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 Appearance

Blade is a 29 year old male human who stands at roughly 6'4 and weighs about 299 pounds. Blade wears a set of armor that is entirely black along with a dark leather jacket over it that comes with a hood to hide his identity whenever he doesn't want it to be known. He also wears a silver necklace that has his Mother's name carved into it that he got from his Father.

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Personality

Blade is very quiet and extremely laid-back. He usually doesn't care for many things and he likes to be left alone from everyone, even his family. He is generally nice, but he does have moments where he'll get pissed off for little things that really don't matter. Even though he may seem cold and distant from everyone, he cares very much for family. While he cares for every member of his family, he cares for his younger sister in particular the most and will do anything in order to protect her.

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History

Born as the only son & the first child of Ty and Freya, Blade had a rough childhood since his mother died when he was 3 years old and his father raised him and his younger sister alone. Blade soon enrolled in the same school that his father did. Although he was tormented with his father's legacy always being the topic of conversation when he was in school, he still graduated from school and entered the Class F level of the military training his father had taken. He refined his skills with his sword as he grew up and he soon advanced into Class FF, FFF, D, DD, DDD, C, CC, CCC, B, BB, BBB, and A. Upon graduating his Class A studies, he dropped out of school, determined that he could become better than his dad without the AA or AAA-level training that his dad had gone through. Blade would then eventually return to his school and take on the Class AA and AAA training before departing once again by graduating. Blade soon decided to go back to his school to finish his studies & take the very special elite training known as the S-Level training. After very many attempts, Blade was able to advance into Class S and then Class SS, although it wasn't easy by any definition of the word.

Blade made it to the Class SSS training, the elite of the elite's training. After 2 grueling years, Blade finally passed his Class SSS training, earning an achievement that only his Father had ever done before. Being an official high-ranking member of the army now, Blade was soon the captain of his own squad due to his mastery impressing the generals. As a captain, Blade was surprised to discover that most of his classmates from his training were actually inside his squad, which was named Unit #777 by Blade due to his extreme good luck. Blade's experience as a captain only grew as he helped deal with small skirmishes between countries to resolve things peacefully and got to know his new recruits that weren't his classmates. He finally got his first big mission from none other than his Father, who congratulated him for becoming a captain before sending him on a mission to another planet. "Foreign affairs, the usual bit" said Ty to his son, who quickly accepted the mission in the hopes of finally impressing his Father.

(For reference, Classes F, FF, FFF, D, DD, DDD, C, CC, & CCC are all Basic Training, Classes B, BB, BBB, A, AA, & AAA are all Advanced Training, and Classes S, SS, & SSS are the Elite Training)

Blade and his entire squad were eventually prepped to leave to this other planet, with a team of skilled diplomats, to ask for a peace treaty in order to avoid anymore possible wars. After arriving at the planet, and waiting for the meeting to end, Blade was informed that there would be a peace treaty and he should let his Father know. Blade sent his Father the message of their success, and Ty did receive it. A few hours after sending the message, Blade got another message from his Father, telling him to remain on the planet until the Earth's Ruler could schedule a time to come to the planet himself, to finalize the treaty with his signature. Blade follow his orders and stayed, and he is currently still there, awaiting news from his Father as for when the ruler should get there. However, after almost 6 years of radio silence, Blade's preparing to bring his squad back from his own initiative to see why the Hell he hasn't gotten any messages or any sort of communications at all for the last 70+ months.

Attributes

(NOTE: Since I am updating the attributes, & thus, creating more of them in order to expand this information about them, this ENTIRE SECTION is liable to change. Most likely not deleted, but parts are going to added, edited, & possibly shifted around due to how I'm updating this rather sporadically)

Overview

Here I will present an overview & brief definition of each attribute, since a few of them may be difficult to understand unless you've got a bit of RPG knowledge under your belt. The first thing you'll have to know is the difference between the Rooted Attributes & the Determined Attributes, as that determines where you have to look in order to find a particular attribute.

Rooted Attributes

Rooted Attributes are the most basic, yet most difficult to change attributes. Think of Rooted Attributes being the sources of the other attributes, like the Speed attribute being the source of the Attack Speed attribute, or the Luck attribute being the source of the Critical Hit attribute. In most cases, these are generally unaffected by equipment & most magic, instead being raised usually only by the means of leveling up, albeit quite slowly in almost ever case.

The following attributes are what are generally considered Rooted Attributes.

Health (HP)

Your amount of health, or life as it's sometimes referred to, is how much damage you can take before you die or, albeit quite rare, are knocked out. This is one of the most basic stuff that most games have in some form or another. Whether or not it's a colored bar on the side of the screen, a simple counter below a character's name on the bottom of the screen, your character freaking out after getting hit & falling off the screen, or if the screen just darkens to show that your health is running out, these are all possible ways to represent health. Health is known for starting off somewhat low, usually in the early double digits, around the 20 to 35 area, but it usually builds up into the triple digits before the game ends, like around the 300-400 area. Heck, in some games, it even climbs into the thousands & ten-thousands before the end of the game, although it usually caps at 9999. Restoring HP is usually done with items at the start of an adventure, but it traditionally becomes the priority of healing magic in the late-game.

The concept of health isn't only found in RPGs, however. While it is found in just about every RPG made, it is one of the few concepts that has crept into other genres. RPG examples include the entire Final Fantasy & Dragon Warrior/Dragon Quest franchises as well as all of the Dark Souls & Witcher games. Examples of RPGs that aren't mostly fantasy-oriented include the Mass Effect series & games like Alpha Protocol. Non-RPG, but including RPG-like elements, examples include the God of War, Devil May Cry, Grand Theft Auto, & Halo franchises. Strictly non-RPG examples include the entire Super Mario franchise, aside from the Mario & Luigi and Paper Mario games, & the entire Sonic The Hedgehog franchise, with the notable exception of one game called Sonic Chronicles: The Dark Brotherhood. (Remember, 1-3 hit(s) is all it takes to kill Mario in pretty much all of his 2D games & a vast majority of his 3D games, so you could reason that he just happens to have only 1-3 HP at any one time. In Sonic's case, he dies in a single hit unless he has rings. However, a single hit makes you drop all of the rings in nearly every case, so Sonic's HP, unless in a transformation, would only be 1-2 HP. Since the transformations often rely on time limits, there's no easy way to determine how much HP they have, so I'm not going to bother)

Magic/Magic Pool (MP)

Your amount of magic, or mana, as it's called sometimes, remaining in your magic pool is an indicator of how much magic you possess. Magic is USUALLY essential from the moment it becomes available to the very end of the adventure. In most cases, characters don't start with any magic, but will slowly gain some as they raise their levels. However, there are some exceptions, like how sometimes a low-level Black Mage can start with a few very basic spells, along with rather pitiful amounts of MP in most cases. Magic is also generally harder to restore than HP if it runs out, requiring sleeping in a tent/cottage or resting at an inn in most cases. (Although those are usually associated with Final Fantasy & Dragon Warrior/Dragon Quest in particular, some others do so too, mostly because both are considered to pretty much be the rulers of all RPGs) Magic is usually restored by some kind of item, usually a potion of some kind. One last thing, a word of warning, there are some works where running out of MP results in death, for an example of that mechanic, check out Star Ocean.

One last note about magic, it can change MASSIVELY from one work to another. For example, in Final Fantasy VI (6), magic is an extreme rarity, due to a massive war that pretty much caused it to be universally hated & practically forgotten, mind you, that few can use on their own, most characters require espers, basically the summon spirits, in order to do so. Meanwhile, there are other games like Dragon Quest VIII (8), where every member of your party can learn a variety of spells. Granted, some people can only learn certain ones & some are unique to certain characters, but all of them can use magic in some form without any real outside help. And then there's a game like Rogue Galaxy, where there really isn't any magic in the game for your characters AT ALL, but there's a ton of abilities for everyone that are magic-like in nature, but not true magic. For a non-RPG example, look no further than pretty much any game in the Legend of Zelda franchise. The formula is basically the same in most Zelda games though, you usually don't start the game with magic, but you'll earn it before the end. Of particular note in the Zelda series, magic-restoring potions, which can be purchased or found inside pots & even grass, because logic probably isn't the most important thing to have in a video game, are often the only way that Link can restore his magic.

Endurance (END)

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Strength (STR)

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Resiliency/Durability (RES/DUR)

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Wisdom (WIS)

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Magic Resiliency (M.RES)

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Speed (SPD)

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Agility (AGY)

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Vitality (VIT)

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Accuracy (ACU)

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Luck (LK)

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Determined Attributes

Determined Attributes are far more complex than their Rooted counterparts/parents, they require a bit more work to calculate as well. To keep it as simple as I can, so I don't confuse anyone or lose you, these attributes are based from a particular Rooted Attribute, like how Defense is rooted from Resilience & how both Evasion & Magic Evasion are rooted from Agility. These attributes also differ from the Rooted Attributes by being easier to raise in almost every case, usually only requiring a new piece of equipment, like a weapon, piece of armor, or accessory, being equipped or a simple spell, that almost everyone possesses, being cast.

The following attributes are what are generally considered Determined Attributes, note how there are more of them than the Rooted Attributes.

