest skill to manipulate or consume. These barrier particles vibrate in such a way that, even though they can be broken with a fairly strong attack, they can withstand most weapon attacks, physical attacks, and projectile attacks from that of an average mage. The dimensions of this barrier is typically only two to three inches thick, but is fluid enough to cover a variety of objects in a 120 square feet area. They also are not bound by earthly ties, meaning that the barrier itself does not have to have an anchor and can freely float and move alongside Samarra should they use it as a shield. This also means that even if a mage does happen to break out of the barrier, Samarra can simply manipulate it to stretch back around the target, then reinforce it so it doesn’t happen again.
* **Torii Stockade** (鳥居の柵 *Torii no Saku*): A highly skilled entrapment spell that can be used for detainment or physical restrictions. The first variation of this spell works as an improvement on the basic barrier spell, causing four translucent Torii gates appear in a box around the target with walls three feet thick. These Torii gate hold unique properties in the fact that Samarra's powerful Ki that is used in this spell will be able to reflect all attacks from inside the barrier, causing them to bounce back at its caster. They have been shown to even take on an S Class level attack from a dark mage without so much as a crack to its walls. Samarra is able to enter inside their own stockade as well, turning the prison into an easily contained area that they can use to mutilate their enemy. The second variation is the unique ability from where this spell gets its name. In order to activate this, Samarra must first take in some of the Ki from their target. That can be from simply getting hit with an attack, or by obtaining blood from a swipe made at them. This is so he can have the magical signature of the mage to lock on his attack. Once he has obtained enough traces of Ki to be able to perform the attack with utmost certainty, he will slam both hands into the ground simultaneously to bring down a series of seven Torii gates onto the target. These gates are made up of the same Ki as other barrier spells and are able to bind them to the Ki radiating from the earth’s core to make them nearly immovable. These gates will land atop each of the seven chakras along the targets body, effectively pinning them to the ground without an inch to move around in. The gates are able to adjust to encompass any size mage, able to maintain its hold even with the ebb and flow of a mage’s struggle.
* **Mori of the Seventh Petal** (第七花びらの森 *Dai Nana Hanabira no Mori*): Another multilayered defense that is a class above **Himorogi Delineation.** This follows the same construction process as the former, where Samarra needs only to channel Ki into her palm and then expels it outward to form the barrier. This spells starts with a construct of a blossoming flower with seven petals to completely protect Samarra. She then will layer six concentric rings atop the fower for an ultimate personal defense. Each layer has the defensive power of a fortress wall, and Samarra attests that no average mage's attack is capable of penetrating even the first layer. It is necessary for Samarra to provide Ki to the shield, making it extremely draining if she were to keep it up for an extended period of time, but that is the price to pay for such a strong defense.
* **Perennial Tamagaki** (多年生玉垣 *Tanensei Tamagaki*): The most powerful barrier spell that Samarra can perform. When this is done Samarra's Ki will resonate with each particle, making it immensely more powerful and capable of holding off an attack of Wizard Saint level. When this spell is conjured, it looks as if a Japanese style wall is rising from the ground, although it is transparent with a blue hue. The wall itself can span up to eight miles in length, and up to five feet thickness, making it a formidable barrier against the likes of a powerful Wizard Saint, or an army of mages. This spells requires a great deal of magical energy and so it is typically the final defense Samarra can perform. It follows the same principle as the Torri Stockade barrier in that it has the ability to reflect back attacks of lesser power as long as its walls remain undamaged and uncracked. The pressure given off by this spell is even enough to stop simple projectile weapons with its glowing aura.

## Physical Abilities

**Enormous Magical Power**: Samarra has always been known to possess a phenomenal amount of magical power residing within her. Her power has only grown through the years, and has now risen to the levels to that of a Beast Saint, powerful and overwhelming. Though many believe it to be a waste on her, since she uses her magic conservatively in battle, being primarily non-destructive in nature. However, its large quantity has assisted her in taking down foes that threaten the safety of her loved ones. Her magical storage allows her prolong usage of her magic, and thus allow her to fight for as long as necessary. Through rigorous training and practice, Samarra has been able to hone her casting abilities so that her spells are not very costly, and allow her to conserve her magic for those she cannot seem to subdue through sheer tactics alone. It has been rumored that Samarra would be able to last 4 days on her magical energy if she were to fight a dangerous opponent; Samarra dismisses these claims, saying she has yet to fully test her magic reserves.

**Ki Manipulation:**  From a young age Samarra had been somewhat of a protegee when it came to drawing in ambient ki from the atmosphere; even able to do it kinetically, rather than through traditional means of meditation. He has the additional capabilities of absorbing Ki into his magical origin, as well as manipulating the ki for offensive, defensive, and supportive purposes in any way that he wishes; although it still requires a great deal of concentration for him to harness ambient Ki, and so it isn't used in battle frequently. Generally, a magician has an easier time collecting this stray Ki in environments with higher concentrations of it such as the area where a vicious battle between others has progressed. He has however, been able to manipulate his own Ki reserves with great skill, allowing him to execute attacks without excess waste of Ki. At the absolutely highest level, a master magician's Ki prowess functions as a defense against illusions due to their sheer mastery over it, making them all but immune to everything except the strongest of fabrications.

