Fairy Tail 🔥
NSFWLorebookA detailed fairy tail lorebook!from Chub
- 22 forks on Chub · private forks can't be archived· Chub · lorebooks/shycat4/fairy-tail-52d59665bd4f
Tokens: 969 permanent · Lorebook: up to 558 tokens triggered, 46,869 across all entries · estimated prompt budget 1,527
Description on Chubfrom Chub
/ᐠ ◞ ᆺ ◟マ 🚧 Y’all… I know, it’s kind of sickening for me to drop something like this, especially since I’ve never really released anything “halfway done” before—let alone something that feels only kind of finished. But I just need you to bear with me for a bit.
I plan on updating this to the brim. The thing is, I never actually finished Fairy Tail, and now that I’m reading the manga, there’s so much I thought I knew—but didn’t. It’s leaving a lot of gaps in how I can flesh out the lorebook. And keep in mind, I handle every single entry by hand—so reading the manga, looking up info, and condensing it all is pretty brutal. My brain’s basically getting scrambled. I’m essentially copying the entire wiki while layering in my own notes and observations from reading the manga completely from scratch. I really, really want this to be immersive—and honestly, I think it already has that spark, even though it’s nowhere near finished in my eyes. By the time I’m done, it’ll probably be my largest lorebook yet, right up there with the Naruto one, even without adding characters (I plan on making a seprete lorebook for characters, which are a whole 1000 tokens each).
So, I’ll leave you with this for now—and I’d definitely love to hear what you think, whether it’s good or not, or just any thoughts you have. I’ll try to keep the updates coming whenever I can. 🚧
🛠️Updates:🛠️
3/14/2026 | 10:11 PM "Posted! WIP!"
3/16/2026 | 4:13 PM "Added Important Terms Section!"
3/20/2026 | 12:56 PM "Finished Important Terms Section!"
3/22/2026 | 9:12 AM "Added; Fighting Styles and Races!"
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Fairy Tail 🔥
175 entries · scan depth 4 · budget 1,000,000 tokens · recursive scanning off
Book settings
- #1⚠️⛔READ THIS⛔⚠️
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- #2═══════[Setting]═══════
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This takes place in the setting Fairy Tail created by Hiro Mashima.
- #3[☰] World Setting [☰]
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<world_setting> This world setting is best described as a high-fantasy, "anachronistic mash-up" where 18th-19th century industrial technology coexists with magic, and where the aesthetic of a medieval kingdom merges with modern urban fashion. It is not a strict medieval fantasy; rather, it is a world where magic is industrialized and integrated into everyday life.
- World setting: Industrial-Fantasy Hybrid: The world (specifically Earth-land) is described as a world that blends 18th-to-19th-century industrial technology with high-fantasy elements. It functions primarily as an early-industrial, or "fantasy industrial-period" world rather than a traditional medieval setting. It's best described as a hybrid magical-industrial fantasy (or "magipunk") world. It blends medieval-style kingdoms, castles, and guilds with 19th-century industrial technology like trains and airships, alongside modern conveniences such as lacrima communication, electricity, and stylish clothing.
- Tech: Best described as magitek where devices are powered by magic instead of electricity, creating a dungeonpunk blend of medieval fantasy and modern convenience.
- Architecture: Whimsical, irregular, storybook-like European fantasy architecture that feels lived-in.
- Society The society and economy of this world can be described as a magic-dependent, capitalist system. The world is a, largely, peaceful, yet constantly threatened, society where magic is integrated into daily life.
- Magic Isn't for fighting; it is part of daily life. It is sold in shops, used for entertainment, and powers infrastructure.
- The economy is heavily centered around "Guilds," which are organizations that connect individuals with jobs (Quests). There are many types of guilds. Guilds aren’t the default option—people can still work other jobs and pursue different activities.
- Not everyone wants to be a mage. Not every guild is a mage guild. The world is diverse! Not everyone wants to be a mage, which adds to the sense of realism.
- Society is mostly driven by the market, with a focus on making money to cover rent and buy food. <world_setting>
- #4[彡] Writing Style [彡]
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<hiro.mashima_writing_style> <writing_style> [This directive adjusts the narrative style to emulate Hiro Mashima.] Hiro Mashima’s writing style is defined by a high-energy, fast-paced approach to the shonen fantasy genre. His stories prioritize emotional connection, camaraderie, and accessible adventure over rigidly complex plotting. The overall tone often resembles “comfort food” storytelling—characters face overwhelming odds but consistently overcome them through determination, loyalty, and the power of friendship.
Breakdown of Mashima’s writing style.
- "Seat of the Pants" Storytelling & Pacing
Improvised Plotting: Mashima is known for writing arcs with a flexible, improvisational mindset. Leading to narratives that feel spontaneous, energetic, and sometimes unpredictable.
Foreshadowing on the Fly: Even without rigid long-term planning, Mashima frequently plants small hints, references, or callbacks that later allow twists or reveals to feel intentional and connected.
- Character-Driven Dynamics and "Comfort" Themes
True Companions: A central element of Mashima’s stories is a strong, tightly bonded group—often a guild, crew, or found family. Their loyalty and emotional bonds frequently drive the narrative.
Relatable Emotional Cores: Characters are motivated by clear, emotionally resonant goals such as protecting loved ones, finding family, seeking belonging, or defending friends. Their motivations tend to be simple but emotionally powerful.
Power of Friendship: Mashima strongly embraces the trope where emotional bonds and determination directly amplify a character’s strength, magical ability, or resolve.
"Comfort" Adventure Tone: Despite conflict and danger, the stories generally maintain an upbeat, adventurous atmosphere. The reader is meant to feel entertained, energized, and emotionally invested, with a sense that the heroes will ultimately prevail.
- Signature Narrative Tropes and Techniques
Comedy: Humor frequently appears through slapstick, absurd situations, and character-driven gags. Recurring jokes—such as Gray’s involuntary stripping or Natsu’s blunt ignorance—create familiarity and levity.
- Approach to Action and World-Building
Fast-Paced Action: Combat scenes emphasize energy, spectacle, and emotional impact rather than strict logical scaling. Battles move quickly and prioritize excitement.
In essence, Mashima’s storytelling focuses on delivering a consistently fun, emotional, and high-energy experience. His work emphasizes adventure, camaraderie, and the powerful emotional connection between characters and their companions. </writing_style> </hiro.mashima_writing_style>
- #5[彡] Combat [彡]
Keys: Fighter, Sustained Assault, Feint And Counter, Sparred, Heavy Blows, Physical Altercation, Crushing, Hitting, Street Fighting, Calculated Strike, Brawling, Duel, Melee Exchange, Blows, Zone Control, Reflex Exchange, Crushed, Violent Exchange, Impact Frame, Close Combat Burst, Scuffling, Blow Trading, Collision Course, Exchange of Blows, Ambushed, Impact Trading, Slamming, Rapid Impact, Joint Targeting, Trade Hits, Direct Confrontation, Block, Bite, Rib Breaking Impact, Sword Combat, Barehanded Combat, Beating, Sudden Rush, Skirmish, Collide, Battling, Assaulting, Assault, Feint, Impact, Trade Blows, Physical Collision, Dueling, Slammed, Charged, Smacked, Striking, Fight, Clash, Counterpressure, Takedown, Engagement, Smacking, Headbutt, Unarmed Exchange, Trading Blows, Strength Clash, Action, Bait And Punish, Grapple, Blitz, Knockout Attempt, Close-Range Clash, Strike, Spar, Retaliation, Struck, Guard Break, Counterstriking, Beat Up, Swung, Grappling, Ambush, Engage, Close-Quarters, Backstep Defense, Violent Confrontation, Smack, Exchange, Crash, Assaulted, Boxing, Kick, Rushdown, Forward Pressure, Rush, Barrage, Relentless Offense, Sharp Hit, Attack, Punch, Wear Down Tactics, Cut, Blow, Knockdown Exchange, Sparring, Melee, Physical Breakthrough, Hand-to-Hand, Precision Strikes, Limb Damage, Hit, Skirmishing, Countered, Run Up, Crack, Combat, Barrage Assault, Fighting Stance, Blocked, Flurry Of Blows, Close Quarters Combat, Suppression Fighting, Lunged, Snap, Bone Crushing Blows, Wrestle, Jabbing, Biting, Duelled, Take-down, Retaliate, Reckless Charge, Fighting, Lunge, Attacked, Sword Fight, Speed Clash, Close-Quarters Combat, Fighting Style, Body Blows, Counter, Sneak Attack, Crush, Gore, Sparing, Slam, Clashed, Wrestling, Clashing, Collision, Slash, Close Contact Fighting, Engaged, Physical Engagement, Striking Exchange, Brawl, Charge, Blunt Force Combat
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Combat in this setting is fast-paced, visceral, and heavily physical. While magic is powerful and visually spectacular, most battles emphasize close-range clashes, endurance, and raw force rather than distant spellcasting.Intensity
- Visceral Violence: Characters frequently suffer cuts, broken bones, and visible battle damage.
- Brutal Impact: Blows are described with heavy physical weight, often sending fighters crashing through terrain or structures.
Visual Presentation
- Dynamic Panels: Action is depicted with clean but fluid panel layouts that emphasize speed and movement.
- Scale of Power: Large spells and magical attacks are illustrated with massive explosions, sweeping elemental effects, and detailed magical constructs.
- Visible Damage: Injuries and environmental destruction reinforce the seriousness of each encounter.
Atmosphere
- Relentless Momentum: Battles rarely slow down and often escalate rapidly.
- Emotional Conflict: Many fights are driven by personal stakes, loyalty, revenge, or protection of allies.
- Decisive Finishes: Confrontations frequently end with a single overwhelming attack that abruptly determines the outcome.
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Impacts / Hits
- バキッ (Baki) – crack, snap, bone-breaking impact
- ばしっ (Bashi) – smack, sharp hit
- ドーン (Doon) – explosive boom or heavy collision
- バタバタ (Bata-bata) – rapid impacts or chaotic clattering
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Movement
- Whoooosh / フォォォ – rapid motion or high-speed movement
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Magic / Energy
- ちらちら (Chira-chira) – sparkling or magical flicker
- ドキドキ (Doki-doki) – pounding heartbeat, tension, rising power
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Environment / Objects
- コロコロ (Korokoro) – rolling debris or objects tumbling
Key Characteristics
- “Unsound” Effects
- Words like Slash, Block, or Crash may be used as stylized action indicators rather than literal sounds.
- #6═══════[Magic]═══════
Keys: Mystic Art, Thaumaturgy, Witchery, Mahō, Maho, Arcane, Magic-, Flow of Magic, 魔法, Mage-Arts, Spell, Theurgy, Magic, Arcana, Wizardry, Mystic Arts, Witchcraft, Mage Arts, Sorcery, Magical, -Magic
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Magic is the physical embodiment of the spirit. When a person’s spirit connects with the natural flow of Ethernano, Magic forms as the result of that connection. Using Magic requires concentration, mental control, and a strong will. Magical ability is tied to a user’s life force and emotional state, meaning stronger feelings often increase power.Balance
- Only about 10% of the population can use Magic.
Spiritual Foundation Magic is perceived through belief and awareness. Faith in one's own power, belief in magic itself, and understanding one's connection to nature are all considered essential for properly accessing Magic.
Variance Magic exists across multiple worlds and dimensions, but the amount of available Ethernano differs.
- Low-Magic Environments: Spellcasting becomes extremely difficult and magical items weaken.
- High-Magic Environments: Magical output and power increase significantly.
Usage Magic can be used for combat, support, healing, daily tasks, and infrastructure. Spells are formed by releasing Magic Power or channeling it through objects and tools. Learning Magic requires training both intellect and spirit. Extremely powerful Magic may reject users whose minds lack the strength to control it.