Maximum Health (MAX HP)

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Maximum Magic/Magic Pool (MAX MP)

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Stamina (STA)

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Attack/Attack Power (ATK)

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Defense/Defense Power (DEF)

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Magic Attack/Magic Attack Power (M.ATK)

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Magic Defense/Magic Defense Power (M.DEF)

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Attack Speed (INT)

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Evasion (EVA)

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Magic Evasion (M.EVA)

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Resistance (RST)

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Successful Attack (SAC)

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Critical Hit (CRT)

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Rooted-Determined Table

Here's a table to help you understand exactly which Rooted Attributes affect which Determined Attributes. I have made it to go in order from HP to LK, just like the Rooted Attributes section above, to keep it as simple as I possibly can since I'm well aware that this stuff can be tough to understand if you aren't well-versed in it like I am.

(Health) HP ---> MAX HP (Maximum Health/Life)

(Magic/Magic Pool) MP ---> MAX MP (Maximum Magic/Magic Pool)

(Endurance) END ---> STA (Stamina)

(Strength) STR ---> ATK (Attack/Attack Power)

(Resiliency) RES ---> DEF (Defense/Defense Power)

(Wisdom) WIS ---> M.ATK (Magic Attack/Magic Attack Power)

(Magic Resiliency) M.RES ---> M.DEF (Magic Defense/Magic Defense Power)

(Speed) SPD ---> INT (Attack Speed)

(Agility) AGY ---> EVA & M.EVA (Evasion & Magic Evasion)

(Vitality) VIT ---> RST (Resistance)

(Accuracy) ACU ---> SAC (Successful Attack %)

(Luck) LK ---> CRT (Critical Hit %)

Blade's Statistics

(Note: There are multiple variants listed here, mostly to show Blade's improvement as he got older)

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Powers

Super Strength

His strength is legendary, as he can lift an entire universe in his base form if the need is great enough. That being said, he would have to be forced to use drastic measures in order to do it. The only time he's shown this much pure power is when Chrixie was kidnapped by the malevolent being Lynthar, who trapped an entire universe inside a cube and dropped it down towards Blade. Blade managed to not only catch the cube, but he also managed to maintain it's weight long enough to free the universe from the prison before freeing Chrixie & defeating Lynthar and sealing him inside the Cube of Chaos.

Super Speed

His speed is also legendary, as his walking speed alone is 50,000 times faster than light if Blade decides to use it. That being said, that is his moderate speed. His maximum speed for his Base form is unknown at this point, but it is rumored to be over 1,000,000 times faster than light.

Astral Projection

After watching his sister use this ability frequently during her childhood, Blade managed to learn how to use it due to his Mother's Spiritual Unity ability. Blade has shown to possess a great skill in this power, as he's used it to greater extents than Chrixie ever has even attempted. For example, while Chrixie has used this power to the extent of being able to walk through walls & enter the bodies of others, Blade has used this to terrify the easily-spooked with poltergeist-like activity, take over the weak-minded by forcing them to bend their will to him, & to even grab and bring him faraway objects.

Telepathy

Blade also learned this by watching his sister as she grew up, he learned how to use telepathy to speak to others inside their mind in order to keep commands secret from everyone but those in his squad. However, it should be noted that Blade used it before he joined the military just to fuck with people, usually as more of a warning to someone who was just starting to piss him off in order to prevent a fight if he can help it. However, while Blade is pretty powerful in his own right using this power, he is quite outmatched by his sister's daily training of the technique and he himself has admitted that she's a stronger telepath than he is.

Sword Magic

In a nutshell, this allows Blade to enhance Durandal with pretty much any of the spells at his disposal, ranging from allowing him to poison foes with a slash to causing instant death in a slash to sending his opponent to the void with a single slash. However, there are also a few exclusive spells that only this particular school of magic can utilize.

Magic Spells

Enhancements

Enfire (Causes all of Blade's physical attacks to become fire-based)

Enwater (Causes all of Blade's physical attacks to become water-based)

Enearth (Causes all of Blade's physical attacks to become earth-based)

Enwind (Causes all of Blade's physical attacks to become wind-based)

Enice (Causes all of Blade's physical attacks to become ice-based)

Enlightning (Causes all of Blade's physical attacks to become lightning-based)

Ennature (Causes all of Blade's physical attacks to become nature-based)

Ensand (Causes all of Blade's physical attacks to become sand-based)

Enwood (Causes all of Blade's physical attacks to become wood-based)

Enmetal (Causes all of Blade's physical attacks to become metal-based)

Ensound (Causes all of Blade's physical attacks to become sound-based)

Enholy (Causes all of Blade's physical attacks to become holy-based)

Endark (Causes all of Blade's physical attacks to become darkness-based)

Enultima (Causes all of Blade's physical attacks to become ultimate-based)

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Exclusives

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Green Magic

After nearly a decade of studying it, he learned how to use Green Magic from his Aunt Xia. Green Magic is all about enhancing the attributes of & granting helpful status ailments on yourself & your allies while weakening the attributes of & inflicting terrible status ailments on your enemies.

Stat-Based Magic Spells

Protect (Raises Blade's defense)

Protectga (Massively raises Blade's defense)

Protect+ (Raises Blade's defense permanently until the end of battle)

Protectga+ (Massively raises Blade's defense permanently until the end of battle)

Shell (Raises Blade's magic defense)

Shellga (Massively raises Blade's magic defense)

Shell+ (Raises Blade's magic defense permanently until the end of battle)

Shellga+ (Massively raises Blade's magic defense permanently until the end of battle)

Fantod (Raises Blade's defense & magic defense)

Fantodga (Massively raises Blade's defense & magic defense)

Fantod+ (Raises Blade's defense & magic defense permanently until the end of battle)

Fantodga+ (Massively raises Blade's defense & magic defense permanently until the end of battle)

Haste (Raises Blade's movement & attack speed)

Hastega (Massively raises Blade's movement & attack speed)

Haste+ (Raises Blade's movement & attack speed permanently until the end of battle)

Hastega+ (Massively raises Blade's movement & attack speed permanently until the end of battle)

Brave (Raises Blade's strength & attack power)

Bravega (Massively raises Blade's strength & attack power)

Brave+ (Raises Blade's strength & attack power permanently until the end of battle)

Bravega+ (Massively raises Blade's strength & attack power permanently until the end of battle)

Faith (Raises Blade's wisdom & magic power)

Faithga (Massively raises Blade's wisdom & magic power)

Faith+ (Raises Blade's wisdom & magic power permanently until the end of battle)

Faithga+ (Massively raises Blade's wisdom & magic power permanently until the end of battle)

Regen (Allows natural regeneration of wounds)

Regenga (Allows much faster natural regeneration of wounds)

Regen+ (Allows natural regeneration of wounds permanently until the end of battle)

Regenga+ (Allows much faster natural regeneration of wounds permanently until the end of battle)

Vigor (Allows faster natural regeneration of stamina)

Vigorga (Allows infinite regeneration of stamina)

Vigor+ (Allows faster natural regeneration of stamina permanently until the end of battle)

Vigorga+ (Allows infinite regeneration of stamina permanently until the end of battle)

Bracer (Raises Blade's resiliency)

Bracerga (Massively raises Blade's resiliency)

Bracer+ (Raises Blade's resiliency permanently until the end of battle)

Bracerga+ (Massively raises Blade's resiliency permanently until the end of battle)

Pinpoint (Raises Blade's accuracy)

Pinpointga (Massively raises Blade's accuracy)

Pinpoint+ (Raises Blade's accuracy permanently until the end of battle)

Pinpointga+ (Massively raises Blade's accuracy permanently until the end of battle)

Hearty (Raises Blade's vitality, which protects against negative status ailments)

Heartyga (Massively raises Blade's vitality)

Hearty+ (Raises Blade's vitality permanently until the end of battle)

Heartyga+ (Massively raises Blade's vitality permanently until the end of battle)

Agile (Raises Blade's agility & evasion)

Agilega (Massively raises Blade's agility & evasion)

Agile+ (Raises Blade's agility & evasion permanently until the end of battle)

Agilega+ (Massively raises Blade's agility & evasion permanently until the end of battle)

Lucky (Raises Blade's luck, giving him better chances of getting critical hits & makes him overall luckier)

Luckyga (Massively raises Blade's luck)

Lucky+ (Raises Blade's luck permanently until the end of battle)

Luckyga+ (Massively raises Blade's luck permanently until the end of battle)

Aura (Charges Blade's magic power constantly)

Aura+ (Permanently charges Blade's magic power constantly)

Float (Allows Blade to float through the air, basically fly, & negate earth-based attacks)

Float+ (Allows Blade to permanently float through the air, basically fly, & negate earth-based attacks)

Water Breathing (Allows Blade to breathe underwater or in space while in Base Form)

Water Breathing+ (Allows Blade to permanently breathe underwater or in space while in Base Form)

Water Walking (Allows Blade to walk on water like it's dry land while in Base Form)

Water Walking+ (Allows Blade to permanently walk on water like it's dry land while in Base Form)

Night Vision (Allows Blade to see in the dark perfectly, useful for nighttime operations)

Night Vision+ (Allows Blade to see in the dark permanently until the end of battle, can be removed by recasting the spell on himself)

X-Ray (Allows Blade to see through solid objects like walls, ceilings, & floors without being there)