* **Physiological Meliorism** (生理的な改善説, *Seiri-tekina Kaizen-setsu*) :Through the use of this magic a user is able to alter the efficiency of particular cells to allow for greater efficiency of a certain physiological process. Particularly used on the endocrine system, nervous system, muscular system, and skeletal system; this ability is able to effect all anatomical systems to improve a mages performance. This is done through the manipulation of their Ki, allowing their magic to act as a catalyst or substitute substrate in various reactions in the body. This can greatly increase the output and efficiency of cell, as the body is able to use a form that can be replenished slowly through the means of ambient absorption; which is far less finite than the traditional metabolism and production.
	+ **Aldo Mena: Vigilant**- Adrenaline, also known as epinephrine a hormone secreted by the adrenal glands; especially in conditions of stress, increasing rates of blood circulation, breathing, and carbohydrate metabolism and preparing muscles for exertion. So once the mage is able to get control of the glands that secrete adrenaline Samarra may experience effects such as increased blood pressure allowing Samarra to react faster and become faster in general. As vasoconstriction occurs, Samarra may feel a bit stiffer afterwards using this.
	+ **Aldo Mena: Unleashed**- The manipulation of norepinephrine can be used to treat oneself and give Samarra on final push if Samarra is extremely wounded or fatigued. Once Samarra seems like he/she is about to faint or lose a fight due to fatigue the norepinephrine can kick in to increase blood pressure. As norepinephrine is referred to as a "stress" hormone, using an excess amount can lead to organs being worn down faster than usual.
	+ **Aldo Mena: Propogate**- Using Ki as a substitute, a Mage is able to disperse Ki through the epimysium of the skeletal muscles and cause massive depolarization of the muscle fibers which causes the body to utilize all myofibrils during contractions. This can give a Mage an extra 20% increase in brute force, but this comes with a cost. Because a Mage is overriding the bodies natural defense mechanism of not utilizing all muscle fibers, prolonged use of this spell can result in extreme tearing of the muscles and related torque injuries.
	+ **Aldo Mena: Nutriment**- but utilizing substrate substitution or Ki catalysis on the adrenal gland, a Mage is able to increase their levels of cortisol, a steroid hormone. One this spell is in effect, the body will begin gluconeogenesis, allowing the body to have an increased supply of "fuel". Although this can increase the output of muscles, but giving it the copious amounts of energy it needs, it is one of the more risky spells to use; as prolonged use can increase water loss, increase protein and bone degradation, and decrease immune and healing functions. So this spell is best used for a quick boost in power on a final hit.
	+ **Aldo Mena: Inspiration-** By increasing production of erythropoietin in the kidneys and liver, the body is signaled to begin erythropoiesis, or the creation of red blood cells. With physiological meliorism a mage is able to increase their erythropoietin levels to hypoxic condition, which is about 10,000 mU of the hormone per milliliter of blood. This increase red blood cell production by almost 1000 fold, giving the mage a greater capacity for gas exchange, allowing their muscles to perform aerobic respiration and prevent the build up of lactic acid, which causes soreness.
	+ **Aldo Mena: Vitality**- Activating this spell will increase metabolic rate, protein synthesis, bone growth and repair, and increase the body's sensitivity to hormones like adrenaline. The manipulation of these hormones, via substrate substitution or Ki catalysis, will increase protein, fat, and carbohydrate metabolism of the mage's body and improve how cells use energetic compounds.
	+ **Aldo Mena: Vigor**- Manipulating the hormone produced by adipose tissue, a mage is able to increase the concentration of Leptin going to the hypothalamus. Using this spell helps slow down appetite, speeds up lipolysis, and maintain energy homeostasis allowing a mage to fight without fatigue for a greater period of time, while still maintaining substantial enough energy to fight at peak performance.
	+ **Aldo Mena: Overhaul**- Concentrating their Ki on the anterior pituarity gland, a mage can stimulate release of Growth Hormone (GH) to stimulates growth, cell reproduction, and cell regeneration. This allows a mage to recover from injuries and minor wounds within a matter of seconds. The effects of this spell is only highly effective on superficial wounds, yet it can help with deep wounds by increasing the healing process exponentially related to the amount of Ki output.
	+ **Aldo Mena: Alleviate**- This is a two fold modification that helps with releasing greater concentrations of enkephalin, a pain suppressant. This is one of the more difficult spells to master if Samarra wishes to grant instant pain relief. This can be done as a localized spell, or a generalized spell. Samarra will modify their Ki to act as a substitute preproenkephalin, a signal peptide that will cause the cells to release proenkephalin. If wishing to use this a precaution, a user can stop this spell in the first stage and allow their body to naturally create enkephalin through the post-translational modification of proenkephalin. If wanting to grant instant pain relief, Samarra may enter the second stage and use their magic to catalyze the proteases used to cleave peptide bonds on proenkephalin and greatly reduce the time for the opioid peptide to take effect.