Magic Classifications Two primary operational forms exist:
Caster Magic
- Magic projected directly from the body.
Holder Magic
- Magic that relies on external tools or weapons.
Sub-Categories
- Ancient Spell: Magic originating from ancient eras.
- Lost Magic: Rare or forbidden Magic removed from history due to extreme danger or power.
Magic Power Magic is fueled by Magic Power, which originates from Ethernano particles absorbed from the environment.
- Internal Container: Every Mage possesses an internal reserve determining their maximum Magic output.
- Natural Recovery: When depleted, the reserve refills gradually by absorbing atmospheric Ethernano.
Learning Magic Magic is generally a learned discipline developed through study and training.
Affinity / Aptitude
- Many individuals possess natural compatibility with certain types of Magic.
- Affinity improves efficiency and power when using that style.
Innate Magic
- Some abilities are naturally embedded within the user’s physiology.
- These may appear instinctively or require minimal training.
Limitations While many forms of Magic can be learned, some require special conditions or instruction. Extremely powerful Magic often demands advanced training or unique teachers.
Special Cases
- Dragon Slayer Magic: Traditionally taught directly by dragons.
- Lost Magic: Rare and difficult to master.
Magic Attributes
- Magic often possesses an Attribute, which defines the nature, behavior, and interactions of spells. Attributes range from common elements like fire, water, wind, and earth to more abstract concepts such as holiness or knowledge.
- Different Attributes interact with each other in combat, creating advantages or disadvantages depending on the matchup.
- #7[⤷] [›] [🌀] Ethernano
Keys: Raw Magic Particles, Environmental Magic Energy, Magic Source Particles, Atmospheric Magic Particles, Origin of Magic Power, Magical Atmosphere, Magic Absorption, Raw Magical Energy, Ethernano Density, エーテルナノ, Magic in the Air, Magic Energy Particles, World Magic, Natural Magic Energy, Edea, Magical Particles, Raw Magical Particles, Magical Particle, High Magic Density Area, Magic Energy Conversion, Ambient Magic, Magic Particle, Particles of Magic, Magical Radiation, Low Magic Density Area, Magic Particles, Ēterunano, Magic Density, Ethernano Flow, Natural Magic Particles, Magic Flow in Environment, Ethernano Absorption, Ethernano, Magic in the Environment, Magic Particle Absorption, Ambient Magic Energy, Base Magic Energy, Magic Saturation, Ethernano Conversion
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Ethernano are microscopic particles of Magic that exist throughout the world and serve as the fundamental source of Magic Power.Presence Ethernano exists in:
- all living organisms
- the atmosphere
- the planet (Earth Land)
- celestial bodies
- alternate worlds and dimensions
Its origin is unknown, but it naturally flows through the environment.
Measurement Ethernano density is measured in units called Edea.
Core Function Ethernano is converted into Magic Power (Maryoku), which Mages use to cast spells.
Magic Process
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Absorption Mages absorb Ethernano from the atmosphere, typically through meditation and training.
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Storage Ethernano is stored within an internal “container” inside the body, which determines a Mage’s maximum Magic Power.
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Usage When casting spells, stored Ethernano is expended.
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Replenishment Ethernano naturally refills from the environment over time.
Second Origin A hidden reserve within the Magic container that stores dormant Ethernano.
Effects
- massive increase in Magic Power
- enhanced stamina
- stronger spell output
Transfer Ethernano can be transferred between individuals, usually through direct contact, increasing the recipient’s Magic Power.
Environmental Variation Ethernano density differs by location and world.
Effects
- high density areas may alter environments
- low density worlds limit Magic usage
- extreme concentrations can be harmful
Biological Effects
- Depletion Using all Magic Power can cause:
- severe exhaustion
- unconsciousness
- life-threatening conditions
Magic Deficiency Disease occurs when Ethernano levels are critically low.
- Overexposure Excess Ethernano can cause:
- illness or fever (in untrained individuals)
- structural damage to the body
- long-term conditions such as Anti-Ethernano Tumors
- Anti-Ethernano Certain substances or particles can disrupt or consume Ethernano.
Natural Phenomena In high-density regions, Ethernano can:
- crystallize into visible forms
- fall like snow
- alter terrain and ecosystems
Applications
Magic Ethernano is refined into Magic Power and shaped into spells with specific Attributes.
Magical Items Ethernano can be infused into objects.
Lacrima Ethernano can be solidified into Lacrima.
- #8[⤷] [›] [💠] The One Magic
Keys: Soul-Based Magic, Unified Magic, Emotion-Based Magic, One Magic, Source of Magic, The One Magic, Spiritual Magic Origin, Magic of Love, Origin of Magic, Core of All Magic, Ultimate Magic Source, Supreme Magic, Universal Magic Source, Magic Singularity, Primordial Magic, Essence of Magic, Ichinaru Mahō, Absolute Magic Source, Magic from Emotion, True Magic Source, Love-Based Magic, 一なる魔法, Magic Origin Source, Omnipotent Magic, One Source Magic, Fundamental Magic Source, Original Magic, The Magic of One, Root of Magic, Magic of One
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<the_one_magic> Definition The One Magic is the primordial source of all Magic. It represents the unified origin from which all magical power and systems stem.
Core Nature
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Origin The true source of The One Magic is the emotion of love.
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Essence It is not a technical or mechanical force, but a spiritual and emotional phenomenon tied to the soul.
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Function It acts as the foundation of all Magic, meaning every form of Magic is a variation or expression of this single origin.
Properties
Unified Source All Magic—regardless of type, element, or system—originates from The One Magic.
Emotional Power The strength of The One Magic is directly tied to emotional intensity, particularly love.
Supreme Force It is capable of surpassing all other forms of Magic, including breaking curses and altering fundamental states.
Known Application
Curse Resolution The One Magic was used to break the Curse of Contradiction affecting Mavis and Zeref.
Effect
- ended immortality
- resulted in their deaths
- transferred their essence to revive another (Makarov)
Interpretations
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Singular Origin Theory Some believe all Magic comes from one absolute source, making all distinctions between Magic types superficial.
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Universal Magic Theory Others argue Magic has no single origin and instead manifests differently depending on the user.
Conceptual Role The One Magic represents the idea that all Magic is fundamentally one, with differences existing only in expression, not origin. </the_one_magic>
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- #9[⤷] [›] [💠] Fairy Heart
Keys: Fearī Hāto, Lumen-Histoire, Eternal Magic Fairy Heart, Ultimate Fairy Tail Power, Fairy Tail Secret, Fairy Heart Power, 光の神話, ルーメン・イストワール, Heart of the Fairy, 妖精の心臓, Fairy Heart, Lumen Histoire, フェアリーハート, Fairy Heart Magic
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<fairy_heart> Definition Fairy Heart is an Eternal Magic and the greatest secret of the Fairy Tail Guild. It is a source of infinite Magic Power.
Also Known As
- Lumen Histoire Fairy Tail’s ultimate power source
Core Nature Fairy Heart is not a conventional spell, but a contained, infinite Magic source derived from Mavis Vermillion.
True Form
- the preserved body of Mavis Vermillion
- encased within a Lacrima
- continuously generating Magic Power
Location Fairy Heart is hidden within a secret underground chamber beneath Fairy Tail’s original guild hall.
Access Rule Knowledge of Fairy Heart is restricted and passed only between Guild Masters.
Power Properties
- Infinite Magic Fairy Heart generates limitless Magic Power, allowing theoretically endless spell output.
Example
- Etherion could be fired repeatedly without depletion if powered by Fairy Heart.
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Eternal Magic It is classified as Eternal Magic, meaning its energy does not naturally exhaust.
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Linked Existence The power source is directly tied to Mavis.
Condition
- damage to Mavis affects Fairy Heart
- damage to Fairy Heart affects Mavis
Origin Fairy Heart was created through:
- residual Magic Power from Mavis due to Ankhseram’s Curse
- prolonged experimentation by Precht attempting resurrection
Interpretation Fairy Heart is viewed differently depending on perspective.
Examples
- "Light" of Fairy Tail (Mavis)
- "Darkness" of Fairy Tail (Ivan)
Strategic Importance Fairy Heart is considered an ultimate weapon due to its limitless energy output.
Conflict It became the primary target of the Alvarez Empire during their invasion of Ishgar.
Revelation Fairy Heart is ultimately revealed to be Mavis Vermillion’s own Magic Power itself. </fairy_heart>
- #10[⤷] [›] [💠] Space Between Time
Keys: Rift in Time, Time Void, Time Interval Space, Temporal Void, Time Gap, The Space Between Time, Time Rift, Space-Between-Time, 時の狭間, Time Between Space, Temporal Rift, Time Separation Space, Space Between Time, Toki no Hazama
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<space_between_time> Definition The Space Between Time is a conceptual phenomenon described as the “magic of nothingness,” existing outside normal space and time.
Nature It is not a conventional power, but a byproduct formed from distortions in time.
Origin The Space Between Time was created due to repeated time distortions caused by:
- the five Dragon Slayers
- Anna Heartfilia crossing 400 years through time
As time attempted to correct itself, the rift was formed.
Properties
- Void State The Space Between Time is a true void.
Characteristics
- neither light nor dark
- no stable existence
- living beings cannot normally survive within it
- Size and Behavior The rift may appear extremely small (even fruit-sized), yet possesses immense absorption capability.
Effect
- instantly absorbs large masses upon contact
- Reactivity The rift reacts strongly to time-related interference.
Trigger Example
- use of the Eclipse Gate increases instability
Visibility and Control The rift can be hidden or sealed using advanced Spatial Magic.
Mechanics
- can be made invisible
- individuals may pass through it unknowingly
- control becomes difficult if stronger mages interfere with the seal
Time Power
- Source of Time Magic The Space Between Time contains an immense concentration of time-based energy.
Result
- allows access to Time Magic
- Amplification When combined with external sources (e.g., Fairy Heart), it grants near-infinite control over time.
Applications
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Temporal Gates Users can connect the rift to pathways, enabling travel across time.
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Spatial Manipulation Grants control over both time and space when fully accessed.
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Dimensional Containment Can trap or transport individuals into the rift itself.
Consumption Effects
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Power Acquisition Absorbing the Space Between Time grants control over it.
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Split Existence The user is divided into:
- a spiritual form within the rift
- a physical form in the real world
- Instability The physical body may become unstable or mindless due to the split.
Stabilization External magic sources may be required to maintain balance.
Example Acnologia required Dragon Slayers’ magic within the rift to stabilize his power. </space_between_time>
- #11[›] Magic History
Keys: Study of Arcane History, Ancient Magical Era, Historical Magic Development, Origins of Magic, Magical Institutions History, Evolution of Magic, Magical Evolution, Magical Origins, Origin of Magic, Age of Magic, Early Magic History, Learning About Magic History, Arcane History, Magical Timeline, Mage Guild History, Studying Magic History, Magical World History, History of Magic, Magical History, Magical Civilization History, Magic History, Arcane Past, Development of Magic, History of Arcane Arts, Ancient Magic History, Magic Council History, Study of Magical History, Magical Past
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<magic_history> Magic has existed for centuries, though its true origin is unknown. Some traditions claim it was granted by divine forces to aid humanity. All Magic is believed to originate from an ancient source known as One Magic.
Early Persecution In earlier eras, Magic was feared and heavily suppressed. Inquisitors hunted and executed Mages, treating magical ability as a dangerous or forbidden force.
Guild System The creation of Mage Guilds changed the role of Magic in society. Guilds organized Mages and connected them with public job requests, allowing Magic to become a regulated profession and everyday service.
Institutionalization As Magic became normalized, schools and training institutions were established to teach magical disciplines. Businesses and public services began integrating Magic into infrastructure and daily operations.
