Magecraft

A List of the various spells in Alrum's magic system.

## Abjuration

Abjuration, also known as Apotropaic Magecraft, is a school of magecraft that specializes in supportive and protective spells, as well as the suppression of other spells. It focuses on creating barriers, negating magical or physical forces, harming trespassers, and banishing targets to other planes of existence. Apotropaic Magecraft is closely associated with the Synagogue, with many priests and clerics utilizing these spells for healing and warding off evil spirits. The Apotropaic Magecraft school is further divided into four distinct schools, each with its own specialized focus:

* Healing: This school of Apotropaic Magecraft is dedicated to accelerating convalescence and enhancing the vigor of patients. Healing spells from this school aid in the recovery of injuries, illnesses, and wounds. They can rejuvenate the body and promote swift healing, restoring the health and vitality of the recipient.
* Detoxification: The Detoxification school of Apotropaic Magecraft focuses on the sanitization of impurities. Spells from this school can purify substances, removing toxins, pollutants, or harmful elements from objects, liquids, or even individuals. These spells are often used to cleanse and purify water, food, or medicinal preparations.
* Purification: The Purification school deals with the removal of curses from people or objects. Spells from this school are employed to dispel and break curses, freeing individuals from malevolent enchantments or hexes. Purification magecraft can also be used to cleanse and purify cursed objects, rendering them harmless or restoring them to their original state.
* Protection: The Protection school focuses on amplifying one's defenses and erecting barriers. Spells from this school create physical or spiritual barriers that shield individuals or locations from harm. These barriers distort Animus within a finite space, making it difficult for external forces or malicious spells to penetrate and harm the protected area or its occupants.

Apotropaic Magecraft provides a range of supportive and protective spells that are essential for the well-being and safety of individuals and communities. The Healing, Detoxification, and Purification schools contribute to the physical and spiritual well-being of people, while the Protection school ensures their safety and defends against threats. The spells and abilities within Apotropaic Magecraft are invaluable tools in the arsenal of those associated with the Holy Church and other practitioners who seek to provide healing, ward off evil, and maintain a protective barrier against magical or physical dangers.

## Alchemy

Alchemy is a system that revolves around the study and manipulation of the flow of matter. Its main focus is gaining control over bodies, life, and souls, with the transformation of base metals into gold being a fortunate by-product. Alchemists have the unique ability to double as necromancers, combining their understanding of matter with the manipulation of life and souls. Unlike other Magi who practice established rituals, alchemists are known for their ability to discover new rituals and techniques.

Alchemy can be divided into two distinct types: the alchemy practiced at the middle-eastern Prague Association and the alchemy practiced at the western Clock Tower. Although both schools recognize the concept of "everything flows," they differ in their goals and methods.

The alchemy of the Clock Tower is often referred to as "general alchemy." Its primary objective is to transform base metals such as fool's gold or lead into genuine gold, symbolizing the pursuit of perfection and the transformation of humanity into god-like beings. This form of alchemy is concerned with the "transformation of matter" in a broad sense. It encompasses not only minerals but also different states of matter such as liquids or gases. Furthermore, it explores conceptual forms that may not exist in the physical world. General alchemy encompasses concepts such as phlogiston, ether, and galvanism, expanding the boundaries of what can be achieved through alchemical practices.

On the other hand, the alchemy practiced by the Prague Association is known as Alkahestry. It represents an advancement of ancient Middle-Eastern metallurgy, which serves as the root of the discipline. Alkahestry has remained largely unaffected by the Western magecraft influences that shaped Clock Tower alchemy. The primary focus of Alkahestry is to investigate the true principles of the world. The alchemists of Prague aim for the "transformation of events," applying their understanding of phenomena to manipulate the future. They have little interest in the transmutation of elements, considering the mere "transformation of matter" as a primitive art that falls far short of their ideals.

The contrast between the two forms of alchemy highlights their different perspectives and objectives. Clock Tower alchemy is driven by the pursuit of material transformation, seeking to harness the power of matter and elevate humanity to divine levels. In contrast, Alkahestry places greater emphasis on understanding the fundamental principles of the world and manipulating events to shape the future. Both schools contribute to the vast and intricate world of alchemy, offering unique perspectives on the manipulation of matter, life, and souls.

### Material Transmutation

**Material Transmutation** (資料変態, *Shiryō Hentai*?) is a branch of alchemy that focuses on spells and techniques specifically designed to manipulate the properties of objects. It encompasses two fundamental aspects: Reinforcement and Alteration.