* **Harmonic Convergence** (高調波収束, *Kōchōha Shūsoku*) is an enhancement that Samarra can perform after she mastered the art of Ki manipulation through years of training. It allows her to harness the power of pure Ki from the environment to give both her body and her attacks a heightened level of performance due to the strength that comes from the natural energy of the world. Since the birth of magic, mages have taken in Ki from the ambient air to help fill their magical origins. This Ki is then processed by their body into a form that reflects the given nature of a mage's own naturally produced magic, making it so the body does not reject this outside energy. This process of converting ambient Ki into that which is compatible with the body takes quite a bit of time, something that can last up to an entire day if the mage has completely depleted their origin. But after years of training and meditation, mages have found a way to take in the pure Ki present in the earth and air, making it possible to overcome this time consuming conversion process. Only mages who have mastered the art of Ki manipulation are able to take in the pure Ki of Firdaus at an accelerated rate, doing what would take normal mages hours to assimilate, in a matter of seconds. They are also able to alter the natural Ki within their body to act as a buffer so that the use and storage of such power will not harm their magic origin. Samarra is able to enter this mode during battle, though in order to take in the pure magical power she must remain still and focused; which is why most assimilation is done during meditation prior to battle. Samarra is able to meditate and draw in the pure Ki, isolating the substance as to protect it from the body's natural transcription and translation of the substance into their own Ki nature. She then is able to hold this energy in her second origin to be brought out later, but at a cost. She can only have at most fifty percent of her second origin filled with this pure Ki. Should the pure Ki become the majority of the mixture, it will overwhelm the second origin and cause great damage; potentially sealing it off. Once she has successfully stored such Ki, when she tap into her second origin during battle her body will take on the appearance of a white glow, similar to that of an aura release, as well as the pure Ki's effect on Samarra's iris will cause them to give off a glowing effect as well. Using pure Ki can give her peak physical abilities as well as turn her spells into those of incomparable strength.The nature of this enhancement will increase Samarra's strength, speed, and biological processes nearly tenfold as the body reacts with this new substrate. This allows ger to enter a state of heightened awareness, where her perception, reaction time, and subsequent counter would allow Samarra to take on an opponent who may be classes above them with a degree of ease. The control and manipulation of the pure Ki entering her body will also increase the potency of Samarra's spells, making them able to easily obliterate what they could not before. This does come at a cost however. Should Samarra rely solely on the pure Ki they assimilate, her attacks will lose whatever elemental nature their magic initially possessed, in her case they lose their lightning affinity. Her spells will instead become bouts of pure Ki energy with the exchange of a spell power twice that of it's normal deliverance.

**Expert Hand-to-Hand Combatant**: Samarra is a highly skilled combatant, trained to such a degree that she's capable of engaging with opponents much larger than herself. Her style of combat relies on a combination of stealth tactics, deception and quick strikes. She's an experienced fighter specializing in pressure points and vital areas first to maximize the damage she can inflict. This allows her to drop physically stronger and more durable opponents by focusing on those points with her attacks. Samarra also employs long distance fighting that takes advantage of her speed, agility and magic. This allows her to remain at a safe distance when fighting to minimize her own damage. Having been raised within a dojo, so to speak, she has been able to become well versed in a few different types of martial arts styles; often intertwining aspects of each of them during a battle to make her attack patterns unpredictable.