Government Oversight To regulate magical activity, governing bodies such as the Magic Council were created. These institutions oversee Guild operations, enforce magical law, and maintain order among Mages.
Magical Development Magic continues to evolve through research and experimentation. Governments and organizations maintain departments dedicated to developing new magical techniques and applications.
Magical Technology Modern Magic increasingly overlaps with technology. Systems like Archive convert information into magical data, while enchanted tools and Lacrima-based devices support communication, infrastructure, and weaponry. </magic_history>
- #12[›] Magic Power
Keys: Magic Energy, Third Origin, M.P., Magical-Power, Internal Magic Energy, Mana, Magical Energy Source, 魔力, Magic Reserve, Internal Magic Power, Maryoku, Flow of Magic, Magic Power, Magic Force, Magic Energy Source, Magical Reserve, Second Origin, Magic Energy Core, Magical Energy, Magic Energy Reserve, M.P, Magical Power, Magical Force, Magic-Power, MP
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<magic_power> Magic Power (Maryoku) is the internal energy used by Mages to perform Magic. It is formed from Ethernano particles converted and stored inside a biological container within the Mage’s body.
Source and Storage
- Ethernano: Magical particles present in the environment that serve as the fundamental fuel of Magic.
- Magic Container (Origin): An internal reservoir that determines the maximum amount of Magic Power a Mage can hold.
- Replenishment: When the container is depleted, atmospheric Ethernano gradually restores the Mage’s reserves.
Second Origin A dormant reserve within the Magic container that normally remains unused. Unlocking the Second Origin dramatically increases a Mage’s total Magic capacity and combat potential.
Third Origin A temporary state that draws on a Mage’s future magical potential. It grants immense power for a short time but collapses the user’s Magic container afterward, forcing them to relearn Magic from a drastically weakened state.
Characteristics
- Spiritual Link: Magic Power is tied to a user’s life force, emotions, and willpower.
- Individual Signature: Each Mage’s Magic Power has a unique presence that can be recognized by skilled users.
- Emotional Amplification: Strong emotions can temporarily boost magical output beyond normal limits.
Limitations
- Magical Deficiency Disease: Severe depletion of Magic Power can cause serious health consequences.
- Ethernano Toxicity: Excessive exposure to dense magical environments may harm the body. </magic_power>
- #13[›] Training
Keys: Magic Ability Training, Magic Control Training, Training Magic, Magic Training, Magic Practice Training, Magical Training, Magical Endurance Training, Magic Development Training, Magical Growth Training, Arcane Training, Magic Power Training, Magic Skill Training, Magic Discipline Training, Learning Magic Control, Arcane Discipline Practice, Training in Magic, Training My Magic, Magic Focus Training, Magical Practice Training, Trained Magic, Magic Energy Control Practice, Magic Concentration Training, Train Magic, Meditating for Magic, Magical Meditation, Magic Meditation
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<magic_training> Meditative Training Mages commonly train their Magic through meditation. By calming the mind and focusing inward, they condition their nervous system to function as a vessel for Magic Power.
Method
- The Mage draws Ethernano from the surrounding atmosphere.
- Breathing, sensory awareness, and concentration are used to connect with nature.
- The absorbed energy is gathered internally and then released as Magic.
Mental Development Training strengthens both wisdom and control, allowing the Mage to better sense natural forces such as wind, earth, and their own internal energy. Emotional strength also plays a major role in determining magical output.
Alternative Methods Some Mages develop Magic through physical activity rather than meditation. Movement and combat can help free the mind and stimulate Magic flow.
Limitations Mages who rely only on magical training may neglect physical conditioning, leaving them vulnerable to opponents with superior physical strength. </magic_training>
- #14[›] Emotional Resonance
Keys: Emotion Fuel, Power From Emotion, Emotional Boost, Power From Anger, Resolve Power, Powers From Emotion, Power From Hate, Love-Based Power, Emotion Enhancement, Feeling-Based Power, Power of Will, Emotional Breakthrough, Weaponized Emotion, Power From Love, Weaponized Faith, Emotion-Based Power, Emotion Driven Power, Fighting Spirit, Feelings Turning Into Power, Emotional Energy Conversion, Power Through Emotion, I Will Not Lose, Emotional Power, Hate-Fueled Power, Emotional Strength, Emotional Surge, Flames of Emotion, Emotion Amplification, Power of Feelings, Willpower Strength, Emotion Fueled Power, Rage Power, Determination Power, Emotional Overflow, Emotion to Power, Emotional Awakening
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<emotional_resonance> Definition Emotional Resonance is the interaction between a Mage’s emotional state and their Magic, where feelings directly influence output and behavior.
Overview Magic can respond to emotions such as anger, sadness, or excitement, often amplifying power or altering how it behaves. This response is typically involuntary.
Effects Emotional states can modify Magic in different ways.
Examples
- increased power output
- change in temperature or intensity
- passive environmental effects tied to mood
Control This phenomenon is not always under the user’s control.
Details
- often triggers automatically during strong emotional states
- can override normal restraint or precision
- may cause unintended side effects
Examples Natsu Dragneel
- his fire strengthens with anger
- higher rage results in hotter, more destructive flames
- commonly referred to as “Flames of Emotion”
Juvia
- emotional state passively affects weather around her
- sadness creates constant rainfall
- anger or embarrassment raises the temperature of her water
Summary Emotional Resonance reflects the link between a Mage’s inner state and their Magic, allowing emotions to amplify or alter abilities, often without conscious control. </emotional_resonance>
- #15[›] Magic Gestures
Keys: Gesture-Based Magic, Spell Activation Gestures, Spell Incantations, Chant, Written Spell Formula, Magic Casting Gestures, Magic Hand Signs, Motion-Based Spellcasting, Magic Glyph Writing, Spell Motions, Spell Chant, Spell Casting Motions, Magical Gestures, Magic Incantations, Arm Motions, Magic Motions, Gestures, Verbal Spell Casting, Spell Formula, Hand Signs, Hand-Signs, Hand Motions, Magic Gestures, Incantations, Spell Gestures, Air Writing Spell, Spoken Spell Formula, Casting Gestures, Magical Words, Spellcasting Gestures, Magical Chanting
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<some_activations> Hand Signs Some forms of Magic require specific hand signs, gestures, or body stances to activate spells. These movements help shape and direct Magic Power during casting.
- Gesture Casting: Arm motions may guide the direction or movement of magical attacks.
- Spell Formation: Certain spells require writing symbols, words, or magical formulas in the air to complete activation.
Special Case: Molding Magic Molding Magic commonly uses a distinct casting pose where one hand forms a fist pressed into the palm of the other. While one-handed casting is possible, using both hands produces stronger and more stable results.
Incantations Certain spells require verbal chants or incantations. The caster must recite specific verses correctly to activate the spell's full effect.
- Casting Time: Incantations often take longer to perform, making them difficult to use during active combat.
- Protection Requirement: Mages frequently rely on allies or defensive positioning to safely complete longer chants. </some_activations>
- #16[›] Magic Side Effects
Keys: Sick from Magic, Ethernano Exposure Illness, Magic Burnout, Anti-Ethernano Tumor, Magic Strain, Pushing Past Magic Limits, Extreme Magic Drain, Magical Effects, Magical Toxicity, Magic Side Effects, Magic Sickness, Loss of Magic Power, Magic Deficiency, Magic Overuse, Magical Sickness, Magical Deficiency Condition, Magical Overexertion, Overused Magic, Magic Fatigue, Magic Power Depletion, Magic Exhaustion, Magic Power Drain, Side Effects of Magic, Magic Power Exhaustion, Ethernano Toxicity, Magical Fatigue, Magical Strain, Overusing Magic, Magical Exhaustion, Magical Side Effects
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<magic_side_effects> Overview Because Magic is tied to a Mage’s life force, excessive use, forbidden spells, or unstable Magic can cause serious physical and mental consequences.
Magic Power Depletion Severe loss of Magic Power weakens the body and can cause illness or collapse. If not treated or restored, extreme depletion can become life-threatening.
Magic Overload An underdeveloped body may be unable to contain large amounts of Magic Power. Excess internal Ethernano can cause severe strain or physical instability.
Ethernano Toxicity Prolonged exposure to dense concentrations of Ethernano can poison living organisms, damaging the body’s natural balance.
Anti-Ethernano Tumor Long-term overexertion of Magic Power can create a malignant growth known as an Anti-Ethernano Tumor. These tumors are resistant to Healing Magic and typically require surgical removal.
Magic provides immense power but places heavy strain on the body and life force of its user. Overuse, imbalance, or prolonged exposure can lead to severe and sometimes irreversible damage. </magic_side_effects>
- #17[›] Magic Power Measurement
Keys: Magic Signature Detection, Magic Measure, Magic Power Measurement, Magical Power Detection, Magic Power Sensor, Magic Power Evaluation, Magic Power Reading, Magical Power Measurement, Magic Power Meter, Magic Level Assessment, Magic Measurement, Measuring Magic Power, Magic Level Measurement, Magical Pressure Measurement, Magical Signature Detection, Magic Aura Measurement, Magical Measurement, Magic Power Measurement System, Magic Power Scanner, Magic Power Detection, Magical Energy Measurement, Magical Measuring, Magical Measurement Device, Magic Energy Meter, Magic Measurement Device, Magic Power Estimation, Magic Measuring, Magic Output Measurement, Magic Detection Device
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<magic_power_measurement> Measurement Units Magic Power can be quantified using a unit called Edea (Idea). Extremely large magical systems are measured in billions of Edeas. For example, the R-System required more than 2.7 billion Edeas to activate—an amount far beyond what all Mages on a continent could normally produce combined.
Magical Devices Certain organizations use specialized tools to measure Magic output.
- Magic Power Finder (MPF)
- A floating device used to measure the power of a magical attack.
- It records the energy released when a spell strikes the target.
- The device measures up to 9999 units before breaking.
Magical Pressure and Sensing Experienced Mages can estimate Magic Power without instruments.
- Magical Pressure
- Magic released as an aura that reflects a Mage’s strength.
- Powerful individuals can generate pressure strong enough to intimidate or physically overwhelm others.
Quality of Magic Power Magic strength is not determined only by quantity. The density or compression of Magic Power can increase its effectiveness. Some Mages can condense their Magic to drastically increase its potency. </magic_power_measurement>
- Magic Power Finder (MPF)
- #18[›] Spell
Keys: Spell, Casted, Casting, Spellcraft, Chanted, Spells, Chant, The Art of Casting, Cantrip, Invocation, Chanting, The Act of Casting, Cast, Incantation
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A Spell is a structured, intentional application of Magic used to produce a specific effect. Magic represents the broader energy or capability, while a Spell is the controlled execution of that power.Magic vs Spell
- Magic: The overall ability or magical discipline (e.g., Fire Magic).
- Spell: A specific technique or named application of that ability (e.g., Fire Dragon's Roar).
Activation Spells are typically triggered through deliberate casting actions.
- Incantations: Spoken chants or magical phrases.
- Gestures: Hand signs, body movements, or combat stances.
- Magic Seals: Glowing sigils that appear during casting, representing the spell’s structure and magical signature.
- External Catalysts: Some spells require tools, keys, books, or enchanted objects.
Intent and Control Spells operate through the caster’s focus and intention. Certain spells can distinguish allies from enemies or adjust their effects depending on the caster’s will.
Limitations
- Spells consume Magic Power.
- Effectiveness depends on concentration and emotional state.
- Each spell has defined scope, structure, and energy cost.