X-Ray+ (Allows Blade to see through anything, even disguises & lead)

Breath Control (Allows Blade to not be affected by breathing in any harmful gases)

Breath Control+ (Allows Blade to permanently not be affected by breathing any harmful gases)

Insulate (Raises Blade's protection from fire/heat-based attack & ice/cold-based attacks)

Insulatega (Massively raises Blade's protection from fire/heat-based & ice/cold-based attacks)

Insulate+ (Raises Blade's protection from fire/heat-based & ice/cold-based attacks permanently until the end of battle)

Insulatega+ (Massively raises Blade's protection from fire/heat-based & ice/cold-based attacks permanently until the end of battle)

Leap (Allows Blade to jump much higher in the air, also gives him up to fifteen jumps)

Leap+ (Allows Blade to permanently jump much higher while also giving him infinite jumps)

Feather Fall (Lowers Blade's weight & negates fall damage)

Feather Fall+ (Permanently lowers Blade's weight & negates fall damage)

Muffle (Allows Blade to move while being completely silent)

Muffle+ (Allows Blade to permanently move while being completely silent)

Deodorize (Allows Blade to mask his scent, preventing him from being tracked through smell)

Deodorize+ (Allows Blade to permanently mask his scent, preventing him from being tracked through smell)

Counterspell (Allows Blade to automatically counter any magic cast on him with another spell)

Counterspell+ (Allows Blade to permanently automatically counter any magic cast on him with another spell)

Death Force (Allows Blade to become immune to instant death effects)

Death Force+ (Allows Blade to permanently become immune to instant death effects)

Reflect (Allows Blade to reflect most magic that isn't his)

Reflectga (Allows Blade to reflect all magic that isn't his)

Reflect+ (Allows Blade to reflect most magic that isn't his permanently until the end of battle)

Reflectga+ (Allows Blade to reflect all magic that isn't his permanently until the end of battle)

Focus (Allows Blade to make every attack of his a critical hit)

Focus+ (Allows Blade to permanently make every attack of his a critical hit until the end of battle)

Aquaveil (Allows Blade to make his spells unable to be interrupted)

Aquaveil+ (Allows Blade to permanently make his spells unable to be interrupted)

Chain Magic (Allows Blade to chain up to 15 of his spells together in a row)

Chain Magic+ (Allows Blade to chain an infinite number of his spells together in a row)

Physical Barrier (Makes Blade completely immune to physical damage)

Physical Barrier+ (Makes Blade permanently immune to physical damage)

Magic Barrier (Makes Blade completely immune to all magic spells that aren't his own)

Magic Barrier+ (Makes Blade permanently immune to all magic spells that aren't his own)

Perfect Barrier (Makes Blade completely immune to all damage, but prevents him from moving)

Perfect Barrier+ (Makes Blade completely immune to all damage, but no longer impedes his movement)

Deprotect (Lowers a foe's defense)

Deprotectga (Massively lowers a foe's defense)

Deprotect+ (Lowers a foe's defense permanently until the end of battle)

Deprotectga+ (Massively lowers a foe's defense permanently until the end of battle)

Deshell (Lowers a foe's magic defense)

Deshellga (Massively lowers a foe's magic defense)

Deshell+ (Lowers a foe's magic defense permanently until the end of battle)

Deshellga+ (Massively lowers a foe's magic defense permanently until the end of battle)

Slow (Lowers a foe's movement & attack speed)

Slowga (Massively lowers a foe's movement & attack speed)

Slow+ (Lowers a foe's movement & attack speed permanently until the end of battle)

Slowga+ (Massively lowers a foe's movement & attack speed permanently until the end of battle)

Debrave (Lowers a foe's strength & attack power)

Debravega (Massively lowers a foe's strength & attack power)

Debrave+ (Lowers a foe's strength & attack power permanently until the end of battle)

Debravega+ (Massively lowers a foe's strength & attack power permanently until the end of battle)

Defaith (Lowers a foe's wisdom & magic power)

Defaithga (Massively lowers a foe's wisdom & magic power)

Defaith+ (Lowers a foe's wisdom & magic power permanently until the end of battle)

Defaithga+ (Massively lowers a foe's wisdom & magic power permanently until the end of battle)

Debrace (Lowers a foe's resiliency)

Debracega (Massively lowers a foe's resiliency)

Debrace+ (Lowers a foe's resiliency permanently until the end of battle)

Debracega+ (Massively lowers a foe's resiliency permanently until the end of battle)

Depinpoint (Lowers a foe's accuracy)

Depinpointga (Massively lowers a foe's accuracy)

Depinpoint+ (Lowers a foe's accuracy permanently until the end of battle)

Depinpointga+ (Massively lowers a foe's accuracy permanently until the end of battle)

Deheart (Lowers a foe's vitality, making them more susceptible to negative status ailments)

Deheartga (Massively lowers a foe's vitality)

Deheart+ (Lowers a foe's vitality permanently until the end of battle)

Deheartga+ (Massively lowers a foe's vitality permanently until the end of battle)

Deagile (Lowers a foe's agility & evasion)

Deagilega (Massively lowers a foe's agility & evasion)

Deagile+ (Lowers a foe's agility & evasion permanently until the end of battle)

Deagilega+ (Massively lowers a foe's agility & evasion permanently until the end of battle)

Unlucky (Lowers a foe's luck, making them generally less lucky)

Unluckyga (Massively lowers a foe's luck)

Unlucky+ (Lowers a foe's luck permanently until the end of battle)

Unluckyga+ (Massively lowers a foe's luck permanently until the end of battle)

Weight (Raises a foe's weight, making them much heavier & slowing their movement)

Weightga (Massively raises a foe's weight)

Weight+ (Raises a foe's weight permanently until the end of battle)

Weightga+ (Massively raises a foe's weight permanently until the end of battle)

Deinsulate (Lowers a foe's fire/heat & ice/cold resistance)

Deinsulatega (Massively lowers a foe's fire/heat & ice/cold resistance)

Deinsulate+ (Lowers a foe's fire/heat & ice/cold resistance permanently)

Deinsulatega+ (Massively lowers a foe's fire/heat & ice/cold resistance permanently)

Loud (Causes a foe to make more noise from movement)

Loudga (Causes a foe to make much more noise from movement)

Loud+ (Causes a foe to permanently make more noise from movement)

Loudga+ (Causes a foe to permanently make much more noise from movement)

Magnetize (Creates a magnetic field around a foe, making metallic equipment heavier)

Magnetizega (Creates a stronger magnetic field around a foe, making metallic equipment much heavier)

Magnetize+ (Creates a permanent magnetic field around a foe)

Magnetizega+ (Creates a permanent stronger magnetic field around a foe)

Ailment-Based Magic Spells

Blind (Blinds the target in one eye)

Blindga (Blinds the target in both eyes)

Blind+ (Same effect as Blind, but much harder to resist)

Blindga+ (Same effect as Blindga, but much harder to resist)

Unseeing (Permanently blinds the target in both eyes until the end of battle)

Poison (Poisons the target, draining their life away piece by piece)

Deadly Poison (Poisons the target with a more lethal toxin, draining more of their life away piece by piece)

Poison+ (Same effect as Poison, but much harder to resist)

Deadly Poison+ (Same effect as Deadly Poison, but much harder to resist)

Toxify (Permanently inflicts deadly poison on the target until the end of battle)

Sleep (Causes the target to fall asleep)

Sleepga (Causes the target to fall into a deep sleep)

Sleep+ (Same effect as Sleep, but much harder to resist)

Sleepga+ (Same effect as Sleepga, but much harder to resist)

Sweet Dreams (Permanently puts the target to sleep until the end of battle)

Paralyze (Paralyzes the target, making them unable to move)

Paralyzega (Severely paralyzes the target, making them unable to move for much longer)

Paralyze+ (Same effect as Paralyze, but much harder to resist)

Paralyzega+ (Same effect as Paralyzega, but much harder to resist)

Immobilize (Permanently paralyses the target until the end of battle)

Silence (Makes the target unable to use magic or speak)

Silencega (Makes the target unable to use magic or speak for a longer duration)

Silence+ (Same effect as Silence, but much harder to resist)

Silencega+ (Same effect as Silencega, but much harder to resist)

Mute (Permanently silences the target until the end of battle)

Confusion (Makes the target unable to tell friend from foe)

Confusega (Makes the target unable to tell friend from foe for a longer duration)

Confusion+ (Same effect as Confusion, but much harder to resist)

Confusega+ (Same effect as Confusega, but much harder to resist)

Entropy (Permanently inflicts confusion on the target until the end of battle)

Brand (Brands the target with an insignia that allows the caster to sense them from a certain radius)

Brandga (Brands the target with an insignia that allows the caster to sense them from anywhere)

Brand+ (Same effect as Brand, but much harder to resist)

Brandga+ (Same effect as Brandga, but much harder to resist)

Insignia (Permanently inflicts an insignia on the target that allows the caster to sense them from anywhere until the end of battle)

(Note: The difference between Poison/Deadly Poison & Sap is that the Poisons deal damage over time, with Deadly Poison being slightly faster & dealing roughly twice as much damage as the common Poison. Sap, on the other hand, is a constant draining of minuscule amounts of both life & strength. Because of this, the Sap effect, if applied silently, may be difficult to even notice at first by the target)