* **Capoeira**: Taking advantage of the speed that comes along with Lightning Magic, the Inari Family has focused on incorporating this into the historical martial arts style of Capoeira. Being a fast and versatile martial art, this style emphasizes using the lower body to kick, sweep and take down an opponent, while the upper body is used assist those movements and occasionally attack as well.The series of complex positions creates an uninterrupted flow, in order to strike, dodge and move without breaking motion, giving it the characteristics of unpredictability and versatility.The defense is based on the principle of non-resistance, meaning avoiding an attack using evasive moves instead of blocking it. This fighting strategy allows quick and unpredictable counterattacks, giving the mage with the fastest reflexes the upper hand.
* **Aiki-jūjutsu**: One of the other main form of martial arts practiced at the Inari Family residence, Samarra has grown to be highly skilled in its use. Like other forms of jujutsu, it emphasizes throwing techniques and joint manipulations to effectively subdue or injure an opponent. With her rather quick reflexes and movements, Samarra is able to blend her defensive and offensive strike to fluidly neutralize an attack's effectiveness and to use the force of the attacker's movement against him. Some of the art's striking methods employ the swinging of the outstretched arms to create power and to hit with the fists at deceptive angles, this can easily level an opponent by striking vital points. This way Samarra is free to use her knee to pin her opponent, while leaving her hands free to access weapons or to deal with the threat of other opponents. When combined with Capoeira, Samarra can be highly lethal when subduing an opponent by alternating between the swift kicks of Capoeira and the damaging blows done by Aiki-jujutsu.
* **Ki no Michi**  **(**木の道, *Ki no Michi lit. "The Way of the Tree"*) is a martial arts style created by the monks of the Minstrel Mountains. It is said that the monks created it to be an integration of their martial arts practices and the personal expression of their philosophy to "live like that of a tree. Staying sturdy with deep roots, even in the face of a growing storm or scorching sun." This fast paced, flexible style of martial arts focuses on neutralizing an attack early on or using Samarras momentum and predicted trajectory to dodge said attack for a counter. It emphasizes a majority of throwing techniques and joint manipulations, although the use of a mages *Ki*, later realized to be Ki, is of great importance when delivering an effective block or counter. Also of particular importance is the timing of a defensive technique, either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. This means that a mage must be of fast body and mind in order to read an opponents intentions and movements in order to effectively block.
	+ **God Cedar Cranial Descent** (神杉頭蓋降下, *Kamisugi Tōgai Kōka*): Working best as in immediate counter move to follow an opponent's momentum, however, this move does require a great deal of strength to aid in the execution. As an opponent comes in for an attack, the mage will target the leading foot and scoop one the opponents thighs with their free hand. Using the opponents momentum to aid in their ascension, the mage will lift their opponent upside down so that their head is the closest point of contact to the earth. The mage will then proceed to drop to their side or back, driving the opponent into the earth on their neck and shoulders, or on the top of their head. If executed properly this move will follow one fluid motion and can leave the opponent with severe dizziness, a concussion, cracked cranium, paralysis, or even death if the opponent happens to land in such a way.
	+ **Great Banyan Dance** (大きなガジュマルの踊り, *Ōkina Gajumaru no Dansu*): Beginning with an Ki pulse from a low rise kick to the opponent's sternum, a mage is effectively knocked up into the air. Afterwards, Samarra's moves will differ based on the opening they see. She will typically swivel gracefully to land a kick to the left side of their opponent. This will shift the opponents center of gravity on their fall to cause them fall on their side. On the opponents decent, a backhand strike to the face will shift the opponent's body to be parallel with the ground. It finishes with a Ki infused punch to the gut upon the opponents impact with the ground. This final blow has been seen to break ribs, and never fails to knock the wind straight out of their lungs. Samarra has been seen infusing her own magic into the hits to make this dance much more lethal and powerful.
	+ **Jaya Sri Maha Kick** (ジャヤスリマハキック, *Jayasurimahakikku*): Once Samarra is able to see an opening, they focus a great deal of Ki into their leg for power, while also maintaining their center of balance and delivers a kick at the opponent's weak spot. The only major weakness of this technique is that Samarra has to focus a great deal of Ki into their legs, forcing them to lower the power given to their arms; this can be covered by an X guarded stance, or use the free leg to block as well. With the swiftness and power concentrated into the leg, this is easily break bones if an opponent holds no defensive protection. This is also a versatile skill that can be used to launch a practitioner into the air with a vertical distance of 45 feet.
	+ **Jōmon Sugi Thrust** (縄文杉の推力, *Jōmon Sugi no Suiryoku*): This technique begins with an open palm uppercut to the opponent's chin at close range. Once the hand is placed against the opponent's chin, the free hand is then used to strike the connected elbow. The force created from both hands is now behind a single point that's in contact with the opponent's chin. Since the hand is already in contact with the opponent's chin, they won't be able to evade the second hit. This is a skillful move to evade a grasp, as your opponent is within range and would not be able to stand the backward force to their spinal column without releasing their hold.
	+ **Chankiri Revenge** (チャンキリ復讐, *Chankiri Fukushū*): With one arm cocked back, and the other extended forward, Samarra throws a punch from the drawn-arrow stance. The mage delivers an swift punch forward to the chest, using a pulse of Ki to knock the wind out of the chest. A swift turn of the hips will send the other hand to dig into the heart with wrist bent and elbow facing downward. The end result can lead to cardiac arrest from blunt trauma to the heart. This move does take a great skill of precision to deliver the second blow through the spacing of the ribs. So a mage must practice on a multitude of targets before delivering such a fatal blow.
	+ **Kannimara Chord Cut** (カニマラコードカット, *Kanimara Kōdokatto*): while in a fighting stance, the lead fist is thrown straight ahead and the arm is fully extended. With fingers extended outward, Samarra covers her hand in a coat of Ki; at the moment of impact, the pronated hand is generally held in a horizontal orientation with the palm facing the ground. The power of this attack comes from it's ability to cut the vessels of it's opponent when executed with enough force. Using two fingers can cut off blood flow until the pressure is released, three can cause severe bruising, four fingers can cut superficial nerves and vessels, and 5 finger can damage muscle fibers.
	+ **Tembusu Mania Blitz** (テンブスブリッツマニア, *Tenbusu Burittsumania*): This strike follows a downward push of the target's own strike by applying fierce pressure to the joint's of the target's striking limb and causing it to lose it's consecutive momentum. Afterwards, Samarra to stiff her body to it's utmost limits on the moment of impact. When the practitioner uses it at the right moment in a strike, all of her joints will be fixed. Although difficult, if done correctly,they will strike with the weight of herr whole body. When the strike is covered in Ki, and comes in contact with the water that makes up the human body, it sends a shock wave through the body that can temporarily paralyze the target.

**Spear/Staff Specialist**: Her skill as a warrior with the spear stands high, allowing her to use a variety of polearms in battle. She can be seen utilizing fluid motions when she is wielding a spear, giving her attacks a sense of grace, as well as a seemingly endless array of potential strikes. By slowing her breathing down to match her opponent's Samarra is capable of entering a state of keen awareness of her opponents moves, basing it on the pattern and alteration of their breaths. Her stance can alter between one for countering her opponent's moves by using the shaft of her spear to deflect attacks away; or she can lower her spear toward the ground to execute various Ki defenses, like a makeshift shield. It is this lowered stance Samarra becomes far more deadly, as she is capable of blocking attacks from any direction as well as being able to attack with a swift raise of the spear. She is able to perform as a dual-handed spearwoman, capable of using each hand to fight and throw her opponents off guard. When using her spears she has shown a master usage of Sojutsu and Bojutsu, with an elite mastery in Torunku Ryu, and has even gone as far being capable of moving her spear fast enough to deflect projectiles. Her ability to perform tremendously powerful and precise strikes, launch several consecutive strikes in a matter of mere moments, and versatility against opponents has given her the skill to render many of her targets unable to fight by striking and paralyzing the joints needed to wield a weapon.