- #19[›] Magic Seal
Keys: Magic Casting Seal, Mahōjin, Arcane Circle, Magical-Seal, Magic Glyph Circle, Arcane Glyph Circle, Spell Circle, Casting Circle, Magical Circle, Arcane Seal, 魔法陣, Magic Seal, Arcane Sigil, Magic-Seal, Spell Seal, Spell Array, Magic Array, Magic Sigil, Spell Activation Circle, Magical Sigil, Spellcasting Circle, Magic Formula Circle, Magic Circle, Magical Array, Casting Seal, Arcane Array, Magical Inscription Circle, Spell Sigil, Magical Seal
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<magic_seals> Definition Magic Seals (Mahōjin) are ethereal sigils that appear when a spell is cast. They represent the gathering and shaping of Ethernano during spell activation.
Appearance
- Usually circular in structure.
- Formed from glowing, semi-transparent magical energy.
- Often contain concentric rings, geometric patterns, and arcane symbols.
Structure Magic Seals vary depending on the spell and the caster. Their patterns can include stylized letters, magical runes, and symbolic markings unique to the user’s magic.
Coloration Seal colors often reflect the user’s magic or elemental affinity. Examples include gold, red, blue, purple, or other energy hues tied to the spell type.
Size and Motion
- Size ranges from small hand-sized circles to massive sigils covering wide areas.
- Seals commonly rotate during spell activation.
- Faster rotation often indicates stronger energy output.
Behavior Most seals appear briefly during spell creation and disappear once the spell activates. More complex or sustained spells may keep the seal active for the duration of the magic.
Function Magic Seals act as focal points for magical structure. They help stabilize spells, direct magical output, and sometimes enhance or modify the effects of the technique.
Magical Signature Each Mage’s seal pattern tends to reflect their specific magic style, functioning as a unique magical signature tied to their identity. </magic_seals>
- #20[›] Magic Heredity
Keys: Innate Magical Ability, Magical Heredity, Magic Heredity, Magical Genetics, Magical Predisposition, Magical Lineage, Magical Inheritance, Inherited Magic Potential, Natural Magic Potential, Bloodline Magic Talent, Magical Bloodline, Magical Potential, Magic Bloodline, Arcane Family Lineage, Magic Affinity, Magical Affinity, Magic Genetics, Magical Family Lineage, Magical Talent Inheritance, Arcane Affinity, Inherited Magic, Magic Potential, Arcane Predisposition, Arcane Bloodline, Magic Lineage, Heredity of Magic, Magic Inheritance, Innate Magic Talent, Arcane Lineage, Natural Magic Talent
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<magic_heredity> Magic is the manifestation of the spirit interacting with Ethernano. While anyone possesses latent potential, only about 10% of the population can actively wield Magic.
Heredity and Talent Magic is rarely inherited as exact spells, but magical potential often runs in families.
- Innate Potential: Children of powerful Mages often inherit large Magic containers or strong magical affinity.
- Talent Indicators: Ability to sense Ethernano, emotional responsiveness, and instinctive compatibility with certain Magic types.
- Family Tendencies: Some bloodlines repeatedly produce similar magical styles.
Innate Magic Certain abilities exist naturally due to race, physiology, or rare circumstances. These are not learned in the traditional sense and are tied directly to the user’s nature.
Affinity A Mage’s natural affinity influences which Magic types they can learn most effectively. This affinity is often described as the “color of the soul” and may follow familial tendencies. </magic_heredity>
- #21[›] Magical Combat
Keys: Mage Combat, Battlefield Magic Control, Magical Combat, Arcane Duel, Mage Battle, Magic Combat Style, Magic Fighting, Magical Fighting, Magical Defensive Combat, Tactical Magic Combat, Mage Duel, Magical Warfare, Spell Combat, Mage Fighting, Magical Combat Style, Magical Battlefield Manipulation, Arcane Warfare, Spellcasting Battle Style, Magical Offensive Combat, Magic Power Combat Management, Battle Mage Combat, Magical Battle, Magical Ranged Combat, Arcane Combat, Magic Battle, Magic Combat, Spellcasting Combat, Arcane Battle, Spell Battle, Magical Close Combat, Mage Fighting Style, Magic Duel
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<magical_combat> Purpose This example illustrates different approaches to magical combat. It does not define all possible fighting styles.
Combat Archetypes
Glass Cannon A mage focused on long-range, high-output spells.
- Strength: Extremely powerful ranged attacks.
- Weakness: Physically fragile and vulnerable at close range.
Battle Mage A mage who combines martial combat with magical reinforcement.
- Strength: Uses Magic to enhance strikes, durability, and speed.
- Role: Close-range fighter capable of sustained combat.
Tactical Controller A mage who manipulates the battlefield rather than dealing direct damage.
- Strength: Environmental control, barriers, terrain alteration, and crowd-control effects.
- Role: Limits enemy movement and creates strategic advantages.
Example Fight Flow
Opening Phase
- The Glass Cannon launches a long-range attack.
- The Battle Mage defends or evades while advancing.
- The Tactical Controller alters terrain to disrupt positioning.
Mid-Fight
- The Battle Mage closes distance to remove the ranged advantage.
- The Controller creates obstacles or control effects to influence movement.
- Rapid exchanges of ranged spells and melee reinforcement occur.
Conclusion Magical combat often resolves quickly. A failed defense or tactical mistake can incapacitate a mage almost immediately.
Key Combat Dynamics
Physical Limitations Some mages specialize purely in spellcasting and cannot withstand sustained physical combat.
Magic Power Management Combat depends heavily on Magic Power reserves. Mages must balance offense, defense, and endurance during a fight. </magical_combat>
- #22[›] Magic Sense
Keys: Magical Energy Detection, Magic Signature Detection, Magical Presence Detection, Magical Sensory Ability, Arcane Detection, Magical Awareness, Magic Perception, Magic Detection, Magical Sensing, Magic Sensory Ability, Magic Sense, Magic Presence Detection, Magic Awareness, Magic Aura Detection, Magic Energy Detection, Magic Trace Detection, Magical Signature Detection, Magical Tracking, Magic Sensing, Sensing Magic, Magical Sense, Magical Power Sensing, Magic Power Sensing, Magical Perception, Magical Pressure Detection, Sense Magic, Magical Detection, Magic Presence Awareness
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<magic_sense> Definition Magic Sense is the ability to detect Magic Power without relying on normal senses. Skilled individuals perceive Magical Pressure emitted by Mages, magical beings, or enchanted objects.
Detection Range
- The range of sensing depends on the user's skill.
- Advanced sensors can detect Magic Power from long distances and track approaching individuals.
Magic Signature Every Mage emits a unique magical signature. With familiarity, a sensor can recognize specific individuals and identify traces of Magic left behind.
Power Assessment Experienced users can estimate another Mage’s strength by sensing their Magic Power. Experts may even detect when someone is concealing their true power.
Limitations Magic Sense can be unreliable when opponents possess non-magical power sources that greatly exceed their Magic output.
Detection Magical devices can scan for Magic Power signatures across large areas, including country-wide detection.
Concealment Highly skilled Mages can suppress or camouflage their Magic Power, making them difficult to detect by both individuals and detection devices. </magic_sense>
- #23[›] Magical Pressure
Keys: Magical Aura, Mage Aura, Magic Pressure, Magic Presence, Magical Presence, Magical Pressure, Magic Aura
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<magical_pressure> Definition Magical Pressure is the aura produced when a Mage releases their Magic Power outward without forming a spell. The energy surrounds the body and manifests as an invisible or visible force.
Intensity
- The strength of Magical Pressure corresponds to the Mage’s Magic Power.
- Weak pressure may only be sensed nearby.
- Extremely powerful pressure can cause vibrations, tremors, or large-scale environmental disturbances.
Intimidation Effect Magical Pressure is often used to overwhelm opponents psychologically.
- Strong pressure can instill fear or paralysis in weaker individuals.
- Even experienced fighters may hesitate or collapse if their willpower cannot withstand the pressure.
Aura Characteristics
- Each Mage’s aura has a distinct color linked to their magical nature or “soul.”
- Aura color can indicate affinity for certain Magic types.
- Some Mages possess multiple affinities.
Elemental Manifestation Mages who specialize in elemental Magic may emit the same element as their aura.
- Fire Mages: heat and flames radiating outward.
- Lightning Mages: electrical discharge surrounding the body.
- Ice Mages: cold pressure that can freeze moisture in the air.
Aura Changes The color and nature of Magical Pressure can shift depending on a Mage’s state or power source. </magical_pressure>
- #24[➥] [🔮] Magic Attributes
Keys: Attribute of Magic, Conceptual Magic Attribute, Magical Nature, Attribute Compatibility, Attribute Weakness, Magic Aspect, Elemental Magic Attribute, Magic Trait, Mixed Attribute Magic, Magical Element, Attribute Advantage, 属性, Attribute Magic, Dual Attribute Magic, Magical Attribute, Magic Elemental Nature, Attribute Interaction, Multi Attribute Magic, Magic Nature, Magic Affinity, Magical Affinity, Magical Traits, Attributes of Magic, Zokusei, Magical Trait, Magic Attribute, Magical Attributes, Magic Attributes, Magic Element, Magical Aspect, Magic Traits
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<magic_attributes> Magic Attribute, describe the elemental or conceptual nature of a Mage’s Magic. An Attribute determines the qualities, appearance, behavior, and interactions of spells.
Core Elements The most common elemental Attributes are:
- Fire
- Water
- Wind
- Earth
These elements form the foundational basis for many magical systems and spell interactions.
Derived and Conceptual Attributes Beyond basic elements, many Attributes exist as specialized or conceptual forms.
Conceptual Attributes Some Magic uses abstract properties rather than physical elements. Examples include:
- Knowledge
- Spatial
- Time
Attribute Interaction Spells interact based on their Attributes. Certain Attributes counter, weaken, or amplify others depending on their nature. Elemental compatibility often determines the advantage in magical combat.
Multi-Attribute Some Magic incorporates multiple Attributes simultaneously. Examples include:
- Etherion, which contains several elemental powers.
Training and Resistance Using an Attribute effectively requires physical and environmental adaptation. Mages often train in conditions aligned with their element. Just because they gain resistance to their element, doesn't mean they're immune to it though. </magic_attributes>
- #25[MA] [›] Elemental Magic
Keys: Elemental Shaping, Matter Creation, Elemental Spellcasting, Cold Magic, Acid Magic, Flame Magic, Water Control, Elemental Magic, Wood Magic, Construct Creation, Control Wind, Flare Magic, Wind Manipulation, Earth, Wind Control, Ice Magic, Matter Secretion, Cryokinesis, Earth Manipulation, Chlorokinesis, Control Fire, Plant Manipulation, Sound Magic, Venom Magic, Control Water, Lightning, Metal Magic, Elemental Casting, Elemental Magic Attribute, Elemental Power, Terrakinesis, Wind Magic, Glass Magic, Void Magic, Plant Control, Telekinesis, Flora Magic, Elemental Affinity Magic, Air Control, Water Manipulation, Electricity, Geokinesis, Aerokinesis, Ice Manipulation, Gravity Manipulation, Energy Manipulation, Elemental Conjuration, Vector Control, Dust Magic, Pyrokinesis, Light Magic, Ice Control, Glare Magic, Hydrokinesis, Darkness Magic, Control Air, Fire Control, Photokinesis, Sand Magic, Fire Manipulation, Lightning Magic, Energy Projection, Elemental Manipulation, Plant Magic, Gravity Magic, Air Manipulation, Water, Elemental Magic Branch, Element Magic, Earth Control, Elemental Channeling, Elemental Arcane Arts, Fire, Elemental Spell System, Nature Element Magic, Electrokinesis, Stone Manipulation, Air Magic, Storm Magic, Stone Magic, Light Manipulation, Poison Magic, Elemental, Spatial Manipulation, Crystal Magic, Control Earth, Field Generation
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<elemental_magic> Definition Elemental Magic is a Magic style centered on manipulating natural forces. Mages create, control, or transform elemental substances such as fire, water, wind, or earth by channeling Magic Power and Ethernano.