Reinforcement (強化, *Kyōka*?) is the most difficult basic Magecraft with the purpose of pushing a basis to the utmost limit. It is the foundation of all Magecraft that enhance the existence of the target by pouring Animus, but as no clear expression of how much it can be enhanced is defined, almighty reinforcements are rare. It is the same as adding something to an object that is already complete, in case of failure the target will receive it as a poison. Success requires a good grasp of the inner structure to fill openings with Animus. Reinforcing the purpose of existence would be increasing the sharpness of a knife, the nourishment of food, or in the case of a living creature, physical strength and durability. It is impossible to reinforce something vague. As living things will resist invasion of Animus, reinforcing someone else is the hardest.

Alteration (変化, *Henka*?) is a form of Magecraft that enables a Magus to modify the structure of an object by leveraging the magical potential contained within it. By infusing the object with Animus, either through Reinforcement or by analyzing its internal composition, the Magus gains control over the object's properties and can manipulate them accordingly. This allows for instantaneous and significant changes to both the physical and conceptual aspects of the target, altering their fundamental nature. It is important to note that while Alteration allows for significant modifications to objects, the underlying principle is that the changes made are in alignment with something close to the original nature of the target. This means that the alterations should maintain a certain degree of coherence and compatibility with the object's existing qualities. The closer the alteration is to the inherent nature of the object, the easier it is to execute successfully.

The ability of using both Reinforcement and Alteration is usually reserved for certain artisans and, especially, Enchanters. In Free Lancer groups, an Enchanter magus is someone who supports using Material Transmutation to increase the physical statistics of group members.

### Displacement Magecraft

**Displacement** (置換, *Chikan*?) is a practice of substituting something with something else. The system has a fundamental rule that the replacement will always suffer from degradation, thought of as basic and low-level, there are very few who use this Magecraft. One of the basics of Displacement Magecraft is "Shape Replacement", which is replacing the shape of an object into another shape, such as a spoon into a fork or a detailed Rose flower.

Giving the target an arbitrary directivity and changing it physically or conceptually by something close in an instant is the ordinary Displacement Magecraft. In short, it’s a mana shortcut for chemical and conceptual changes of the target. But in the process of Displacement, a degradation in the target will definitely occur. For example if a spoon is continuously replaced by a fork, and a fork by a spoon, its shape will become more and more like an ambiguous spork, and in the end it will become a warped metallic spatula.

## Astrology

**Astrology** (占星術, *Senseijutsu*?) is a system involving the use of astrological phenomena, such as the positions of the stars and planets in the night sky, for the purpose of divination.

There are various patterns formed by the stars in the night sky, and some of these are considered to form images at specific points in the night sky. These are known as **constellations** (星座, *Seiza*?). The number of recognized constellations have changed over time and between different locations, with many cultures having various tales associated with them. In modern times, there are eighty-eight officially recognized constellations, many of them derived from Classical Mythology.

The positions of the constellations and the planets observed in the night sky and in relation to each other (angles and proximity), combined with their individual qualities, are used to divine for a specific point in time, with different meanings and interpretations arising at different times. These positions and meanings can be used as a basis for various spells, a fair number of which are dependent on the state of celestial sphere. For astrology, where the stars are actually located in the universe is of little importance compared to how they line up when viewed from Earth - it is the latter from which meanings are derived.

## Conjuration

**Conjuration** (降霊術, *Kōrei Jutsu*?) focuses on the summoning of powerful beings to fulfill the summoner's desires. Unlike other schools of magecraft, Conjuration is not a comprehensive system but rather a single spell with various techniques and applications.

Conjuration involves two primary techniques: invocation and evocation. Invocation is the technique of attracting higher spirituality into one's own self, allowing the summoner to tap into the power and wisdom of the summoned entity. This process involves establishing a spiritual connection and merging with the essence of the entity, enhancing the summoner's abilities and granting access to their knowledge and skills. Evocation, on the other hand, is the technique of invoking spirituality outside of oneself. It involves summoning and manifesting the summoned entity in the physical world, allowing them to carry out tasks or fulfill specific objectives on behalf of the summoner. This technique requires a strong command over spiritual energies and precise rituals to establish a temporary link between the summoner and the entity.

Within Conjuration, there are different variations and applications of the spell. Partial Access and Trance Mediumship are examples of Conjuration techniques that utilize fragments of Heroic Spirits to manifest miracles. By channeling the essence or power of a Heroic Spirit, the summoner can achieve extraordinary feats or access heightened abilities. The entities summoned through Conjuration vary in nature. Commonly conjured entities are **Astrals** (式神, *Shikigami*?), which are powerful spiritual beings employed for support on the battlefield. Magi may also summon smaller Astrals to serve as familiars, assisting them in their magical endeavors. However, summoning Heroic Spirits is a much rarer occurrence within Conjuration. Heroic Spirits can refer to either replicating the information and characteristics of historical figures, such as what happened with "Surya's Successors," or summoning deceased souls from alternate worldlines, as in the case of Class 13.

## Curses

A **Curse** (呪詛, *Juso*?) is a type of magic, cast with the wish to bring harm or misfortune on its target.