Sap (Causes the target to rapidly lose both life & strength)

Sapga (Causes the target to rapidly lose life, magic, strength, & willpower)

Sap+ (Same effect as Sap, but much harder to resist)

Sapga+ (Same effect as Sapga, but much harder to resist)

Wither (Permanently drains the very life, magic, strength, & willpower from the target until the end of battle)

Charm (Causes the target to become charmed, causing them to fight for the caster)

Charmga (Causes the target to become deeply charmed, causing them to risk their life for the caster)

Charm+ (Same effect as Charm, but much harder to resist)

Charmga+ (Same effect as Charmga, but much harder to resist)

Enthrall (Permanently charms the target, making them serve the caster until death)

Down (Causes the target to suddenly fall on their backside)

Downga (Causes the target to suddenly fall on their backside & remain there for a few more seconds)

Down+ (Same effect as Down, but much harder to resist)

Downga+ (Same effect as Downga, but much harder to resist)

Knock (Permanently keeps knocking the target over whenever they stand up until the end of battle)

Laugh (Causes the target to suddenly start laughing)

Laughga (Causes the target to suddenly start laughing heavily)

Laugh+ (Same effect as Laugh, but much harder to resist)

Laughga+ (Same effect as Laughga, but much harder to resist)

Giggles (Permanently causes the target to start laughing heavily until the end of battle)

Oil (Coats the target in oil, making them much more weak to fire-based damage)

Oilga (Coats the target in heavy amounts of oil, making fire-based attacks deal massive damage)

Oil+ (Same effect as Oil, but much harder to resist)

Oilga+ (Same effect as Oilga, but much harder to resist)

Coating (Permanently coats the target in heavy amounts of oil until the end of battle)

Bind (Prevents the target from moving whatsoever)

Bindga (Prevents the target from moving whatsoever & damages them over time)

Bind+ (Same effect as Bind, but much harder to resist)

Bindga+ (Same effect as Bindga, but much harder to resist)

Confine (Permanently prevents the target from moving & damages them over time until the end of battle)

Madness (Causes the target to go crazy, making them less intelligent)

Madnessga (Causes the target to fall into a deep madness, making them far less intelligent)

Madness+ (Same effect as Madness, but much harder to resist)

Madnessga+ (Same effect as Madnessga, but much harder to resist)

Insanity (Permanently causes the target to fall into a deep madness until the end of battle)

Deteriorate (Causes weapons & armor to slowly corrode & eventually break)

Deterioga (Causes weapons & armor to corrode much faster & eventually break)

Deteriorate+ (Same effect as Deteriorate, but much harder to resist)

Deterioga+ (Same effect as Deterioga, but much harder to resist)

Weaken (Permanently causes weapons & armor to corrode quicker until the end of battle, affects all weapons & armor in the target's possession)

Petrify (Turns the target to stone slowly over time)

Petrifyga (Turns the target to stone very quickly)

Petrify+ (Same effect as Petrify, but much harder to resist)

Petrifyga+ (Same effect as Petrifyga+, but much harder to resist)

Statue (Permanently turns the target into stone extremely quickly until the end of battle)

Stop (Freezes the target in time)

Stopga (Freezes the target in time for a longer duration)

Stop+ (Same effect as Stop, but much harder to resist)

Stopga+ (Same effect as Stopga, but much harder to resist)

Pause (Permanently freezes the target in time until the end of battle)

Disable (Makes the target unable to move)

Disablega (Makes the target unable to do anything, except breathe or talk)

Disable+ (Same effect as Disable, but much harder to resist)

Disablega+ (Same effect as Disablega, but much harder to resist)

Handicap (Permanently disables the target until the end of battle)

Bomb (Fills the target with volatile energy, causing them to slowly burst from the inside)

Bombga (Fills the target with extremely volatile energy, causing them to burst from the inside much faster)

Bomb+ (Same effect as Bomb, but much harder to resist)

Bombga+ (Same effect as Bombga, but much harder to resist)

Exploder (Permanently fills the target with extremely volatile energy until the end of battle, causing them to burst from the inside)

Fear (Causes the target to fall into a panicked state)

Fearga (Causes the target to fall into a deeply panicked state)

Fear+ (Same effect as Fear, but much harder to resist)

Fearga+ (Same effect as Fearga, but much harder to resist)

Hysteria (Permanently inflicts fear on the target until the end of battle)

Berserk (Throws the target into a fit of mindless rage)

Berserkga (Throws the target into an extreme fit of mindless rage)

Berserk+ (Same effect as Berserk, but much harder to resist)

Berserkga+ (Same effect as Berserkga, but much harder to resist)

Bloodlust (Permanently inflicts berserk on the target until the end of battle)

Stagger (Causes the target to stumble about for a few seconds)

Staggerga (Causes the target to stumble around for a while, also makes them susceptible to combos)

Stagger+ (Same effect as Stagger, but much harder to resist)

Staggerga+ (Same effect as Staggerga, but much harder to resist)

Loopy (Permanently inflicts stagger on the target until the end of battle)

Disease (Makes the target unable to cure their status ailments)

Diseasega (Makes the target unable to heal themselves or cure their status ailments)

Disease+ (Same effect as Disease, but much harder to resist)

Diseasega+ (Same effect as Diseasega, but much harder to resist)

Cancer (Permanently causes the target to be unable to heal themselves or cure their status ailments until the end of battle)

Pollute (Causes the target to start to decay, basically slowly turning them into a zombie)

Pollutega (Causes the target to start to decay much faster, turning them into a zombie faster)

Pollute+ (Same effect as Pollute, but much harder to resist)

Pollutega+ (Same effect as Pollutega, but much harder to resist)

Zombie (Permanently causes the target to decay, making them into a zombie until the end of battle)

Sunburn (Gives the target mild sunburn, making their skin hurt to touch & stiffens their joints)

Sunburnga (Gives the target severe sunburn, causing them great pain & almost preventing movement)

Sunburn+ (Same effect as Sunburn, but much harder to resist)

Sunburnga+ (Same effect as Sunburnga, but much harder to resist)

Sore (Permanently inflicts Sunburn on the target, causing them great pain & almost preventing movement)

Nausea (Makes the target nauseous, making them light-headed & messing with their sense of direction)

Nauseaga (Makes the target extremely nauseous, making them likely to get sick or even pass out)

Nausea+ (Same effect as Nausea, but much harder to resist)

Nauseaga+ (Same effect as Nauseaga, but much harder to resist)

Sickness (Permanently makes the target extremely nauseous until the end of battle)

Overheat (Causes the target to slowly build up in heat, eventually building up to a critical hit before ending)

Overheatga (Causes the target to slowly build up in heat, eventually building up to a one-hit kill)

Overheat+ (Same effect as Overheat, but much harder to resist)

Overheatga+ (Same effect as Overheatga, but much harder to resist)

Stroke (Permanently causes the target to build up in heat until the end of battle, eventually killing them)

Dispel (Removes a beneficial ailment from the target)

Dispelga (Removes all beneficial ailments from the target)

Dispel+ (Same effect as Dispel, but much harder to resist)

Dispelga+ (Same effect as Dispelga, but much harder to resist)

Remover (Permanently removes all beneficial ailments from target until the end of battle)

Black Magic

His Aunt only taught Blade pieces of her knowledge of Black Magic at a time, she warned him that "Growing your gift too quickly will only deal irreparable damage to your body, balance is the key to strength". But after a few years of studying, failing spells, destroying objects, & learning new spells, Blade had become an official master of Black Magic, learning from the only master of the school that was still alive by his time.

Magic Spells

Basic

Flame (Level 1 Fire Spell)

Flamera (Level 2 Fire Spell)

Flamega (Level 3 Fire Spell)

Flamesa (Level 4 Fire Spell)

Flameja (Level 5 Fire Spell)

Rising Phoenix (MAX Level Fire Spell)

Piercing Flame (Level 1 Piercing Fire Spell)

Piercing Flamera (Level 2 Piercing Fire Spell)

Piercing Flamega (Level 3 Piercing Fire Spell)

Piercing Flamesa (Level 4 Piercing Fire Spell)

Piercing Flameja (Level 5 Piercing Fire Spell)

Piercing Rising Phoenix (MAX Level Piercing Fire Spell)

Aqua (Level 1 Water Spell)

Aquara (Level 2 Water Spell)

Aquaga (Level 3 Water Spell)

Aquasa (Level 4 Water Spell)

Aquaja (Level 5 Water Spell)

Torrential Whirlpool (MAX Level Water Spell)

Piercing Aqua (Level 1 Piercing Water Spell)

Piercing Aquara (Level 2 Piercing Water Spell)

Piercing Aquaga (Level 3 Piercing Water Spell)

Piercing Aquasa (Level 4 Piercing Water Spell)

Piercing Aquaja (Level 5 Piercing Water Spell)

Piercing Torrential Whirlpool (MAX Level Piercing Water Spell)

Quake (Level 1 Earth Spell)

Quakera (Level 2 Earth Spell)

Quakega (Level 3 Earth Spell)

Quakesa (Level 4 Earth Spell)

Quakeja (Level 5 Earth Spell)

Hand of Gaia (MAX Level Earth Spell)

Piercing Quake (Level 1 Piercing Earth Spell)