* **Torunku Ryū**: The offensive aspects of the style focus on conditioning Samarra on an instinctive basis to, when fighting with a pole weapon, always keep the opponent within a certain zone of attack to optimize offense while still retaining the ability to defend oneself. By keeping the opponent a comfortable distance away Samarra is able to focus more on offense. Taking advantage of the extended reach of the staff, Torunku-Ryu holds a distinct advantage over weapons with shorter reaches, besetting the enemy with a relentless flurry of vigorous assaults at range. In the interest of pressing the advantage, practitioners of this weapons form are able to close considerable distance in a short space of time relying on pure agility as long as the opponent is within 15 meters of their position. Because of the extended reach of the weapons used in this form Samarra is able to deliver attacks faster than the time it takes for an opponent to cast a spell, forcing the mage to attempt to physically dodge or block Samarra's strike. Thus, this weapons form is extremely effective in closing the distance and forcing a direct physical confrontation. A master of such art can fight fluidly with two polearms at once. The draw back to this form is that Samarra will not be able to fight quite as effectively in extreme close quarters, nor can the advantage be maintained if the opponent's weapon is sufficiently heavy or of similar length to Samarra's. Torunku Ryu is also excellent at defense and evasive maneuvers. The defensive aspects of the style rely on perception and awareness of surroundings. By using deceptively quick sweeping movements Samarra is able to divert force away from their body easily by simultaneously shifting into the least accessible position while also not confronting the force directly when necessary. This can work to defend Samarra even from extremely swift assaults. Samarra can easily alternate between offence and defense, as this form allows for fluid transition. In addition Samarra is trained to whip the staff around their body so quickly, they are able to block multiple projectiles from several directions easily so long as none are fired from a blind spot. This form is less effective in close quarters or in tight, confined spaces with places to potentially catch the staff weapon and halt its movement. Adept skill in the style allows Samarra to fight on par with close range combat masters on equal terms, and mastery of the style allows Samarra the ability to fight on equal terms with nearly any opponent.
* **Bōjutsu**: The basis of bo technique comes from thrusting, swinging, and striking techniques that often resemble empty-hand movements, following the philosophy that the bō is merely an "extension of one’s limbs". Bōjutsu attacks are often avoided by agile footwork or jumps and returning strikes made at the enemy’s weak points. The bō is typically gripped in thirds, and when held horizontally in front, the right palm is facing away from the body and the left hand is facing the body, enabling the bō to rotate. The power is generated by the back hand pulling the bō, while the front hand is used for guidance. When striking, the wrist is twisted, as if turning the hand over when punching. Bō technique includes a wide variety of blocks, strikes, sweeps, and entrapments. The bō may even be used to sweep sand into an opponent’s eyes.
* **Sojutsu**: Sojutsu focuses on the various uses of the spear in combat, and is one of the principle stance and holding techniques for those who learn the spear. Generally speaking, there are many kinds of spears or, *Yari*, that a mage can use within combat, however, nearly all of them are used in the same way. Samarra holds the bottom of the shaft with one hand and uses the other one near the middle. With the spear held like this, Samarra can keep the weapon between herself and the opponent, giving her a great advantage, and can also move it out of the opponent's range and slash back at them easily.

**Grandmaster Swordsmanship:** Her swordsmanship is on par with a master; and when combined with her summoning magic arsenal, she can fluidly wield any blade with the utmost precision. This is because when she is not performing her branch master duties, she is training with the branch members of Koma Inu and harnessing her skills alongside them. She has honed her ability to wield any weapon with near perfection due to the teachings of her family during her childhood, a skill she seemingly had a knack for from the start. She is also able to switch from one weapon to another almost seamlessly and can easily overwhelm an opponent if given any opening. The tremendous cutting power of Samarra’s sword strikes are capable of effortlessly slicing through defenses with extreme accuracy and proficiency, focusing on fluid concise strikes that maximize the damage capable of being dealt. Samarra can effectively wield one-handed and two-handed weapons, and can dual wield them as well, giving her an edge on those who stick with one form of swordsmanship. Her rigorous training grants her the ability to wield a long range of blunt and bladed weapons and show master precision with each of them. Her range of weapons can vary from katana, maces, throwing knives, long blades, dual sai, and staffs. Each strike is fluid and precise, holding tremendous power and lethality with a single blow. She has great range on her attacks as well, as her weapons are levitated through the use of ferrokinesis and electromagnetism, and thrown at the intended targets nearby; an action which causes great difficulty for those trying to advance on her. Her speed and precision helps her create a large-scale mobility as a means for versatility and uncertainty when attacking.