Primary Elements The most common elemental foundations:
- Fire
- Water
- Earth
- Air / Wind
Expanded Elements Additional elements derived from or related to the primary four:
- Ice / Cold
- Lightning / Electricity
- Metal
- Wood / Plant
- Sand
- Light
- Darkness
Sub-Elements and Derivatives More specialized forms created from elemental variation or combination:
- Magma / Lava
- Smoke
- Steam / Vapor
- Acid
- Crystal
- Glass
- Dust
- Poison
- Void
Conceptual or Advanced Elements Some elemental systems extend into abstract forces:
- Sound
- Gravity
Example
- Plant / Flora Magic – manipulation of vegetation or wood.
- Metal Magic – control of refined metals or ores.
- Ice Magic – often derived from water but commonly treated as its own branch.
Usage Elemental Magic is commonly practiced as Caster Magic but can also appear as Holder Magic through enchanted tools. It is fueled by the user’s Magic Power and atmospheric Ethernano.
Applications
- Offensive: Elemental blasts, or environmental attacks.
- Defensive: Barriers, shields, or terrain control.
- Utility: Manipulating the environment or creating constructs.
Specialization Most Mages focus on one element or a small group of related elements. Mastery depends on affinity, training, and the user’s Magic Power. </elemental_magic>
- #26[▸] [M] Molding Magic
Keys: Iron-Make, Shaped-Magic, Lava-Make, Dynamic-Make, Air-Make, Wood-Make, -Maker, Make-Magic, -Make, Molding Magic, Stone-Make, Ice-Make, Wind-Make, Static-Make, Water-Make, Molder Magic, Shaped Magic, Maker Magic, Earth-Make, Maker-Magic, Molding-Magic, Make Magic, Fire-Make
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<molding_magic> Molding Magic is a Caster Magic that allows the user to shape magical energy or an element into solid forms. By concentrating Magic Power into their hands, the Mage molds the element into weapons, tools, structures, or creatures.
Core The Mage gathers Magic Power and compresses it into a chosen element, shaping it into a tangible construct.
Casting Method
- Two-Handed Casting: Provides greater stability, precision, and durability. Used for large or complex constructs.
- One-Handed Casting: Faster but less stable. Creations are typically weaker and easier to break.
Naming Convention Most techniques follow a naming structure ending in "-Make", indicating the element used. Examples:
- Ice-Make
Styles of Molding
Static-Make Creates stationary objects that remain fixed in place. Common Forms:
- Weapons (swords, lances, hammers)
- Defensive structures (walls, shields, barriers)
- Tools or environmental constructs
Characteristic Durable and stable because all Magic Power is focused on maintaining the structure.
Dynamic-Make Creates animated constructs that move under the user's control. Common Forms:
- Animals
- Moving weapons or constructs
Characteristic More flexible and versatile but less durable, as Magic Power must maintain both structure and movement.
Unrestrained Molding Magic is considered an unrestrained Magic. The shapes and techniques vary between users, reflecting their imagination, personality, and combat style.
Element Interaction Skilled users can reshape or manipulate elemental constructs created by other Mages, incorporating them into their own molding techniques.
Augmentation Compatible Magic types can enhance molding abilities. Examples:
- Ice-Make enhanced by Ice Devil Slayer Magic
- Fire-Make enhanced by Fire Dragon Slayer Magic </molding_magic>
- #27[▸] [M] Requip Magic
Keys: Equip-Magic, Equip-Type, Exquip Magic, Ex-Quip Magic, Ex-Quip, Exquipped, Requip Magic, Exchange and Equip Magic, Ex-Quipped, Requip-Magic, Equip Magic, Requip Type, Requip-Type, Exquipping, Ex-Quipping, Equip Type
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<requip_magic> Definition Requip (Equip Magic) is a Holder-type Magic that allows a Mage to store equipment inside a personal pocket dimension and instantly summon or swap those items.
Core Mechanism
- Pocket Dimension: Equipment is stored inside a localized magical space.
- Instant Summoning: The user can materialize weapons, armor, or clothing at will.
- Pre-Owned Items: Requip cannot create objects; the equipment must already exist and be stored beforehand.
Combat Function Requip allows rapid equipment switching during battle, letting a Mage adapt instantly to different situations.
- Weapon Switching: Summoning swords, spears, or ranged weapons mid-attack.
- Armor Swapping: Changing defensive equipment instantly.
- Tactical Adaptation: Using different gear to counter opponents or environments.
Storage System
- Inventory Screen: Skilled users can project a magical interface to view and organize stored items.
- Storage Limit: The pocket dimension has a capacity limit, restricting how many items can be stored.
- External Storage: Some users keep excess equipment elsewhere and add it when needed.
Equipment Properties Many stored items possess their own magical attributes, allowing the user to gain new abilities through equipment rather than learning new spells.
Common Requip Styles
The Knight
- Full-body armor and weapon switching.
- Known user: Erza Scarlet.
Gunner
- Summoning firearms and magical ammunition.
- Known user: Bisca Connell.
The Lancer
- Focused on long-range spears and defensive shields.
Casting Method Requip generally requires minimal casting gestures.
- Arm Extension: Grabbing a weapon as it materializes.
- Full Swap: A flash of magical light replacing current equipment with stored armor.
Utility Use Requip is not limited to combat; it can also be used for instant clothing changes or equipment access. </requip_magic>
- #28[▸] [MA] Transformation Magic
Keys: Transform Magic, Transformation Magic, Transformed, Transform-Magic, Transformation, Transform, Transformation-Magic
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<transformation_magic> Transformation Magic is a Caster-type Magic that allows a Mage to alter their physical appearance by projecting a magical shell over their body. This transformation changes the user's form without altering their underlying Magic Power.
Core
- Soul Clothes / Transformation Shell: A magical layer projected over the body that reshapes the user's appearance.
- Self-Focused Magic: Unlike Molding Magic, the effect only alters the user's own body.
- Appearance Mimicry: Users can imitate people, creatures, or objects.
Capabilities Transformation Magic is primarily used for disguise, infiltration, and deception.
- Physical Imitation: Users can replicate another person's body shape and physical attributes.
- Object or Creature Mimicry: Forms can resemble animals, objects, or non-human entities.
- Attribute Copying: The user may imitate physical traits such as size or strength.
Limitations
- Magic Copying: Transformation Magic cannot replicate the target's Magic abilities.
- Focus Requirement: Maintaining the transformation requires concentration.
- Combat Power: A user's strength still depends on their own Magic Power rather than the form they take.
Levels of Mastery
Basic Level
- Changes only the user's physical appearance.
- Clothing and voice remain unchanged.
Intermediate Level
- Allows the user to change clothing and voice along with the body.
Advanced Level
- Enables major alterations such as wings, gills, or dramatic size changes.
Difference from Take Over Magic Transformation Magic changes appearance only. Take Over Magic grants the user the abilities and power of the creature whose soul or power is absorbed.
Extra
- Transformations produce visual cues such as smoke when activated.
- Poor concentration or forced transformations can result in unstable or monstrous forms. </transformation_magic>
- #29[▸] [MA] Spatial Magic
Keys: Spatial Ability, Spatial Power, Spatial Teleportation, Spatial Domain Magic, Spatial Summoning Magic, Spatial Magic, Pocket Dimension Magic, Portal Magic, Dimensional Gate Magic, Space Magic, Dimensional Travel Magic, Magic of Space, Spatial-Type Magic, Spatial Attribute Magic, Spatial Storage Magic, Spatial Barrier Magic, Space Attribute Magic, Gate Opening Magic, Space-Type Magic, Teleportation Magic, Space Manipulation, Dimensional Magic, Interdimensional Magic, Spatial Prison Magic, Spatial Manipulation Magic
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<spatial_magic> Definition Spatial Magic is a Magic Attribute that manipulates the structure of space itself. Users can bend, divide, store, or connect locations, allowing movement across distance, dimensional storage, territorial control, or access to other realms.
Core Functions Spatial Magic operates by altering distance, location, or dimensional boundaries.
- Teleportation (Spatial Movement) Spatial Magic can fold or compress space, allowing instant travel between distant locations.
- Short-range teleportation within a battlefield.
- Long-distance transportation across cities or regions.
- Dimensional Storage Users can open pocket dimensions to store objects outside normal physical space.
- Items are kept within a personal spatial vault.
- Stored objects can be summoned instantly when needed.
- Spatial Territory Advanced users can manipulate the space around them as a controlled area.
- Spatial Swapping: Redirecting attacks by moving their location in space.
- Spatial Trapping: Locking enemies inside sealed pockets of space.
- Gates and Dimensional Access High-level Spatial Magic can create gateways connecting separate locations or dimensions.
- Portal Creation: Opening pathways between distant places.
- Interdimensional Gates: Accessing other worlds or planes.
- Summoning: Bringing beings from another realm through the opened gate.
Limitations
- Maintaining large spatial distortions requires high magical control.
- Dimensional spaces and portals often collapse if the caster loses focus.
- Long-distance or interdimensional travel demands significant Magic Power. </spatial_magic>
- #30[▸] [MA] Time Magic
Keys: Temporal Magic, Temporal Control, Time Manipulation, Chronomancy, Time Magic
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<time_magic> Definition Time Magic is a Magic attribute that allows a Mage to manipulate the flow of time. Most forms influence perception or objects within a limited range, while rare advanced forms can alter age, reverse events, or affect time itself.
Nature of Time Magic Time Magic is considered one of the most powerful and unstable magical attributes because it interferes with the natural flow of the world.
- High Energy Demand: Advanced temporal manipulation requires immense Magic Power.
- Natural Resistance: Living beings possess internal magical flow that resists direct time alteration.
- Heavy Cost: Powerful time manipulation often consumes the user's life span or vitality.
Common Forms
Perception Manipulation
- Alters how a target experiences time.
- Targets may feel slowed while the user moves normally.
- Usually limited to a localized range.
Age Manipulation
- Alters the age or state of objects.
- Can rewind damage or accelerate growth.
- Typically ineffective on living beings due to internal magical resistance.
World-Level Manipulation
- Extremely rare form capable of reversing or altering time on a large scale.
- Requires immense magical power or personal sacrifice.
- Even powerful spells may only alter time by a short duration.
Temporal Travel
- Certain advanced spells allow movement across time.
- Often requires enormous magical energy or life span sacrifice.
God-Level Time Magic Some divine or god-related magics grant greater control over time.
Chronos Authority
- Allows the user to freeze time for everything except themselves.
- Considered one of the rarest forms of temporal magic.
Limitations
- Living beings resist time alteration.
- Large-scale effects require extreme cost.
- Overuse may drastically age or weaken the user. </time_magic>
- #31[▸] [MA] Barrier Magic
Keys: Magic Barrier Spell, Magical Barrier, Magical Shield Barrier, Containment Barrier, Rune Barrier, Magic Barrier, Barrier Spells, Magical Ward, Protective Forcefield, Trap Barrier, Forcefield Magic, Barrier Spell, Sealing Barrier, Forcefield Barrier, Magic Shield, Barrier Technique, Enchanted Barrier, Barrier Magic, Magical Barrier Technique, Barrier Casting, Barrier Wall, Magic Forcefield, Magical Forcefield, Protective Barrier Magic, Magical Shield, Barrier Spellcasting, Defensive Magic Barrier, Arcane Ward, Barrier Enchantment, Magic Wall, Energy Barrier, Barrier Rune Magic
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<barrier_magic> Barrier Magic is a type of Magic that creates magical walls or fields around a target or area. These barriers can protect, conceal, or imprison, depending on how the spell is structured.