Piercing Quakera (Level 2 Piercing Earth Spell)

Piercing Quakega (Level 3 Piercing Earth Spell)

Piercing Quakesa (Level 4 Piercing Earth Spell)

Piercing Quakeja (Level 5 Piercing Earth Spell)

Piercing Hand of Gaia (MAX Level Piercing Earth Spell)

Gust (Level 1 Wind Spell)

Gustra (Level 2 Wind Spell)

Gustga (Level 3 Wind Spell)

Gustsa (Level 4 Wind Spell)

Gustja (Level 5 Wind Spell)

Winds of Change (MAX Level Wind Spell)

Piercing Gust (Level 1 Piercing Wind Spell)

Piercing Gustra (Level 2 Piercing Wind Spell)

Piercing Gustga (Level 3 Piercing Wind Spell)

Piercing Gustsa (Level 4 Piercing Wind Spell)

Piercing Gustja (Level 5 Piercing Wind Spell)

Piercing Winds of Change (MAX Level Piercing Wind Spell)

Frost (Level 1 Ice Spell)

Frostera (Level 2 Ice Spell)

Frostega (Level 3 Ice Spell)

Frostesa (Level 4 Ice Spell)

Frosteja (Level 5 Ice Spell)

Glacier (MAX Level Ice Spell)

Piercing Frost (Level 1 Piercing Ice Spell)

Piercing Frostera (Level 2 Piercing Ice Spell)

Piercing Frostega (Level 3 Piercing Ice Spell)

Piercing Frostesa (Level 4 Piercing Ice Spell)

Piercing Frosteja (Level 5 Piercing Ice Spell)

Piercing Glacier (MAX Level Piercing Ice Spell)

Bolt (Level 1 Lightning Spell)

Boltra (Level 2 Lightning Spell)

Boltga (Level 3 Lightning Spell)

Boltsa (Level 4 Lightning Spell)

Boltja (Level 5 Lightning Spell)

Ark Blast (MAX Level Lightning Spell)

Piercing Bolt (Level 1 Piercing Lightning Spell)

Piercing Boltra (Level 2 Piercing Lightning Spell)

Piercing Boltga (Level 3 Piercing Lightning Spell)

Piercing Boltsa (Level 4 Piercing Lightning Spell)

Piercing Boltja (Level 5 Piercing Lightning Spell)

Piercing Ark Blast (MAX Level Piercing Lightning Spell)

Leafs (Level 1 Nature Spell)

Leafsra (Level 2 Nature Spell)

Leafsga (Level 3 Nature Spell)

Leafsa (Level 4 Nature Spell)

Leafsja (Level 5 Nature Spell)

Grand Forest (MAX Level Nature Spell)

Piercing Leafs (Level 1 Piercing Nature Spell)

Piercing Leafsra (Level 2 Piercing Nature Spell)

Piercing Leafsga (Level 3 Piercing Nature Spell)

Piercing Leafsa (Level 4 Piercing Nature Spell)

Piercing Leafsja (Level 5 Piercing Nature Spell)

Piercing Grand Forest (MAX Level Piercing Nature Spell)

Sand (Level 1 Sand Spell)

Sandra (Level 2 Sand Spell)

Sandga (Level 3 Sand Spell)

Sandsa (Level 4 Sand Spell)

Sandja (Level 5 Sand Spell)

Sandstorm (MAX Level Sand Spell)

Piercing Sand (Level 1 Piercing Sand Spell)

Piercing Sandra (Level 2 Piercing Sand Spell)

Piercing Sandga (Level 3 Piercing Sand Spell)

Piercing Sandsa (Level 4 Piercing Sand Spell)

Piercing Sandja (Level 5 Piercing Sand Spell)

Piercing Sandstorm (MAX Level Piercing Sand Spell)

Bark (Level 1 Wood Spell)

Barkra (Level 2 Wood Spell)

Barkga (Level 3 Wood Spell)

Barksa (Level 4 Wood Spell)

Barkja (Level 5 Wood Spell)

Great Tree (MAX Level Wood Spell)

Piercing Bark (Level 1 Piercing Wood Spell)

Piercing Barkra (Level 2 Piercing Wood Spell)

Piercing Barkga (Level 3 Piercing Wood Spell)

Piercing Barksa (Level 4 Piercing Wood Spell)

Piercing Barkja (Level 5 Piercing Wood Spell)

Piercing Great Tree (MAX Level Piercing Wood Spell)

Magna (Level 1 Metal Spell)

Magnara (Level 2 Metal Spell)

Magnaga (Level 3 Metal Spell)

Magnasa (Level 4 Metal Spell)

Magnaja (Level 5 Metal Spell)

Polarity (MAX Level Metal Spell)

Piercing Magna (Level 1 Piercing Metal Spell)

Piercing Magnara (Level 2 Piercing Metal Spell)

Piercing Magnaga (Level 3 Piercing Metal Spell)

Piercing Magnasa (Level 4 Piercing Metal Spell)

Piercing Magnaja (Level 5 Piercing Metal Spell)

Piercing Polarity (MAX Level Piercing Metal Spell)

Sonic (Level 1 Sound Spell)

Sonicra (Level 2 Sound Spell)

Sonicga (Level 3 Sound Spell)

Sonicsa (Level 4 Sound Spell)

Sonicja (Level 5 Sound Spell)

Echoing Shatter (MAX Level Sound Spell)

Piercing Sonic (Level 1 Piercing Sound Spell)

Piercing Sonicra (Level 2 Piercing Sound Spell)

Piercing Sonicga (Level 3 Piercing Sound Spell)

Piercing Sonicsa (Level 4 Piercing Sound Spell)

Piercing Sonicja (Level 5 Piercing Sound Spell)

Piercing Echoing Shatter (MAX Level Piercing Sound Spell)

Basic Combinations

(Fire & Water)

Mist (Level 1 Mist Spell)

Mistra (Level 2 Mist Spell)

Mistga (Level 3 Mist Spell)

Mistsa (Level 4 Mist Spell)

Mistja (Level 5 Mist Spell)

Fog (MAX Level Mist Spell)

(Fire & Earth)

Lava (Level 1 Lava Spell)

Lavara (Level 2 Lava Spell)

Lavaga (Level 3 Lava Spell)

Lavasa (Level 4 Lava Spell)

Lavaja (Level 5 Lava Spell)

Magma (MAX Level Lava Spell)

(Fire & Wind)

Heat (Level 1 Heat Spell)

Heatra (Level 2 Heat Spell)

Heatga (Level 3 Heat Spell)

Heatsa (Level 4 Heat Spell)

Heatja (Level 5 Heat Spell)

Blaze (MAX Level Heat Spell)

(Fire & Ice)

Frostfire (Level 1 Frostburn Spell)

Frostrafira (Level 2 Frostburn Spell)

Frostgafiraga (Level 3 Frostburn Spell)

Frostsafirasa (Level 4 Frostburn Spell)

Frostjafiraja (Level 5 Frostburn Spell)

Phoenix Glacier (MAX Level Frostburn Spell)

(Fire & Lightning)

Plasma (Level 1 Plasma Spell)

Plasmara (Level 2 Plasma Spell)

Plasmaga (Level 3 Plasma Spell)

Plasmasa (Level 4 Plasma Spell)

Plasmaja (Level 5 Plasma Spell)

Solar Storm (MAX Level Plasma Spell)

(Fire & Nature)

???

(Fire & Sand)

Red Sand (Level 1 Red Sand Spell)

Red Sandra (Level 2 Red Sand Spell)

Red Sandga (Level 3 Red Sand Spell)

Red Sandsa (Level 4 Red Sand Spell)

Red Sandja (Level 5 Red Sand Spell)

Red Sandstorm (MAX Level Red Sand Spell)

(Fire & Wood)

Ashes (Level 1 Ash Spell)

Ashesra (Level 2 Ash Spell)

Ashesga (Level 3 Ash Spell)

Ashesa (Level 4 Ash Spell)

Ashesja (Level 5 Ash Spell)

Ash Storm (MAX Level Ash Spell)

(Fire & Metal)

Temper (Level 1 Forging Magic)

Tempera (Level 2 Forging Magic)

Temperga (Level 3 Forging Magic)

Tempersa (Level 4 Forging Magic)

Temperja (Level 5 Forging Magic)

Forge (MAX Level Forging Magic)

(Fire & Holy)

Holy Flames (Level 1 Holy Fire Spell)

Holy Flamera (Level 2 Holy Fire Spell)

Holy Flamega (Level 3 Holy Fire Spell)

Holy Flamesa (Level 4 Holy Fire Spell)

Holy Flameja (Level 5 Holy Fire Spell)

Holy Rising Phoenix (MAX Level Holy Fire Spell)

(Fire & Dark)

Dark Flames (Level 1 Dark Fire Spell)

Dark Flamera (Level 2 Dark Fire Spell)

Dark Flamega (Level 3 Dark Fire Spell)

Dark Flamesa (Level 4 Dark Fire Spell)

Dark Flameja (Level 5 Dark Fire Spell)

Dark Rising Phoenix (MAX Level Dark Fire Spell)

(Water & Earth)

Mud (Level 1 Mud Spell)

Mudra (Level 2 Mud Spell)

Mudga (Level 3 Mud Spell)

Mudsa (Level 4 Mud Spell)