* **Master Iaijutsu**: One of the principle sword techniques Samarra has at her disposal, this technique is by far her most proficient. Iaijutsu is a combative sword-drawing art, but not necessarily an aggressive art, because iaijutsu is also a counterattack-oriented art. Iaijutsu technique may be used aggressively to wage a premeditated surprise attack against an unsuspecting enemy. This fits in well with Samarra's nature as she is never one to initiate attack without reason, and this art allows her to focus on counter attacks.
* **Jikishinkage-ryū**: This is mainly learned to teach a mage footwork and breathing. The footwork used in the Jikishinkage-ryū style and can be translated as *law, rule or method (for) transporting, conveying or carrying ('walking')*. It is stressed that both feet stay firmly planted on the ground at all times. The kiai consists not only of the shouting, like most martial arts, but of the proper way of inhaling and state of mind as well. Every kata has two distinct roles called uchidachi, the striking/attacking sword, and shidachi, the doing/receiving sword. Roughly, the swordsman draws a semicircle (upwards or downwards) with both their right hand (holding the sword), and their left hand (free). They finish the movement with his arms extended, the sword pointing upwards, and the free hand's index finger pointing downwards. They represent all the things in heaven and all the things in earth, and the practitioner in the center of everything. Another typical technique is both arms movement in which uchidachi raises with both arms and receives the subsequent uchikomi with the side of the blade. This results in thrusting the left arm forwards and turning both arms outwards to allow to absorb shidachi's cut which is in kiritsuki style like performed by a kaishakunin.
* **Hokushin Ittō-ryū**: Hokushin Ittō-ryū is a very intense dueling style, which focuses on simple and fast techniques where no unnecessary movements are made. Controlling the enemy’s center line with the Kiri-Otoshi and dominating him with extremely fast tsuki-waza are the signature techniques of this ryūha. The principles of this style are that a perfect technique should contain defense and offense in one action.
* **Air Slicer** *(エアスライサー Easuraisā)*:Her power with a sword is on par with that of any branch master, and she can also put forth a great deal of power behind her strikes. An example of this is her power to swing her sword with such great force that it creates a concentrated air current that is capable of slicing through objects in her path; regardless of if the blade actually hits the target or not.
* **Shield Breaker** (シールドブレイカー, *Shīrudo Bureikā*): Shield Breaker is one of Samarra's most powerful sword attacks; when using it, Samarra charges Ki into her blade, then she unleashes a mighty overhead slash, which causes a decent-sized explosion of lightning upon impact. Samarra takes a bit of recoil from the explosion, but because it is her own magic, the effects are minimal.
* **Marvelous Combination** (マーベラスコンビネーション, *Māberasu Konbinēshon*): Marvelous Combination is a unique sword technique, as it consists of four different attacks chained together. The attacks simply change the motion trail of his sword, but swiftly moving the blade along with alternating wrist and pivot movements, it is extremely challenging to tell which angle the blade will be striking from. If the first hit connects, it is nearly impossible to escape the rest of the combo. This is a combination based on speed and misdirection, making it one of the most versatile moves for Samarra.
* **Kitsune Slash** (狐スラッシュ, *Kitsune Surasshu*): Kitsune Slash is a sword technique which is most notable for it's quick execution; almost as fast as the speed of lightning. When using it, Samarra quickly gathers her magical energy within her feet and leaps up, expelling the magical energy as a sort of boost, flying quickly upwards with her blade extended out horizontally beneath the enemy. Kitsune Slash is best used point blank if it's meant to be used as an attack, since there is a greater chance of hitting the target with the edge of the blade. Samarra can adjust her trajectory anywhere from directly upward to a 45 degree diagonal on either side, at the expense of some vertical distance.

**Intelligence**: Samarra is a very intellectual woman who is well versed in knowledge of many different kinds of magic and combative practices. She spends a great deal of time during her childhood pent up in her family’s library reading all that she can about different forms of magic, all known attacks, and historical battles. She believes that if she can acquire knowledge of many magical types, she will be able to better counter them if they happen to appear in battle. This intelligence also comes from her vast experience in battle. Having faced numerous foes with rather different styles, she has exposed herself to a great deal of different magic and techniques and uses each fight to better herself and make her a well rounded fighter. Aside from her battlefield intelligence, her natural intelligence has served her well in the field of science. When she was younger she split her time between her job with the Magic Council and a nearby university in Crocus. She spent her first three years obtaining a Bachelor of Science in Biology with a concentration in Physiology, providing her a chance to study the bodily and neural functions of complex organisms. She later took this love and spent two additional years achieving her Master's Degree in Biochemistry. This background gives her in-depth knowledge of how an attack would affect a body, as well as giving her knowledge on how to counter things such as poison and disease. This also allowed her to expand her use of Ki manipulation to affect a variety of processes in her body to better perform under stress. It is this physiological and biochemistry knowledge that has allowed her to work alongside her brother to develop an anti-tumor and cancer reversal drug called Miracle, that could effectively combat the toughest of cancers.

**Tactical Abilities**: Samarra is one to rely on her intelligence to win over an opponent. She rigorously studies every aspect of a mission before embarking, which is way she is always 10 steps ahead of the enemy. Her quick wit and sharp intuition are keen in battle, giving her the upper hand to stay ahead of enemies who only think of their attacks in the short run. She is highly observant and analytical, and judging from how quickly she can analyze an opponent's power and attack patterns to ultimately make them useless against her with due time, she has been called an excellent strategist who knows how to use the environment to her advantage. She is capable of performing a calm analysis of battle conditions, even when in danger, and deduces an appropriate course of action after considering all possibilities to escape from a predicament. This can also translate into easily pinpoint weaknesses, stay a few moves ahead of her opponent, and quickly calculate new battle plans as the fight is taking place. This is in part due to her great instincts and intuition which allows her to quickly become aware of his surroundings and react to incoming danger in time. She is very precise when it comes to her attacks; being able to block, counter, and strike within milliseconds of each other. These sharp reflexes and complex battle strategies is why Samarra was given the name the **Flash Tactician** (閃光軍師 *Senkō Gunshi).* Her abilities to coordinate multiple units was seen during the Shattered Dusk War, where she commanded the Toveri Alliance forces and devised and relayed plans to all seven units in battle, including her own. These plans ultimately lead to the downfall of their opposing organization with little casualties or mishaps. This ability to command various units also lead to the skillful invasion of Aeternum with the insurmountable forces of the Toveri Alliance, a necessary evil that Samarra saw they needed to take in order to minimize innocent casualties on Ishgar’s own front.