There are various methods which can be used to cast a curse. A common method is through Infection Magic which uses a person's blood, fingernail, hair or another body part to affect the person themselves. One of the most famous methods of applying this is through harming a doll made of straw, wax or corn, with part of the person attached to it. This traditional method has no real origin behind it, but has spread into various folklores and cultures, such as with Voodoo and Ushi no Koku Mairi. Similar to how everyday things used for cleaning and sterilization (such as water, salt and fire) can be used for purification, things that lead to pollution and decay can be used for curses. Two examples of such substances are mud and animal blood.

There are various curses which take undirected resentment or jealously and use magic to make it into an invisible arrowhead or bullet. Countless numbers of these travel around the planet all the time like high speed wireless internet connections.

As well as curses which are direct at specific people via various means, there are also many stories concerning items which bear a curse which falls upon those who come into possession of them. An example of this is that of a cursed jewel or precious metal which would kill each of its owners. Although pure gold is often used as a symbol of the incorruptible, it is also a popular choice for gathering curses, with its rarity capable of leading people away and becoming a source of jealousy and resentment.

### Curse Arts

**Curse Arts** (呪術, *Jujutsu*?) is the common term given to the practices that one would expect from the traditional (and very clichéd) witches and shamans. Things that fall along the lines of potions, medicines, spirit exorcism and curses that use a material medium (such as a straw doll).

A common concept in many cultures both eastern and western is the curvature of a curse. There are various methods which enable one to divert the path of a curse, such as having a straw doll take the target's place or escaping inside a magic circle drawn on the ground to divert the enemy's aim. Perhaps the most famous magic phrase, **Abracadabra** (アブラカダブラ, *Aburakadabura*?), is included in magic circles and charms, in order to perform a **curse reversal** (呪詛返し, *Juso-gaeshi*?). When an enemy casts a curse, it will divert it or send it back at the enemy, as such it is widely known as a protective charm.

Rye Bryar is a notable user of curses, who developed a technique which uses the curse reversal effect of Abracadabra and the curvature of curses to capture one of the many existing curses flying around and redirect it onto an enemy. During the destruction of the Witches Forest, the witches who survived being struck down by Rye were said to bear a curse that took away their possibilities for success in life, dooming their choices to end in failure for the rest of their lives.

### Geas

The practice of establishing a **Geas** (強制, *Kyōsei*?) is forming a curse over a target that imposes a mystical restriction over one's action with the consent of both parties. Rye Bryar describes it as something that cannot be used readily as it is one of the worst curses.

The version she uses on Giovanni Scafidoglou forces him to not go against any of her commands for the duration of their partnership. The verses of the incantation travel through his nerves to become infused into his body and mind, and the binding of the spell, described as a "second heart", is placed right next to his heart. It is similar to a Command Spell used on a summoned Astral, but it is not almighty in its applications. It cannot be used to command anything to do his own life, but it can be used to bind him at her own command. Once he plans on going against Rye's wishes of saving Sakura Matou, he finds that he cannot move his body at all to stop her. He is immediately freed upon Sakura's death, as there is no longer any reason to bind him.

One even more merciless version of a geas is a **Self-Geas Scroll** (セルフギアス・スクロール, *Serufu-Giasu Sukurōru*?). Placing a written contract upon a scroll of vellum that would appear as only meaningless figures and well-made patterns to those who are not Magi, it is a curse that directly binds the Spirit Gallery of the target. The signature of the declarer is signed in blood and infused with Animus to show that the spell has been established and activated. The contract lists the target of the binding Magecraft, an oath from the target, and the conditions to accept the contract. Once the conditions are fulfilled, the target will give up part of their free will, and the contract will be confirmed as an unbreakable curse. It forcibly uses the functions of the targets' Spirit Gallery upon themselves to enforce the contract, and it is a power unable to be erased by any method in theory. Even if the caster's life is lost, the Spirit Gallery would bind the soul of the dead man and not pass down to future generations. It is a very dangerous Magecraft made for the treacherous society of Magi where a contract involving offering a maximal concession that absolutely cannot be disobeyed is required.