Mudja (Level 5 Mud Spell)

Mudslide (MAX Level Mud Spell)

(Water & Wind)

Vapor (Level 1 Vapor Spell)

Vapora (Level 2 Vapor Spell)

Vaporga (Level 3 Vapor Spell)

Vaporsa (Level 4 Vapor Spell)

Vaporja (Level 5 Vapor Spell)

Waterspout (MAX Level Vapor Spell)

(Water & Ice)

Snow (Level 1 Snow Spell)

Snowra (Level 2 Snow Spell)

Snowga (Level 3 Snow Spell)

Snowsa (Level 4 Snow Spell)

Snowja (Level 5 Snow Spell)

Avalanche (MAX Level Snow Spell)

(Water & Lightning)

Storm (Level 1 Storm Spell)

Stormra (Level 2 Storm Spell)

Stormga (Level 3 Storm Spell)

Stormsa (Level 4 Storm Spell)

Stormja (Level 5 Storm Spell)

Rainstorm (MAX Level Storm Spell)

(Water & Nature)

Grass (Level 1 Grass Spell)

Grassra (Level 2 Grass Spell)

Grassga (Level 3 Grass Spell)

Grassa (Level 4 Grass Spell)

Grassja (Level 5 Grass Spell)

Open Fields (MAX Level Grass Spell)

(Water & Sand)

Quicksand (Level 1 Quicksand Spell)

Quicksandra (Level 2 Quicksand Spell)

Quicksandga (Level 3 Quicksand Spell)

Quicksandsa (Level 4 Quicksand Spell)

Quicksandja (Level 5 Quicksand Spell)

Sandsea (MAX Level Quicksand Spell)

(Water & Wood)

Vine (Level 1 Vines Spell)

Vinera (Level 2 Vines Spell)

Vinega (Level 3 Vines Spell)

Vinesa (Level 4 Vines Spell)

Vineja (Level 5 Vines Spell)

Overgrowth (MAX Level Vines Spell)

(Water & Metal)

???

(Water & Holy)

Holy Water (Level 1 Holy Water Spell)

Holy Watera (Level 2 Holy Water Spell)

Holy Waterga (Level 3 Holy Water Spell)

Holy Watersa (Level 4 Holy Water Spell)

Holy Waterja (Level 5 Holy Water Spell)

Holy Torrent (MAX Level Holy Water Spell)

(Water & Dark)

Dark Water (Level 1 Dark Water Spell)

Dark Watera (Level 2 Dark Water Spell)

Dark Waterga (Level 3 Dark Water Spell)

Dark Watersa (Level 4 Dark Water Spell)

Dark Waterja (Level 5 Dark Water Spell)

Dark Whirlpool (MAX Level Dark Water Spell)

(Earth & Wind)

Dust (Level 1 Dust Spell)

Dustra (Level 2 Dust Spell)

Dustga (Level 3 Dust Spell)

Dustsa (Level 4 Dust Spell)

Dustja (Level 5 Dust Spell)

Dust Devil (MAX Level Dust Spell)

(Earth & Ice)

Iceberg (Level 1 Iceberg Spell)

Icebergra (Level 2 Iceberg Spell)

Iceberga (Level 3 Iceberg Spell)

Icebergsa (Level 4 Iceberg Spell)

Icebergja (Level 5 Iceberg Spell)

Icecaps (MAX Level Iceberg Spell)

(Earth & Lightning)

Magnetism (Level 1 Magnet Spell)

Magnetisra (Level 2 Magnet Spell)

Magnetisga (Level 3 Magnet Spell)

Magnetisa (Level 4 Magnet Spell)

Magnetisja (Level 5 Magnet Spell)

Bipolar (MAX Level Magnet Spell)

(Earth & Nature)

???

(Earth & Sand)

???

(Earth & Wood)

???

(Earth & Metal)

???

(Earth & Holy)

Holy Earth (Level 1 Holy Earth Spell)

Holy Earthra (Level 2 Holy Earth Spell)

Holy Earthga (Level 3 Holy Earth Spell)

Holy Earthsa (Level 4 Holy Earth Spell)

Holy Earthja (Level 5 Holy Earth Spell)

Holy Hand of Gaia (MAX Level Holy Earth Spell)

(Earth & Dark)

Dark Earth (Level 1 Dark Earth Spell)

Dark Earthra (Level 2 Dark Earth Spell)

Dark Earthga (Level 3 Dark Earth Spell)

Dark Earthsa (Level 4 Dark Earth Spell)

Dark Earthja (Level 5 Dark Earth Spell)

Dark Hand of Gaia (MAX Level Dark Earth Spell)

(Wind & Ice)

Chill (Level 1 Chill Spell)

Chillra (Level 2 Chill Spell)

Chillga (Level 3 Chill Spell)

Chillsa (Level 4 Chill Spell)

Chillja (Level 5 Chill Spell)

Bone Chiller (MAX Level Chill Spell)

(Wind & Lightning)

Static (Level 1 Static Spell)

Staticra (Level 2 Static Spell)

Staticga (Level 3 Static Spell)

Staticsa (Level 4 Static Spell)

Staticja (Level 5 Static Spell)

Static Surge (MAX Level Static Spell)

(Wind & Nature)

???

(Wind & Sand)

Erosion (Level 1 Erosion Spell)

Erosionra (Level 2 Erosion Spell)

Erosionga (Level 3 Erosion Spell)

Erosionsa (Level 4 Erosion Spell)

Erosionja (Level 5 Erosion Spell)

Corrode (MAX Level Erosion Spell)

(Wind & Wood)

???

(Wind & Metal)

???

(Wind & Holy)

Holy Wind (Level 1 Holy Wind Spell)

Holy Windra (Level 2 Holy Wind Spell)

Holy Windga (Level 3 Holy Wind Spell)

Holy Windsa (Level 4 Holy Wind Spell)

Holy Windja (Level 5 Holy Wind Spell)

Holy Winds of Change (MAX Level Holy Wind Spell)

(Wind & Dark)

Dark Wind (Level 1 Dark Wind Spell)

Dark Windra (Level 2 Dark Wind Spell)

Dark Windga (Level 3 Dark Wind Spell)

Dark Windsa (Level 4 Dark Wind Spell)

Dark Windja (Level 5 Dark Wind Spell)

Dark Winds of Change (MAX Level Dark Wind Spell)

(Ice & Lightning)

Freeze (Level 1 Freeze Spell)

Freezera (Level 2 Freeze Spell)

Freezega (Level 3 Freeze Spell)

Freezesa (Level 4 Freeze Spell)

Freezeja (Level 5 Freeze Spell)

Ark Glacier (MAX Level Freeze Spell)

(Ice & Nature)

???

(Ice & Sand)

???

(Ice & Wood)

???

(Ice & Metal)

???

(Ice & Holy)

Holy Ice (Level 1 Holy Ice Spell)

Holy Icera (Level 2 Holy Ice Spell)

Holy Icega (Level 3 Holy Ice Spell)

Holy Icesa (Level 4 Holy Ice Spell)

Holy Iceja (Level 5 Holy Ice Spell)

Holy Glacier (MAX Level Holy Ice Spell)

(Ice & Dark)

Dark Ice (Level 1 Dark Ice Spell)

Dark Icera (Level 2 Dark Ice Spell)

Dark Icega (Level 3 Dark Ice Spell)

Dark Icesa (Level 4 Dark Ice Spell)

Dark Iceja (Level 5 Dark Ice Spell)

Dark Glacier (MAX Level Dark Ice Spell)

(Lightning & Nature)

???

(Lightning & Sand)

???

(Lightning & Wood)

???

(Lightning & Metal)

Spark (Level 1 Spark Spell)

Sparkra (Level 2 Spark Spell)

Sparkga (Level 3 Spark Spell)

Sparksa (Level 4 Spark Spell)

Sparkja (Level 5 Spark Spell)

Spark Shower (MAX Level Spark Spell)

(Lightning & Holy)

Holy Lightning (Level 1 Holy Lightning Spell)

Holy Lightningra (Level 2 Holy Lightning Spell)

Holy Lightninga (Level 3 Holy Lightning Spell)

Holy Lightningsa (Level 4 Holy Lightning Spell)

Holy Lightningja (Level 5 Holy Lightning Spell)

Holy Ark Blast (MAX Level Holy Lightning Spell)

(Lightning & Dark)

Dark Lightning (Level 1 Dark Lightning Spell)

Dark Lightningra (Level 2 Dark Lightning Spell)

Dark Lightninga (Level 3 Dark Lightning Spell)

Dark Lightningsa (Level 4 Dark Lightning Spell)

Dark Lightningja (Level 5 Dark Lightning Spell)

Dark Ark Blast (MAX Level Dark Lightning Spell)

(Nature & Sand)

???

(Nature & Wood)

???

(Nature & Metal)

???

(Nature & Holy)

Holy Leafs (Level 1 Holy Nature Spell)

Holy Leafra (Level 2 Holy Nature Spell)

Holy Leafga (Level 3 Holy Nature Spell)

Holy Leafsa (Level 4 Holy Nature Spell)

Holy Leafja (Level 5 Holy Nature Spell)

Holy Forest (MAX Level Holy Nature Spell)

(Nature & Dark)

Dark Leafs (Level 1 Dark Nature Spell)

Dark Leafra (Level 2 Dark Nature Spell)

Dark Leafga (Level 3 Dark Nature Spell)

Dark Leafsa (Level 4 Dark Nature Spell)

Dark Leafja (Level 5 Dark Nature Spell)

Dark Forest (MAX Level Dark Nature Spell)

(Sand & Wood)

???