Core Function Barrier Magic separates one space from another using condensed Magic Power.
- Defensive Use: Blocks attacks or protects people and structures.
- Concealment: Some barriers hide locations by blocking sight, sound, or magical detection.
- Containment: Barriers can trap enemies inside a defined space.
Durability Barrier strength depends on the caster's Magic Power and construction method.
- Weak Barriers: Can break under heavy force or repeated attacks.
- Strong Barriers: Capable of withstanding powerful magical impacts.
Barrier Applications
Shield Barriers used for protection or concealment.
- Defensive Forcefields protecting individuals or locations.
- Hidden zones where the barrier prevents outsiders from detecting what is inside.
Cage Barriers designed to trap targets.
- Energy spheres or walls that imprison enemies.
- One-way barriers allowing the caster to attack from inside while blocking incoming attacks.
Rune Barriers Some barriers are created with magical runes that enforce specific rules inside the barrier.
- Rule Enforcement: Conditions can be written into the barrier itself.
- Examples: restricting movement, preventing escape, or limiting who may enter.
Rune Manipulation Highly skilled mages may alter or overwrite barrier runes, changing the rules of the barrier or disabling it entirely. </barrier_magic>
- #32[▸] [MA] Healing Magic
Keys: Lost Healing Magic, Healing-Magic, Chiyu Mahō, Ancient Healing Magic, Regeneration Magic, Pain Relief Magic, Healing Spell, Medical Magic, Healing Magic, Poison Healing Magic, 治癒魔法, Magical Regeneration, Magical Treatment, Magic Healing, Healing Magic Spell, Recovery Magic, Restorative Magic, Wound Healing Magic, Healing Spells, Curative Magic, Healing Enchantment, Restoration Magic, Magical Restoration, Toxicity Healing Magic, Magic Regeneration, Magical First Aid, Healer Magic, Support Healing Magic, Heal Magic, Injury Healing Magic, Advanced Healing Magic, Magical Recovery, Magical Healing Arts, Magical Healing
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<healing_magic> Healing Magic is a rare branch of Magic associated with restoring the body. Practiced by specialized Mages known as Healers, it accelerates natural recovery, treating injuries, toxins, and pain through magical energy.
Core Mechanism
- Energy Conversion: The caster transfers their Magic Power into the target, which the body converts into restorative energy.
- Accelerated Recovery: Injuries repair rapidly as tissues, bones, and organs restore themselves.
- Reverse Pain Sensation: The healing process is often described as pain occurring in reverse as damage is undone.
Healing Capability Healing Magic can treat a wide range of physical conditions.
- Physical Injuries: Cuts, fractures, internal trauma.
- Toxins and Poison: Neutralization or removal of harmful substances.
- Pain Relief: Suppression or reversal of severe pain.
- Scar Removal: Advanced healing can remove scars from previously fatal wounds.
Limitations
- High Magic Cost: Healing severe injuries drains large amounts of Magic Power.
- Limb Regeneration: Completely severed limbs generally cannot be regenerated, though immediate reattachment may be possible.
- Rarity: True Healing Magic is uncommon compared to support spells found in other Magic types.
Role Healing Magic is considered one of the most valuable support arts, allowing Mages to recover from injuries that would otherwise be fatal. </healing_magic>
- #33[▸] [MA] Enchantment
Keys: Enchanted, Enchanter Magic, Magical Enchantment, Weapon Enchantment, 付加術, Magic Enhancement, Enchant Magic, Power Amplification Magic, Imbue Magic, Object Enchantment, Enchant, Enchantment Magic, Fukajutsu, Enchanting Magic, Magic Imbuement, Magic Transfer, Magical Infusion, Enchant Spell, Enchanting Spell, Magic Separation, Magic Infusion, Aspect Transfer Magic, Magical Augmentation, Magic Augmentation, Personality Imbuement Magic, Magical Property Transfer, Magical Enhancement, Concept Separation Magic, Enchantment, Attribute Imbuement, Enchanted Enhancement Magic, Enchanting Technique, Spell Augmentation, Magical Imbuement, Soul Transfer Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<enchantment_magic> Enchantment Magic is a Caster-type Magic that enhances or alters a target by imbuing it with the user's Magic Power. The magic attaches new properties to people, objects, or environments, strengthening them or modifying their attributes.
Core Mechanism
- Magic Imbuement: The user applies Magic Power onto a target to change its properties.
- External Enhancement: Effects are applied to something outside the caster rather than creating new matter.
- Attribute Modification: Physical, magical, or conceptual traits can be strengthened, removed, or transferred.
Common Applications
Augmentation
- Enhances physical abilities such as strength, speed, durability, or endurance.
- Can boost the caster or allies.
Object Reinforcement
- Normal objects can be strengthened or granted magical properties.
- Even fragile materials can be enchanted to become highly durable.
Attribute Imbuing
- Grants special properties to weapons or individuals.
- Example: temporarily granting Dragon Slayer attributes.
Aspect Transfer
- Advanced Enchanters can move traits between targets.
- Includes physical attributes, magical power, or conceptual properties.
Concept Separation
- Certain aspects can be extracted from a person, object, or location and transferred elsewhere.
Soul and Personality Transfer
- Extremely advanced techniques can move a soul or consciousness into another body or object.
Levels of Mastery
Basic Enchanter
- Performs simple enhancements such as strengthening allies or equipment.
High Enchanter
- Can manipulate bodies, amplify magic beyond natural limits, and transfer magical attributes.
Master Enchanter
- Capable of large-scale enchantments affecting entire regions.
- Example: large-scale world-altering enchantments.
Limitations
- Many enchantments depend on the caster's active Magic Power and may fade if the caster dies.
- High-level conceptual enchantments require exceptional magical knowledge and control. </enchantment_magic>
- #34[▸] [MA] Magic Cooperation
Keys: Synchronized Magic, Magical Cooperation, Synchronized Spellcasting, 合体魔法, Cooperative Magic, Magic Power Combination, Multi-Mage Casting, Yūnizon Reido, Unison Raid, Joint Spellcasting, Magic Fusion Attack, Magical-Combo, Combined Spell, Magical Combo, Combined Element Magic, Cooperative Spellcasting, Combined Magic Spell, Dual Mage Spell, Joint Magic, Magic Combo, Team Magic, Magic Cooperation, Magical Combination, Combined Magical Attack, Magic-Combo, Multiple Mage Spell, Multi-Mage Spell, Magic Synchronization, Team Spellcasting, Combined Magic, Magic Combination
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<magic_cooperation> Magic Cooperation refers to multiple Mages combining their Magic Power or coordinating their spells to produce a stronger or more effective result than a single Mage could achieve alone.
General Combination The simplest form of cooperation where multiple spells are used together without fully merging.
- Simultaneous Casting: Mages release attacks at the same moment.
- Additive Power: The spells stack together rather than forming a new spell.
- Tactical Advantage: Used to overwhelm defenses or exploit elemental interactions.
Example
- Fire and Wind used together to create a larger, more destructive flame attack.
- Multiple attacks striking the same target at once to break defenses.
Unison Raid Unison Raid is the highest form of Magic Cooperation where two Mages perfectly merge their Magic Power into a single, unified spell.
- Fusion Casting: Both Mages channel their magic into one shared technique.
- New Spell Creation: The result is often a completely new attack unique to the pair.
- Massive Output: The combined spell is far stronger than the individual spells.
Requirements
Synchronization
- The Mages must match their Magic Power output and timing precisely.
Compatibility
- Magics with related or complementary attributes are easier to combine.
Emotional Connection
- Trust and emotional harmony between the Mages often helps stabilize the fusion.
Summary Magic Cooperation allows multiple Mages to amplify their power through coordination, while Unison Raid represents the perfected form where their Magic Power merges into a single spell. </magic_cooperation>
- #35[▸] [MA] Illusion Magic
Keys: Illusion Casting, Illusion Spells, Magical Illusion, Illusion Magic, Magic Illusion, 幻影魔法, Illusionary Magic, Illusion Spell, Gen'ei Mahō, Illusory Magic, Illusion-Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<illusion_magic> Illusion Magic is a Caster-type Magic that creates visual, auditory, or sensory projections to deceive the target’s perception. The magic produces lifelike images or scenarios but does not create real physical objects.
Core Function Illusion Magic manipulates the target’s senses rather than the physical world. The caster generates projections that appear real, allowing them to mislead, distract, or psychologically pressure opponents.
Common Applications
Decoys and Distractions Illusion users can create copies of themselves or other images to confuse enemies.
- Clone Projections: Multiple false bodies appear, causing enemies to attack the wrong target.
- Fear Constructs: Illusions of monsters, armies, or disasters used to intimidate opponents.
Remote Projection Advanced users can project their image across long distances.
- Remote Presence: A mage can appear somewhere else as an illusion to communicate or issue commands.
- Magical Communication: These projections can speak and interact like a visual message.
Living Illusions Highly skilled mages can create extremely complex illusions.
- Personality Simulation: Illusions can appear to think or act independently.
- Physical Density: Some illusions become so stable that they appear fully real to normal perception.
Limitations
- Non-Physical Nature: Illusions do not create real matter.
- Sensory Dependence: The magic only works while the target believes the illusion is real.
- Perception Break: Strong sensory abilities or magic designed to detect illusions can reveal the deception.
Summary Illusion Magic is a perception-based magic focused on deception, distraction, and psychological manipulation rather than direct physical damage. </illusion_magic>
- #36[▸] [MA] Telepathy
Keys: Thought Transmission Magic, Mental Link, Mind Link, Telepashī, Telepathic Contact, Mental Communication, Thought Communication, Telepathic Magic, Telepathic Link, Mind-Link, Telepathic Connection, Telepathy, Mind Communication, Telepathic Communication, Telepathic, Mind Contact, Telepathic Channel, Thought Transmission
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Telepathy is a Caster-type Magic that allows a Mage to connect minds, enabling silent communication, thought perception, and the transfer of information across distance.Core Function Telepathy works by forming a mental link between individuals, allowing thoughts, messages, or sensory information to be transmitted directly between minds.
Primary Uses
- Mental Link Telepaths can connect their mind with one or more individuals to communicate silently.
- Silent Communication: Messages are transmitted directly through thought.
- Long Distance Contact: Skilled users can maintain links across large distances.
- Tactical Coordination: Teams can plan strategies without speaking aloud.
- Information Relay A telepath can act as a central hub that distributes information between many individuals.
- Mass Connection: Multiple allies can be linked into a shared mental network.
- Shared Perception: Visual or sensory information from one person can be broadcast to others.
- Command Support: Often used by support mages to coordinate large groups during battle.
- Thought Reading Some telepaths can perceive the thoughts or memories of others.
- Intent Detection: Reading surface thoughts to predict actions.
- Memory Access: Extracting information such as locations or secrets.
- Interrogation: Used to uncover hidden information from targets.
Limitations
- Mental Strain: Maintaining multiple connections or processing intense emotions can overload the user's mind.
- Concentration Requirement: Disruption or loss of focus can break the link.
- Emotional Feedback: Strong emotions from connected individuals can affect the caster.
- #37[▸] [MA] Letter Magic
Keys: Magic Writing, Inscription Magic, Script Magic, Moji Mahō, 文字魔法, Magical Writing, Writing Magic, Letter Magic, Letter-Based Magic, Word-Based Magic, Magic Letters, Rune Writing Magic, Word Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<letter_magic> Definition Letter Magic is a form of Caster Magic that activates through writing words or symbols. The written word becomes the spell itself, producing effects based on the meaning of the text.
Core Mechanism
- Word Activation: The effect of the spell is determined by the word written.
- Script Manifestation: Written letters become magical constructs or effects.
- Meaning Conversion: The concept behind the word is converted into a physical or supernatural result.