* **Keen Observer**: During combat, or when her opponent is casting, Samarra can observe their movements and discern their attack patterns, allowing her to anticipate their next move. This is in turn helped with her Static Detection, giving her the ability to denote concentrated electric impulses in a mage’s muscles when they prepare to move. She can apply her intelligence to this particular skill as a form of analytical reasoning to allow her to prepare a proper counterattack, or time her opponent’s attacks to help escape harm’s way. As a person who favors her mind over her brawn, Samarra makes sure to develop every aspect of her mental abilities so that can offset any physical weaknesses. Those these skills were developed at a very early age when she would spar with her siblings and family members, her role as a branch master has given her time to hone the reverse side of this skill and be able to observe patterns from a distance, rather than up close during a fight. By watching her branch member’s spar she is able to see various styles of combat and denote similarities between different motions; an example being the slight rocking motion of the feet when someone is going for a full punch, where as a feint punch does not have the momentum gained by the rocking motion on the balls of the feet. This has altered her sense of group battles as well, as now she sees each battle like that of a chess board in her mind; having an aerial view of the location of each person and how their actions will affect the overall outcome of the match. This has come from countless fights being watched during events such as the S Class Trials and Grand Magic Games, where group battles are a frequent occurance.

**Resounding Strength**: Samarra has proven to be deceptively strong for her size and build due to what some would call “the pressure” of the Inari Family and their status and strong warriors; though Samarra never say it as a chore or obligation. She found great enjoyment in the physical conditioning that comes from being a mage, and continuously fought to improve herself. It is this determination and continuous training that allowed her to obtain her impressive physique and have the knowledge of how to use her muscle and physics to overcome those much greater than her. She has enough physical strength to block an enemies hit with little difficulty, and has been able to overpower foes much larger than herself by simply using their own body weight against them. She can punch at the incredible speeds, and with assistance from her magic and an enemy’s momentum, giving her enough force to effectively render them incapacitated with strikes to vital areas. Possibly best seen through her swordsmanship, a simple swing from her katana is enough to create powerful shockwaves of air, each as sharp as the edge of her blade. It is this strength that gives her the ability to hold off strikes from weapons far outweighing her own, even being able to push back against them to give her more space to execute a follow up attack.

**High Pain Tollerence and Heightened Sensation**: The Inari bloodline show excessively high pain tolerance, with markedly decreased endogenous concentrations of nociceptin (pain-activating neurotransmitter) and extraordinarily high levels of enkephalin and anandamide (natural biologically-occurring pain relievers), which both serve to decrease pain reception. Furthermore, their thalamus show super-threshold afferent and efferent innervation, especially to the eye, ear, nose, and somatosensors, thus increasing the ability of their central nervous system to receive and integrate external sensory stimuli. This increased perception time, in combination with their heighten impulse speed, has given them a reaction time of 0.047; a time twice that of the average human.

**Endurance**: She has above average endurance, due to long nights training with her father and her body’s acclimatization to such an active lifestyle. Her muscles express extensive and continual neovascularization and increased mitochondrial proliferation, accelerating both short-duration and long-duration muscular contraction by capillary perfusion and readily available creatine phosphate. This physiology grants her greater stamina when compared to an ordinary mage, allowing her to operate at peak capacity for several hours without fatigue. Her joints and bone structure have also adapted to such strain, giving them her incredible stamina as well. She is able to take a hit and keep on fighting despite the cosmetic damage the blow does. Her strong will to protect her loved ones prevents her from giving up, and she will continue to fight to save them till her last dying breath.

**Master Acrobatic Skills/Superb Flexibility**: Samarra has been shown able to easily perform amazing acrobatic feats giving her the flexibility necessary to execute difficult physical combinations with no strain or discomfort. She has the combined agility and acrobatic prowess of the most skilled acrobats and easily incorporates this into her fighting style. Her leg strength and flexibility gives her the power and poise needed to climb high above the ground, positioning herself in places which enemies cannot reach while she uses her magic against them. She has impressive personal strength and phenomenal equilibrium, making her one of the more skilled mages; as accomplishing feats such as scaling a wall, evading trip wires, and leaping from roof support beams is easily accomplished with little to no discomfort. She is able to gracefully move in the air, and perform flexible maneuvers to evade attacks from her enemy upon descent. Even on platforms that others would find unsteady, Samarra manages to retain balance while switching positions without a single effort. She is able to perform any complicated sequence of gymnastic stunts with ease such as flips, springs, and twists. Samarra is extraordinarily limber and her tendons and connective tissues are twice as elastic as the average human being's, making feats such as flips and springs as easy as breathing.

**Incredible Speed**: Samarra has shown to be immensely fast, partly due to her training from a young age, and her knack for High Speed and Lightning Magic, giving her access to speeds though impossible for those of High Speed mages. Her cardiovascular and respiratory systems have become far more efficient than those of a normal human due to repetitive training and conditioning. The chemical processes within her muscles are so highly enhanced and efficient that her body does not produce lactic acid or other harmful byproducts of respiration, or rather, it produces so little of it that it is almost negligible. Her joints are smoother and lubricated more efficiently, as well as increased tensile strength on her tendons and muscle fibers to better suit that of high speed exertion; preventing her from getting injured due to the strain it potentially places on her body. Her tremendous power allows her to move fast enough to instantly close a huge gap of space between her and her opponent without much exertion. Her body moves at such high levels that some have deemed her speed more akin to that of teleportation, as she can position herself behind an enemy a hundred feet away before they can even blink. She can effectively use her agility to keep up with her opponent's attack pattern; this incredible speed gives her a leg up in close-range fights, as she is able to hit and evade within a matter of seconds. She uses this speed and agility to send of a melee of punches in vital areas before her opponent has the chance to block or dodge, thus opening up the path to a more secure victory.