(Sand & Metal)

???

(Sand & Holy)

Holy Sand (Level 1 Holy Sand Spell)

Holy Sandra (Level 2 Holy Sand Spell)

Holy Sandga (Level 3 Holy Sand Spell)

Holy Sandsa (Level 4 Holy Sand Spell)

Holy Sandja (Level 5 Holy Sand Spell)

Holy Sandstorm (MAX Level Holy Sand Spell)

(Sand & Dark)

Dark Sand (Level 1 Dark Sand Spell)

Dark Sandra (Level 2 Dark Sand Spell)

Dark Sandga (Level 3 Dark Sand Spell)

Dark Sandsa (Level 4 Dark Sand Spell)

Dark Sandja (Level 5 Dark Sand Spell)

Dark Sandstorm (MAX Level Dark Sand Spell)

(Wood & Metal)

???

(Wood & Holy)

Holy Bark (Level 1 Holy Wood Spell)

Holy Barkra (Level 2 Holy Wood Spell)

Holy Barkga (Level 3 Holy Wood Spell)

Holy Barksa (Level 4 Holy Wood Spell)

Holy Barkja (Level 5 Holy Wood Spell)

Holy Great Tree (MAX Level Holy Wood Spell)

(Wood & Dark)

Dark Bark (Level 1 Dark Wood Spell)

Dark Barkra (Level 2 Dark Wood Spell)

Dark Barkga (Level 3 Dark Wood Spell)

Dark Barksa (Level 4 Dark Wood Spell)

Dark Barkja (Level 5 Dark Wood Spell)

Dark Great Tree (MAX Level Dark Wood Spell)

(Metal & Holy)

Holy Metal (Level 1 Holy Metal Spell)

Holy Metalra (Level 2 Holy Metal Spell)

Holy Metalga (Level 3 Holy Metal Spell)

Holy Metalsa (Level 4 Holy Metal Spell)

Holy Metalja (Level 5 Holy Metal Spell)

Holy Polarity (MAX Level Holy Metal Spell)

(Metal & Dark)

Dark Metal (Level 1 Dark Metal Spell)

Dark Metalra (Level 2 Dark Metal Spell)

Dark Metalga (Level 3 Dark Metal Spell)

Dark Metalsa (Level 4 Dark Metal Spell)

Dark Metalja (Level 5 Dark Metal Spell)

Dark Polarity (MAX Level Dark Metal Spell)

(Holy & Dark)

Balance (Level 1 Balance Spell)

Balancera (Level 2 Balance Spell)

Balancega (Level 3 Balance Spell)

Balancesa (Level 4 Balance Spell)

Balanceja (Level 5 Balance Spell)

Fallen Angel (MAX Level Balance Spell)

WIP

Advanced

Shine (Level 1 Holy Spell)

Shinra (Level 2 Holy Spell)

Shinga (Level 3 Holy Spell)

Shinsa (Level 4 Holy Spell)

Shinja (Level 5 Holy Spell)

Purge (MAX Level Holy Spell)

Piercing Shine (Level 1 Piercing Holy Spell)

Piercing Shinra (Level 2 Piercing Holy Spell)

Piercing Shinga (Level 3 Piercing Holy Spell)

Piercing Shinsa (Level 4 Piercing Holy Spell)

Piercing Shinja (Level 5 Piercing Holy Spell)

Piercing Purge (MAX Level Piercing Holy Spell)

Shade (Level 1 Darkness Spell)

Shadera (Level 2 Darkness Spell)

Shaderga (Level 3 Darkness Spell)

Shadersa (Level 4 Darkness Spell)

Shaderja (Level 5 Darkness Spell)

Eclipse (MAX Level Darkness Spell)

Piercing Shade (Level 1 Piercing Darkness Spell)

Piercing Shadera (Level 2 Piercing Darkness Spell)

Piercing Shaderga (Level 3 Piercing Darkness Spell)

Piercing Shadersa (Level 4 Piercing Darkness Spell)

Piercing Shaderja (Level 5 Piercing Darkness Spell)

Piercing Eclipse (MAX Level Piercing Darkness Spell)

Advanced Combinations

(Note: Adding Holy or Dark to a combination spell just makes it either Holy or Dark. For example, if you combined Fire, Water, & Holy, you'd just get Holy Mist. Because of this, I'm keeping Holy & Dark off this particular listing)

(Fire, Water, & Earth)

Smoke (Level 1 Smoke Spell)

Smokera (Level 2 Smoke Spell)

Smokega (Level 3 Smoke Spell)

Smokesa (Level 4 Smoke Spell)

Smokeja (Level 5 Smoke Spell)

Combustion (MAX Level Smoke Spell)

(Fire, Water, & Wind)

Hurricane (Level 1 Hurricane Spell)

Hurricanera (Level 2 Hurricane Spell)

Hurricanega (Level 3 Hurricane Spell)

Hurricanesa (Level 4 Hurricane Spell)

Hurricaneja (Level 5 Hurricane Spell)

Tropical Storm (MAX Level Hurricane Spell)

(Fire, Water, & Ice)

Ocean (Level 1 Ocean Spell)

Oceanra (Level 2 Ocean Spell)

Oceanga (Level 3 Ocean Spell)

Oceansa (Level 4 Ocean Spell)

Oceanja (Level 5 Ocean Spell)

Deep Sea (MAX Level Ocean Spell)

(Fire, Water, & Lightning)

Firestorm (Level 1 Firestorm Spell)

Firestormra (Level 2 Firestorm Spell)

Firestormga (Level 3 Firestorm Spell)

Firestormsa (Level 4 Firestorm Spell)

Firestormja (Level 5 Firestorm Spell)

Rain of Fire (MAX Level Firestorm Spell)

(Fire, Water, & Nature)

???

(Fire, Water, & Sand)

???

(Fire, Water, & Wood)

???

(Fire, Water, & Metal)

???

(Fire, Earth, & Wind)

Volcano (Level 1 Volcano Spell)

Volcanora (Level 2 Volcano Spell)

Volcanoga (Level 3 Volcano Spell)

Valcanosa (Level 4 Volcano Spell)

Valcanoja (Level 5 Volcano Spell)

Eruption (MAX Level Volcano Spell)

(Fire, Earth, & Ice)

Arctic Lava (Level 1 Arctic Lava Spell)

Arcticra Lavara (Level 2 Arctic Lava Spell)

Arcticga Lavaga (Level 3 Arctic Lava Spell)

Arcticsa Lavasa (Level 4 Arctic Lava Spell)

Arcticja Lavaja (Level 5 Arctic Lava Spell)

Hand of Arctic Lava (MAX Level Arctic Lava Spell)

(Fire, Earth, & Lightning)

Tectonic (Level 1 Tectonic Spell)

Tectonicra (Level 2 Tectonic Spell)

Tectonicga (Level 3 Tectonic Spell)

Tectonicsa (Level 4 Tectonic Spell)

Tectonicja (Level 5 Tectonic Spell)

Mountain Range (MAX Level Tectonic Spell)

(Fire, Earth, & Nature)

???

(Fire, Earth, & Sand)

???

(Fire, Earth, & Wood)

???

(Fire, Earth, & Metal)

???

(Fire, Wind, & Ice)

Temperature (Level 1 Temperature Spell)

Temperaturera (Level 2 Temperature Spell)

Temperaturega (Level 3 Temperature Spell)

Temperaturesa (Level 4 Temperature Spell)

Temperatureja (Level 5 Temperature Spell)

Climate Change (MAX Level Temperature Spell)

(Fire, Wind, & Lightning)

Warm Front (Level 1 Warm Spell)

Warmra Frontra (Level 2 Warm Spell)

Warmga Frontga (Level 3 Warm Spell)

Warmsa Frontsa (Level 4 Warm Spell)

Warmja Frontja (Level 5 Warm Spell)

Heatwave (MAX Level Warm Spell)

(Fire, Wind, & Nature)

???

(Fire, Wind, & Sand)

???

(Fire, Wind, & Wood)

???

(Fire, Wind, & Metal)

???

(Fire, Ice, & Lightning)

Trinity (Level 1 Trinity Spell)

Trinityra (Level 2 Trinity Spell)

Trinityga (Level 3 Trinity Spell)

Trinitysa (Level 4 Trinity Spell)

Trinityja (Level 5 Trinity Spell)

Tri-Attack (MAX Level Trinity Spell)

(Fire, Ice, & Nature)

???

(Fire, Ice, & Sand)

???

(Fire, Ice, & Wood)

???

(Fire, Ice, & Metal)

???

(Fire, Lightning, & Nature)

???

(Fire, Lightning, & Sand)

???

(Fire, Lightning, & Wood)

???

(Fire, Lightning, & Metal)

???

(Fire, Nature, & Sand)

???

(Fire, Nature, & Wood)

???

(Fire, Nature, & Metal)

???

(Fire, Sand, & Wood)

???

(Fire, Sand, & Metal)

???