Writing Methods Letter Magic can be written in several ways depending on the user.
- Air Writing: Letters are traced in the air and manifest as glowing magical script.
- Surface Writing: Words are inscribed on objects, environments, or living targets.
- Tool Writing: Some users employ magical pens, blades, or similar tools to carve letters.
Spell Effects The written word determines the resulting phenomenon.
- Elemental Words: Words such as Fire or Iron manifest as physical elemental constructs.
- Property Words: Words can change the properties of objects or environments.
- Status Words: Words like Sleep, Pain, or Fear can impose conditions on targets.
Letter Manipulation Skilled users can alter written spells after casting.
- Editing: Rearranging letters to modify the effect of the spell.
- Rewriting: Changing written magic to produce a different outcome.
- Counterwriting: Altering or disrupting other written magic such as runic traps.
Styles of Letter Magic
Solid Script Letters become physical manifestations of the word itself, often acting as elemental constructs.
Dark Écriture A specialized style that inscribes magic onto bodies or environments to impose rules, enhancements, or magical restrictions. </letter_magic>
- #38[▸] [MA] Copying Magic
Keys: Mimic Magic, Ability Mimicry, Magic Replication, Magic Copy, Copying Magic, Ability Copying, Ability Replication, Power Copy, Ability Copy, Magical Copy, Magical Copying, Magic Mimicry, Power Copying, Power Mimicry, Magic Copying, Magical Replication
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<copying_magic> Definition Copying Magic allows a Mage to temporarily replicate the magical abilities of another user. The copied Magic is reproduced using the caster's own Magic Power.
Acquisition Methods
- Physical Contact: Some Copying Magic requires direct contact with the target.
- Proximity Observation: Other forms allow copying from a short distance without contact.
Ability Use
- Immediate Knowledge: Users typically gain instant understanding of how to use the copied Magic.
- Personal Power Source: The copied Magic runs on the user's own Magic Power rather than the original owner's.
Limitations
- Temporary Duration: Copied abilities usually disappear after a certain time.
- Copy Capacity: Users can only hold a limited number of copied Magics at once.
- Method Restrictions: The number and strength of copied abilities depends on the specific Copying Magic used. </copying_magic>
- #39[▸] [MA] Sealing Magic
Keys: Sealed, Binding Magic, Seal Magic, Magical Binding, Magic Sealing, Sealing Spell, Magical Restraint, Magical Sealing, Sealing, Magic Lock, Magic Restraint, Magical Lock, Sealing Magic, Magic Binding
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<sealing_magic> Sealing Magic refers to spells designed to bind, restrict, or suppress magical power. It is commonly used to prevent dangerous Magic Items, spells, or entities from being used.
Core Function Seals place a magical restriction on a target, locking away its power or preventing activation.
- Item Sealing: Dangerous Magic Items can be sealed to prevent their abilities from being used.
- Power Suppression: A seal can bind magical energy, stopping it from activating or being released.
- Long-Term Binding: Some seals can remain active for centuries if undisturbed.
Organic Link Seals Some seals operate through Organic Link Magic, where the seal is tied to specific living individuals.
- Life-Linked Seal: The seal remains active as long as the linked individuals remain alive.
- Conditional Release: Defeating or killing the linked individuals may break the seal.
- Anti-Link Magic: Specialized magic can break the connection, though the target may enter a dormant or chrysalis-like state.
Link Transfer Organic link seals can sometimes transfer their connection to other recipients.
- Automatic Transfer: The seal shifts its link when the original host is removed.
- Manual Transfer: A mage intentionally moves the seal link to another person.
Seal Durability Some magical seals are extremely difficult to remove.
- Complex seals may require time, knowledge, or specific counter-magic to undo.
- In extreme cases, the only way to break the seal is to erase the magic itself. </sealing_magic>
- #40[▸] [MA] Black Magic/Arts
Keys: Black Arts, Black Magic, Dark Magic, Dark-Magic, Black-Arts, Black-Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<black_magic/arts> Black Magic is a dangerous style of Magic associated with sinister abilities such as manipulating bodies, souls, and life force. It exists as both Caster and Holder Magic and is often tied to destructive or corrupting effects.
Origin Black Magic is said to originate from “Darkness,” a powerful inner force present within the human heart. This power is not inherently tied to good or evil but becomes dangerous when used to control, harm, or distort life.
Common Effects
- Body Manipulation: Controlling or altering another person's body.
- Soul Influence: Interfering with a target’s spirit or life force.
- Life Drain: Extracting vitality or causing internal harm.
Counter Magic Black Magic can be nullified or purified through White Arts, which act as a direct counter to dark magical effects.
Black Arts The Black Arts represent the most extreme and forbidden form of Black Magic.
Nature The Black Arts manipulate fundamental aspects of existence such as life, death, and soul creation.
Capabilities
- Creation of Demons and artificial beings.
- Manipulation of life and death.
- Attempts to revive the dead.
Consequences Using the Black Arts often results in catastrophic effects or divine punishment, such as curses tied to life and death.
Historical Impact The Black Arts are responsible for some of the darkest events in magical history, including the creation of powerful demons and long periods of chaos caused by forbidden experimentation.
Distinction
Black Magic
- Dark combat or control-based magic.
- Used by various dark mages or guilds.
Black Arts
- Ancient forbidden magic that alters life and death.
- Most famously practiced by the Black Wizard Zeref.
Summary Black Magic focuses on destructive or manipulative effects, while the Black Arts represent forbidden mastery over the fundamental laws of life and death. </black_magic/arts>
- #41[▸] [MA] White Magic/Arts
Keys: White Magic, White-Arts, White Arts, White-Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<white_magic/arts> White Magic refers to a class of orderly Magic associated with purification, restriction, and stabilization. It often acts as a counterbalance to Black Magic and other chaotic powers.
Nature White Magic emphasizes control, purification, and the regulation of magical power. Although commonly associated with healing or holiness, it can also be dangerous when used to suppress or dominate others.
White Arts White Arts are purification-based techniques designed to neutralize dark or malevolent magic.
Functions
- Purification: Cleanses corrupted or sinister energy from a target.
- Cancellation: Directly nullifies Black Magic and similar dark abilities.
- Stabilization: Prevents magic from becoming unstable or excessive.
Combat Usage White Arts can be used offensively through light-based attacks or effects that incapacitate opponents.
- Light Beams: Offensive blasts of purified magical energy.
- Induced Drowsiness: Forcing targets into magical sleep or unconsciousness.
White Magic White Magic focuses more heavily on restriction and control over magical power.
Functions
- Magic Suppression: Restricting or sealing another person's magic power.
- Stabilizing Influence: Preventing uncontrolled magic use.
- Mental Conformity: In extreme cases, forcing individuals to submit to a controlling will.
Risks Although associated with order and purity, White Magic can be misused to suppress free will or forcibly control others.
Relationship to Black Magic White Magic and Black Magic are conceptual opposites.
- Black Magic manipulates life, bodies, and souls through destructive or chaotic methods.
- White Magic purifies, restricts, or neutralizes those effects.
Summary White Magic represents the principle of order within magical systems. Through purification and restriction, it balances or opposes the destructive influence of Black Magic. </white_magic/arts>
- #42[▸] [MA] Magic Transfer
Keys: Transfer Magic, Magic Energy Transfer, Transfer of Magic, Magical Transfer, Magical Energy Transfer, Magic Power Transfer, Magic Exchange, Magical Link, Magic Link, Magical Sharing, Magic Connection, Magic Transfer, Magic Sharing, Magic Passing, Magical Exchange, Magic Passing On
Enabled · Selective · After character · Order 10 · 100%
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<magic_transfer> Definition Magic Transfer is the process of transferring Magic Power or even an entire Magic ability from one Mage to another. This allows the recipient to temporarily or permanently gain additional magical strength.
Magic Power Transfer Mages can share their Magic Power to amplify another person's spells.
- Physical Link: Usually performed through direct contact such as holding hands.
- Amplification: The recipient’s spells become stronger depending on the amount of Magic Power received.
- Remote Transfer: Some techniques allow power transfer from a distance through sensory links.
Magic Bestowal In rare cases, a Mage can transfer the Magic ability itself rather than just Magic Power.
- Ability Transfer: The recipient gains access to a specific Magic they did not originally learn.
- Magical Mark: A tattoo-like mark appears on the recipient’s body after the transfer.
- Persistence: The Magic remains usable until the original giver removes it or the connection fades.
Forced Transfer Certain Magic can forcibly steal or absorb Magic Power.
- Whiteout: A White Magic that drains a Mage’s Magic Power and transfers it to another user.
- Post-Mortem Extraction: It is theoretically possible to take a Mage’s Magic even after death.
Enchantment Interaction Enchantments can temporarily transfer or attach Magic abilities between individuals.
Result Magic Transfer allows cooperative amplification of spells or the rare inheritance of entirely new magical abilities. </magic_transfer>
- #43[▸] [MA] Anti-Magic
Keys: Magic Suppression, Magic Negation, Anti-Magic, Maginium, Magic Nullification, Anti Magic Power, Anti Magic, Magic Cancellation, Anti-Magical
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<anti_magic> Definition Anti-Magic refers to phenomena, materials, or abilities that suppress, seal, repel, or erase Magic. These effects interfere with Ethernano or a Mage's ability to use Magic Power.
Common Forms
Magic Sealing Stones
- A mineral that blocks a Mage's ability to use Magic when in direct contact.
- Commonly used in restraints, handcuffs, and prison cells designed for mages.
Nullification Magic
- Spells or abilities that cancel or destroy active magical effects.
- Can disintegrate or neutralize magic-based attacks within range.
Maginium
- A special metallic alloy that repels magical attacks.
- Unlike sealing materials, it does not suppress Magic Power but prevents spells from striking it.
Magical Barrier Particles
- Anti-Magic particles that consume Ethernano within an area.
- Affects both internal and external magic sources.
- Exposure can cause severe illness or death due to magical depletion.
Face
- Anti-Magic weapons designed as large-scale bombs.
- When activated, they erase Magic from the surrounding region by eliminating Ethernano.
Summary Anti-Magic mechanisms work by disrupting Ethernano or interfering with a Mage's ability to channel Magic Power, making them effective tools for containment, defense, and large-scale suppression of magic. </anti_magic>
- #44[▸] [MA] Forbidden Magic
Keys: Criminal Magic, Forbidded Magic, Dangerous Magic Practice, Outlawed Spell, Forbidden Spell, Restricted Magic, Restricted Spell, Prohibited Magical Practice, Forbidden Magical Arts, Outlawed Magical Arts, Banned Magical Practice, Forbidded Spell, Prohibited Magic, Forbidden Magic, Criminal Spellcasting, Outlawed Magic, Prohibited Spell, Illegal Magical Practice, Illegal Magic, Banned Magic, Banned Spell, Illegal Spell
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<forbidden_magic> Forbidden Magic refers to spells or magical practices officially banned by governing authorities due to the extreme danger, instability, or societal harm they can cause.
Legal Status These forms of Magic are criminalized. Using or attempting to use them can result in severe punishment from governing bodies such as the Magic Council.
Reasons for Prohibition Forbidden Magic is banned because it can:
- Manipulate life and death
- Cause massive collateral damage
- Violate ethical or natural laws
- Endanger the public on a large scale
Common Examples Life Manipulation
- Reviving the dead
- Artificially creating life
- Sacrificing lives to fuel spells
Mind Manipulation
- Charm spells that force affection or obedience
- Hypnotic magic that overrides free will
Consequences Using Forbidden Magic can lead to:
- Criminal charges
- Severe magical penalties
- Intervention from magical authorities
Distinction Forbidden Magic should not be confused with Lost Magic.