## Nature Transformation

**Nature Transformation (性質変化, *Seishitsu Henka*?) Magecraft is a Thaumaturgical System that focuses on manipulating Animus into tangible elements. The effectiveness of these spells depends on the amount of Animus infused into them and determines their power, speed, effective range, and area of effect. The system is divided into six schools, each specializing in a particular element: Torch, Spring, Sky, Ground, Sun, and Shade. It is also possible to derive sub-elements by altering the properties of the primary elements. These sub-elements are denoted with the suffix "style" instead of "magic" to signify their distinct nature.**

### Basic Elemental Natures and Derivatives

* Torch Magic revolves around generating plasma and heat, allowing Magi to wield fire-based spells.
	+ Thunder Style is a sub-element derived from Torch Magic, allowing Magi to control and generate lightning and electrical currents.
* Spring Magic manipulates liquid forms, Magi skilled in the Spring school can conjure and control forms of water. Some Magi can even add new properties, creating poison, control moisture and coagulation.
	+ Frost Style is a sub-element derived from Spring Magic and focuses on manipulating ice and cold temperatures.
	+ Blood Geist, another sub-element of Spring Magic, involves tapping into the life essence of living beings to control blood.
* Sky Magic focuses on manipulating gases, enabling Magi to control the movement and properties of air and wind. It encompasses electromagnetic forces, lightning, air composition, waves, and sound.
	+ Noise Style is a sub-element derived from Sky Magic and allows Magi to manipulate sound and sonic vibrations.
* Ground Magic involves generating earth and manipulating minerals, granting Magi control over the terrain and geological aspects.
	+ Weight Style is a sub-element with the ability to manipulate mass.
	+ Steel Style is the sub-element allowing Magi the ability to manipulate metals.
* Sun Magic specializes in the manipulation of light, allowing Magi to create and shape light-based spells.
* Shade Magic, specializes in manipulating shadows, granting Magi the ability to bend and control darkness.

### Additional Elemental Natures

In addition to the six primary elemental schools, there are two "extra elements" known as Room and Clock. Room Magic involves the manipulation of the 3 dimensions that make up space, and Clock Magic that focuses on the manipulation of time, enabling Magi to control the flow and speed of time. The possibility of Room Magic and Clock Magic was only a theory based on a relatively recent discovery of how Weight Style Ground Magic could bend and contort objects that was once rigid, turning the stiff tree bark as flexible as rubber.

However, not everyone is supportive of these developments. The Synagogue, an orthodox institution, sees Room and Clock Magic as heretical, as they challenge the traditional balance of magecraft. This disagreement between innovation and tradition has led to debates within communities that share the use of magecraft.

* Room Magic
	+ Expanded Dimension
* Clock Magic
	+ Time Suspension

## Mental Interference

**Mental Interference** (精神干渉, *Seishin Kanshō*?) is a form of magecraft that involves the manipulation and control of the human mind. The process begins with the Magi injecting their own Animus into the body of the target. This infusion of Animus serves as the catalyst for the subsequent manipulation of the target's mental faculties. The Magi carefully directs the flow of animus, focusing on specific areas of the brain that are crucial for cognitive processes, such as the cerebral nervous system and the hippocampus. Once the Animus is infused, the Magi employs targeted neural alteration techniques. By altering the neural connections and activity within the designated areas of the brain, the Magi gains control over the target's cognitive functions. This can be a strategic maneuver to disable opponents or gain temporary control over a situation.

In addition to manipulating consciousness, Mental Interference allows the Magi to induce temporary paralysis in the target. By interfering with the signals that control muscle movement, they can render the target immobile. This technique can be useful for neutralizing threats or preventing a target from taking action. They possess the ability to extract information from the target's memories. By delving into the neural pathways associated with specific memories, they can forcefully extract information or relay memories to others. This process can be employed for various purposes, such as gathering intelligence or compelling the target to reveal information against their will. Memory manipulation is another significant aspect of Mental Interference. With their control over the target's mind, the Magi can selectively alter or erase specific memories. This manipulation of memories can influence the target's perception of events or even their own identity. It can be a powerful tool for psychological manipulation or information control.

Furthermore, Mental Interference allows the Magi to cast illusions that affect the target's perception. By creating convincing sensory experiences, the Magi can make the target see, hear, or feel things that are not present in reality. These illusions can be used to deceive, confuse, or distract the target, providing strategic advantages in combat or manipulative situations. In advanced cases, the Magi can exert direct control over the target's actions. By manipulating the neural pathways responsible for decision-making and motor functions, they can override the target's free will and force them to act according to their commands. This level of control can be employed for various purposes, such as manipulating individuals for personal gain or as a means of psychological domination.

## Shapeshifting

**Shapeshifting** (変化, *Henge*?) is the Magecraft to change one's appearance. Depending on the technique, it is said to be a powerful curse or an old and advanced Magecraft.

Though shapeshifting is possible with modern Magecraft, most of it relies on illusions or techniques that transfer the user's senses to another medium, such as a doll. But it comes down to two categories: a mind swap or a reconfiguration of the person's physical form. Swapping minds is easy, but the effects do not last very long, and the victim feels like they are dreaming. Changing someone's physical form is more tricky, involving reconstructing the base DNA sequence, and it is hard to revert back before the spell ends.

Magecraft that recombines the body can be considered an endangered type of Greater Magecraft. At Eideron High, Shapeshifting falls under the purview of the Department of Zoology.