## Relationships

* Koma Inu
* Toveri Alliance

**Aldrich Inari**
*Main article: Aldrich Inari*
Samarra holds her father to the highest respect, not only as the head of her family, but as a formidable mage and mentor. His kind and caring disposition is what Samarra strives for, and it is his wisdom that often leads Samarra to him for advice. After the passing of her mother, Samarra vowed to spend as much time with her father as she could to make sure she never misses a chance to say that she loves him. Aldrich took her under his wing and taught her all he knows about magic, making sure that Samarra was strong and able to survive on her own. It was his teachings and persuasions that lead Samarra to move to Onibus and start her own branch.

**Kalina Inari**
*Main article: Kalina Inari*
Having grown up a few years apart, these sisters have a very strong connection to one another, but Samarra is definitely seen as the overprotective "motherly" one. Even during their sparring matches with one another, Samarra would gladly teach Kalina any move in her arsenal, but would never go all out for fear of hurting her baby sister. Nonetheless, these two sisters share the same heart and mind, going out of their way to help those around them. They maintain a close relationship despite being so far away from one another due to their branch life.
**Tojima Shisen**
*Main article: Tojima Shisen*
Samarra sees Tojima as perhaps the greatest mind in her branch; admiring his logical and intelligent approach to most situations. His strength is something that she sees surpassing her own in their respective elemental advancements, and is what she attributes to Tojima’s nomination as a potential Wizard Saint. Though he seems to enjoy his time in solitude, Samarra has managed to talk to him on occasion, but has heard of his admirable traits through frequent chatter with his wife. Tojima was once a strong contender for being a branch master, having experience watching the branch while Samarra was away on alliance meetings, as well as being a pacifist. Yet during recent branch events Samarra noted that his actions and words towards some participants was unbecoming of a master who's branch prides itself on its acceptance of members. She found that he may have a hard time encouraging members constructively, pushing them to better themselves by getting involved and testing their strength, but she still sees hope that the darkness that is littered in his past can be overcome through his incredible determination and will.

**Shiro Kitsune**
*Main article: Shiro Kitsune*
Having met this odd man during one of her trips home, she found herself intrigued by the mysterious power emanating from within him. As if fate was listening in on her curiosity, this same man appeared on her branch's doorstep not long after asking to join her and her branch. Never wanting to turn away those who wish to join, Samarra took this lost soul under her wing, as she had gotten a good look at how misguided he was about the world due to his demonic upbringing. His effort to change and learn the ways of human life spurred Samarra into taking on Shiro as her disciple, as even his demon Kitsune form was something she was familiar with due to her Okami Fox being a descendant of their race. Helping him train in both magic and human relations, Samarra grew to care for Shiro as if he were her own brother. After years of training together, Samarra showing him the ins and outs of what it was like to be a branch master, Samarra had decided to choose Shiro as her successor to the branch. His well intending spirit, great magical prowess, and willingness to feel and understand the thoughts and actions of those around him in hopes of forming stronger and more connected bonds was more than she could ask for in a mage to carry on the heart of what she had started this branch for. It brought Samarra a bit of emotional conflict, as there were other long standing members that were also qualified in some way, but after talking it over with them they all showed their support for Shiro as the next branch master. Samarra has great admiration and respect for the man Shiro has become and is excited to see where this new path will take him.
**Overall Organization**
*Main article: Toveri Alliance*
Forming this alliance in the hopes of unifying Fiore, Samarra feels great pride and honor to be part of such a strong force. Consisting of 5 different branchs all across Fiore, there is a mutual respect among branch masters during alliance meetings, and this relationship extends outside of the alliance. Samarra considers herself good friends with most of the branch masters part of the alliance, as well as its honorary members.

**Theodore Vroman**
*Main article: Theodore Vroman*
**Alice Vroman**
*Main article: Alice Vroman*
**Theia Tasya**

## Trivia

* Her main theme song would be Maestro by Hans Zimmer, a song that the author would also pick as the theme to her life.
	+ Her rousing inspiration speech music would be Dream Chasers by Future World Music.
* Samarra's name means "the guardian", which is aptly fitting, as she wishes to protect all those close to her heart.
* Samarra's beast all have names that reflect important characteristics about her. Her fox Kyna's name means "intelligent" in Gaelic. Her Komainu's names are Kokoro, which means "heart,spirit" in Japanese, and Kratos, meaning "strength" in Greek.
* The rules regarding the Saisen Offering spell are as follows:
	+ A character's PEP would be determined by giving 1 MP per word for each word in their spell's name and definition, plus 2 MP per word for any secret art or higher tier spells. For a characters other information (Intro, Appearance, History, Physical Abilities, Relationships and Trivia), 1 MP will be added for every fifty words. That addition of these three values (Magic MP, High Level Magic MP, and Miscellaneous MP) would determine the PEP the counter would have to reach to bust.
	+ For this spell, the author has deemed weaponry as part of the magic calculation (1 MP per word); where as items that cannot be used in battle are classified in the 1 MP per 50 words category.
	+ A mage's PEP can be increased if they have access to boosts such as Amplifier or any sort of ascension mode for the three slayer types. Say a mage were to enter the high level ability of a Drive, an attack that had an AEP of 525 MP would double in power to 1050 MP due to the higher level of magical output.
	+ The AEP for each spell, for both parties, is determined by the word count on the character page as well. Should an attack land cleanly, full AEP will be incorporated into the Bani's counter; and a glancing blow will deal half of the attacks AEP. An example of an attacks AEP would be Abyss Break at 458 MP. (229 words on the page multiplied by 2 due to it being a higher tier spell.)
	+ The 10% interest would be added on for every 500 words during an RP; meaning 50 words per "second" of battle time. Though this measurement is subject to change based on an agreement reached by both participants.
* Samarra's PEP level is 30,463 MP.