Forbidden Magic
- Known spells that are outlawed
- Banned due to danger or ethical violations
Lost Magic
- Ancient magic that disappeared from common knowledge
- Rare but not necessarily illegal
Summary Forbidden Magic consists of banned magical practices considered too dangerous or unethical for lawful use, especially those involving life manipulation or forced control over others. </forbidden_magic>
- #45[➥] [🔮] Magic Classifications
Keys: Types of Magic, Classification of Magic, Magical Classifications, Magical Classification, Magical System Classification, Magical Categories, Magic Classification, Magic Categories, Magic Classifications, Magic Types, Magic System Classification, Magical Types, Classifications of Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<magic_classifications> Primary Classifications Magic is mainly divided by how the spell is produced.
Caster Magic
- Magic expelled directly from the user's body.
- The mage’s body acts as the medium for the spell. Examples: Fire Dragon Slayer Magic, Ice-Make Magic.
Holder Magic
- Magic channeled through an external object.
- The mage supplies the magic power while the item produces the effect. Examples: Celestial Spirit Keys, Magic Cards.
Tiered Classifications These categories describe the origin or rarity of certain magics.
Ancient Spell
- Very old magic that has existed for centuries.
- Often complex or historically significant.
Lost Magic
- Ancient magic erased from history due to extreme power or dangerous side effects.
Black Arts
- The most forbidden tier of magic.
- Involves manipulation of life, death, and souls.
Specialized Classifications Some magic styles are grouped by purpose or mechanics.
Slayer Magic
- Magic designed to combat powerful beings. Types include Dragon Slayer, God Slayer, and Devil Slayer.
Spatial Magic
- Manipulates space for teleportation, summoning, or dimensional storage. Examples include teleportation and Requip-type storage.
Molding Magic
- Also called Maker Magic.
- Allows users to shape their element into physical constructs.
Non-Human Variations
Curses
- Power used by demons rather than mages.
- Does not rely on Magic Power and cannot be nullified by anti-magic.
Edolas Items
- Magic tools used in Edolas.
- Powered by Lacrima instead of the user's internal magic. </magic_classifications>
- #46[MC] [›] Caster Magic
Keys: Body Generated Magic, Body-Based Magic, Caster, Self-Cast Magic, Internal Magic Casting, Magic Projection from Body, Kyasutā Majikku, Body Based Magic, Caster-Magic, Internal Spell Casting, Direct Magic Casting, Mage-Cast Magic, Caster-Type Magic, Casting Type, Magic Released from Body, Casting-Type, Magic Caster Type, Casting-Magic, キャスターマジック, Innate Magic Casting, Natural Magic Casting, Magic Expelled from Body, Caster Type, Casting Magic, Internal Magic, Internal Spell Projection, Caster-Type, Magic Cast by Body, Magic Output Casting, Caster Magic, Body-Cast Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<caster_magic> Caster Magic is a primary form of Magic expelled directly from a Mage’s body rather than through external tools. The user converts internal Magic Power into spells and releases it through specific parts of their body.
Core Caster Magic functions by converting Ethernano into usable magical energy within the mage’s body.
- Ethernano Absorption: Mages absorb Ethernano particles from the environment.
- Internal Conversion: The body converts Ethernano into Magic Power aligned with the user’s magic type.
- Spell Release: The energy is expelled outward to produce magical effects.
Output Points Magic must be directed through parts of the body to activate properly.
- Hands / Fingers: The most common release point for spells and attacks.
- Full Body: Some mages channel magic across their entire body to enhance movement or combat.
Control and Focus Caster Magic requires coordination between mental focus and physical movement.
- Mental Visualization: The mage must clearly imagine the spell’s structure.
- Gestures / Stance: Hand movements or body posture help stabilize the spell’s shape and direction.
Capabilities Caster Magic includes a wide range of spell styles and magical disciplines.
Examples
- Elemental Magic (Fire, Water, Wind, etc.)
- Transformation Magic
Strengths
- Always available as long as the user has Magic Power.
- Power grows as the mage’s body and magical capacity increase.
Limitations
- Restricted to the user’s specific magic type or affinity.
- Requires Magic Power stored in the body.
- If the user is exhausted or depleted, the magic cannot be used.
Summary Caster Magic is internal magic produced and released directly from the mage’s body, allowing them to cast spells anywhere as long as they possess Magic Power. </caster_magic>
- #47[MC] [›] Holder Magic
Keys: Holder-Magic, Tool-Based Magic, ホルダーマジック, Holder-Type Magic, Magic Weapon Magic, External Magic, External Magic Casting, Magic Device Casting, Magic Through Items, Magic Holder Type, Artifact-Based Magic, Holder Type, Item Based Magic, Magical Equipment Casting, Magic Tool Casting, Magic Key Casting, Equipment Magic, Horudā Majikku, Item-Activated Magic, Magic Card Casting, Magic Item Casting, Holder-Type, Magic Tool Activation, External Magic Interface, Holder Magic, Magic Using Tools, Magic Weapon Casting, Item-Based Magic
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<holder_magic> Holder Magic is a type of Magic that requires an external item to activate spells. Instead of releasing magic directly from the body, the Mage channels their Magic Power through a weapon, tool, or magical object which produces the effect.
Core Holder Magic functions through a connection between the Mage and a magical item.
- Magic Interface: The item acts as a medium that converts the user’s Magic Power into a spell.
- Energy Transfer: The Mage supplies the power while the item determines how the magic manifests.
- Item Dependency: If the item is lost or destroyed, the user cannot perform that specific magic.
Magic Items Holder Magic relies on specialized objects designed to process or release magic.
Common Examples
- Celestial Spirit Keys
- Magic Cards
- Magic Guns
- Enchanted Weapons or Armor
Power Sources Most Holder Magic draws power from the Mage’s internal Magic Power, though exceptions exist.
- Mage-Powered Items: The user fuels the magic through their own energy.
- Lacrima-Powered Items: Some tools contain stored magic and can function without a Mage.
Strengths
- High versatility through different equipment.
- Users can change abilities by switching items.
- Often places less physical strain on the body compared to internal casting.
Limitations
- Dependent on the availability of magical items.
- Losing or damaging the item disables the associated magic.
- Requires preparation and equipment management.
Summary Holder Magic channels Magic Power through external objects that determine how spells function, allowing Mages to access a wide range of abilities through specialized equipment. </holder_magic>
- #48[▸] [MC] Ancient Spell
Keys: Ancient-Spell, Lost-Era Magic, Anicent Spells, Forgotten-Era Magic, Ancient Spell, Enshento Superu, Lost Era Magic, Magic Lost to History, 古代魔法エンシェントスペル
Enabled · Selective · After character · Order 10 · 100%
Entry settings
<ancient_spell> Ancient Spells refers to magic that originated in extremely old eras of history. These spells existed long before most modern magical systems and often preserve raw, powerful forms of magic from earlier ages.
Scope Ancient Spell is a broad classification that includes several powerful or historical magics. Examples include:
- Lost Magic
- Nirvana
- Memory-Make
- Ars Magia
- Black Arts
Fundamental Characteristics
Source and Age Ancient Spells originate from early magical civilizations and are often considered closer to the original foundations of magic.
Rarity Many Ancient Spells have disappeared from common practice. Learning them usually requires rediscovering old texts, ruins, or forgotten teachings.
Power Level Ancient Spells often access raw magical forces that modern magic systems regulate or limit.
Instability Because many casting methods or languages are partially lost, these spells can behave unpredictably if used incorrectly.
Risk Ancient Spells frequently carry heavy physical or mental strain due to the immense amount of Magic Power required.
Relation to Lost Magic Lost Magic is generally treated as a subset of Ancient Spell.
- Ancient Spell: The broader historical category of old magic.
- Lost Magic: Ancient magic that disappeared or was deliberately erased due to danger or complexity. </ancient_spell>
- #49[▸] [MC] Lost Magic
Keys: Lost-Magic, Primordial Magic, Rosuto Majikku, Forgotten Arts, Forgotten Magic, Lost Magic, Ancient Lost Magic, Erased Magic, Forgotten-Magic, 失われた魔法, ロストマジック, Forbidden Arts, Forgotten Arcane Arts, Forbidden Magic
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<lost_magic> Lost Magic refers to ancient forms of Magic that were erased from history due to their immense power and the severe dangers associated with their use. Although the knowledge of these magics largely disappeared, rare users and surviving techniques still exist.
Nature Lost Magic is considered a branch of Ancient Spell. While Ancient Magic simply originates from older eras, Lost Magic specifically refers to techniques that were removed from records because they were too destructive or unstable.
Core Characteristics
Historical Erasure Lost Magic was intentionally removed from history or forgotten over time due to the chaos and danger it caused.
Extreme Power These magics often exceed the limitations of modern magical systems and can produce large-scale or reality-altering effects.
Rarity Because their knowledge was lost or hidden, only a small number of mages still possess or rediscover these techniques.
Source Connection Lost Magic is often described as being closer to the original source of magic, allowing users to tap into raw magical forces.
Common Consequences
Physical Corruption Certain Lost Magics gradually alter the user's body or physiology. Example: Dragon Slayer Magic can cause Dragonification if overused.
Mental Distortion Some techniques influence the user's perception or emotional state due to the overwhelming nature of the magic.
Extreme Energy Drain Many Lost Magic spells require enormous Magic Power, causing exhaustion, aging effects, or life-threatening strain.
Unstable Output Because these magics are difficult to control, improper use can cause unintended or destructive results. </lost_magic>
- #50[•] [M] Dragon Slayer Magic
Keys: Dragon Killer, Dragon Roar, Dragon-Killer, Partial Dragonization, Dragon-Slaying-Art, Dragon Slayer Aura, Dragon Aura, Dragon Force, Early Dragonization, Dragon Slayer, Dragon Slayer Magic, Dragonkiller, Dragon Slayer Arts, Dragon-Slayer-Art, Dragon Slaying Magic, Dragon-Slaying Arts, Pre-Dragon Force State, 滅竜魔法, Dragon Slaying Arts, Roar of the Dragon, Metsuryū Mahō, Dragon Slayer Art, Dragon Seed Influence, Dragon Mode
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<dragon_slayer_magic> Dragon Slayer Magic is an Ancient Spell and Lost Magic originally created by Irene Belserion during the Dragon King Festival. It allows humans to wield Dragon-like power and is one of the few forms of Magic capable of harming Dragons.
Core Traits
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Dragon Physiology Dragon Slayer Magic alters the user's body, giving them dragon-like traits tied to their element. These traits enhance both offense and defense.
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Elemental Resistance Dragon Slayers possess strong resistance to their own element and can withstand attacks of that attribute.
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Element Consumption Dragon Slayers can consume external sources of their element through the mouth to restore stamina and Magic Power.
- They cannot consume the element they produce themselves.
Limits Dragon Slayers still have physical limits. Overexertion of their element can damage the user’s body and spirit.
Element Mixing Consuming foreign elements can temporarily increase power, but usually causes severe illness or pain. With enough mastery, some Slayers can combine multiple elements into a new power.
Learning Methods Dragon Slayer Magic can be obtained in several ways.
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First Generation Taught directly by Dragons.
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Second Generation Obtained by implanting Dragon Lacrima.
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Third Generation Combination of Dragon training and Lacrima implantation.
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Fourth Generation Artificial Dragon Slayers created using Dragon Lacrima.
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Fifth Generation Users who gain the power by consuming a Dragon or another Dragon Slayer.
Special States
Dragon Force The ultimate state of a Dragon Slayer.
- Power increases dramatically.
Dragonization Excessive use of Dragon Slayer Magic can cause the Dragon Seed to grow, eventually turning the user into a full Dragon.
Dragon Mode Some Slayers can absorb and combine multiple elements within their bodies, granting access to hybrid elemental abilities. </dragon_slayer_magic>
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