(Fire, Wood, & Metal)

???

(Water, Earth, & Wind)

Planetary (Level 1 Planet Spell)

Planetaryra (Level 2 Planet Spell)

Planetaryga (Level 3 Planet Spell)

Planetarysa (Level 4 Planet Spell)

Planetaryja (Level 5 Planet Spell)

Disaster (MAX Level Planet Spell)

(Water, Earth, & Ice)

Arctic (Level 1 Arctic Spell)

Arcticra (Level 2 Arctic Spell)

Arcticga (Level 3 Arctic Spell)

Arcticsa (Level 4 Arctic Spell)

Arcticja (Level 5 Arctic Spell)

Antarctic Wind (MAX Level Arctic Spell)

(Water, Earth, & Lightning)

Tides (Level 1 Tidal Spell)

Tidesra (Level 2 Tidal Spell)

Tidesga (Level 3 Tidal Spell)

Tidesa (Level 4 Tidal Spell)

Tidesja (Level 5 Tidal Spell)

Tsunami (MAX Level Tidal Spell)

(Water, Earth, & Nature)

???

(Water, Earth, & Sand)

???

(Water, Earth, & Wood)

???

(Water, Earth, & Metal)

???

(Water, Wind, & Ice)

Blizzard (Level 1 Blizzard Spell)

Blizzara (Level 2 Blizzard Spell)

Blizzaga (Level 3 Blizzard Spell)

Blizzasa (Level 4 Blizzard Spell)

Blizzaja (Level 5 Blizzard Spell)

Whiteout (MAX Level Blizzard Spell)

(Water, Wind, & Lightning)

Thunder (Level 1 Thunder Spell)

Thundara (Level 2 Thunder Spell)

Thundaga (Level 3 Thunder Spell)

Thundasa (Level 4 Thunder Spell)

Thundaja (Level 5 Thunder Spell)

Thunderstorm (MAX Level Thunder Spell)

(Water, Wind, & Nature)

???

(Water, Wind, & Sand)

???

(Water, Wind, & Wood)

???

(Water, Wind, & Metal)

???

(Water, Ice, & Lightning)

Hailstorm (Level 1 Hail Spell)

Hailstormra (Level 2 Hail Spell)

Hailstormga (Level 3 Hail Spell)

Hailstormsa (Level 4 Hail Spell)

Hailstormja (Level 5 Hail Spell)

Sleet Storm (MAX Level Hail Spell)

(Water, Ice, & Nature)

???

(Water, Ice, & Sand)

???

(Water, Ice, & Wood)

???

(Water, Ice, & Metal)

???

(Water, Lightning, & Nature)

???

(Water, Lightning, & Sand)

???

(Water, Lightning, & Wood)

???

(Water, Lightning, & Metal)

???

(Water, Nature, & Sand)

???

(Water, Nature, & Wood)

???

(Water, Nature, & Metal)

???

(Water, Sand, & Wood)

???

(Water, Sand, & Metal)

???

(Water, Wood, & Metal)

???

(Earth, Wind, & Ice)

Polar (Level 1 Polar Spell)

Polara (Level 2 Polar Spell)

Polarga (Level 3 Polar Spell)

Polarsa (Level 4 Polar Spell)

Polarja (Level 5 Polar Spell)

Polar Blast (MAX Level Polar Spell)

(Earth, Wind, & Lightning)

Blackout (Level 1 Blackout Spell)

Blackoutra (Level 2 Blackout Spell)

Blackoutga (Level 3 Blackout Spell)

Blackoutsa (Level 4 Blackout Spell)

Blackoutja (Level 5 Blackout Spell)

Power Cut (MAX Level Blackout Spell)

(Earth, Wind, & Nature)

???

(Earth, Wind, & Sand)

???

(Earth, Wind, & Wood)

???

(Earth, Wind, & Metal)

???

(Earth, Ice, & Lightning)

Pole (Level 1 Pole Spell)

Polera (Level 2 Pole Spell)

Polega (Level 3 Pole Spell)

Polesa (Level 4 Pole Spell)

Poleja (Level 5 Pole Spell)

South Pole (MAX Level Pole Spell)

(Earth, Ice, & Nature)

???

(Earth, Ice, & Sand)

???

(Earth, Ice, & Wood)

???

(Earth, Ice, & Metal)

???

(Earth, Lightning, & Nature)

???

(Earth, Lightning, & Sand)

???

(Earth, Lightning, & Wood)

???

(Earth, Lightning, & Metal)

???

(Earth, Nature, & Sand)

???

(Earth, Nature, & Wood)

???

(Earth, Nature, & Metal)

???

(Earth, Sand, & Wood)

???

(Earth, Sand, & Metal)

???

(Earth, Wood, & Metal)

???

(Wind, Ice, & Lightning)

Cold Front (Level 1 Cold Spell)

Coldra Frontra (Level 2 Cold Spell)

Coldga Frontga (Level 3 Cold Spell)

Coldsa Frontsa (Level 4 Cold Spell)

Coldja Frontja (Level 5 Cold Spell)

North Wind (MAX Level Cold Spell)

(Wind, Ice, & Nature)

???

(Wind, Ice, & Sand)

???

(Wind, Ice, & Wood)

???

(Wind, Ice, & Metal)

???

(Wind, Lightning, & Nature)

???

(Wind, Lightning, & Sand)

???

(Wind, Lightning, & Wood)

???

(Wind, Lightning, & Metal)

???

(Wind, Nature, & Sand)

???

(Wind, Nature, & Wood)

???

(Wind, Nature, & Metal)

???

(Wind, Sand, & Wood)

???

(Wind, Sand, & Metal)

???

(Wind, Wood, & Metal)

???

(Ice, Lightning, & Nature)

???

(Ice, Lightning, & Sand)

???

(Ice, Lightning, & Wood)

???

(Ice, Lightning, & Metal)

???

(Ice, Nature, & Sand)

???

(Ice, Nature, & Wood)

???

(Ice, Nature, & Metal)

???

(Ice, Sand, & Wood)

???

(Ice, Sand, & Metal)

???

(Ice, Wood, & Metal)

???

(Lightning, Nature, & Sand)

???

(Lightning, Nature, & Wood)

???

(Lightning, Nature, & Metal)

???

(Lightning, Sand, & Wood)

???

(Lightning, Sand, & Metal)

???

(Lightning, Wood, & Metal)

???

(Nature, Sand, & Wood)

???

(Nature, Sand, & Metal)

???

(Nature, Wood, & Metal)

???

(Sand, Wood, & Metal)

???

Special

Gravity (Level 1 Gravity Spell)

Gravira (Level 2 Gravity Spell)

Graviga (Level 3 Gravity Spell)

Gravisa (Level 4 Gravity Spell)

Gravija (Level 5 Gravity Spell)

Black Hole (MAX Level Gravity Spell)

Piercing Gravity (Level 1 Piercing Gravity Spell)

Piercing Gravira (Level 2 Piercing Gravity Spell)

Piercing Graviga (Level 3 Piercing Gravity Spell)

Piercing Gravisa (Level 4 Piercing Gravity Spell)

Piercing Gravija (Level 5 Piercing Gravity Spell)

Piercing Black Hole (MAX Level Piercing Gravity Spell)

Chaos (Level 1 Chaos Spell)

Chaosra (Level 2 Chaos Spell)

Chaosga (Level 3 Chaos Spell)

Chaosa (Level 4 Chaos Spell)

Chaosja (Level 5 Chaos Spell)

Anarchy (MAX Level Chaos Spell)

Piercing Chaos (Level 1 Piercing Chaos Spell)

Piercing Chaosra (Level 2 Piercing Chaos Spell)

Piercing Chaosga (Level 3 Piercing Chaos Spell)

Piercing Chaosa (Level 4 Piercing Chaos Spell)

Piercing Chaosja (Level 5 Piercing Chaos Spell)

Piercing Anarchy (MAX Level Piercing Chaos Spell)

Ultima (Level 1 Ultima Spell)

Ultimara (Level 2 Ultima Spell)

Ultimaga (Level 3 Ultima Spell)

Ultimasa (Level 4 Ultima Spell)

Ultimaja (Level 5 Ultima Spell)

The End (MAX Level Ultima Spell)

Piercing Ultima (Level 1 Piercing Ultima Spell)

Piercing Ultimara (Level 2 Piercing Ultima Spell)

Piercing Ultimaga (Level 3 Piercing Ultima Spell)

Piercing Ultimasa (Level 4 Piercing Ultima Spell)

Piercing Ultimaja (Level 5 Piercing Ultima Spell)

Piercing The End (MAX Level Piercing Ultima Spell)

Hurt (Level 1 Non-Elemental Spell)

Damage (Level 2 Non-Elemental Spell)

Wound (Level 3 Non-Elemental Spell)

Injure (Level 4 Non-Elemental Spell)

Cripple (Level 5 Non-Elemental Spell)

Pulverize (MAX Level Non-Elemental Spell)

Piercing Hurt (Level 1 Piercing Non-Elemental Spell)

Piercing Damage (Level 2 Piercing Non-Elemental Spell)

Piercing Wound (Level 3 Piercing Non-Elemental Spell)

Piercing Injure (Level 4 Piercing Non-Elemental Spell)

Piercing Cripple (Level 5 Piercing Non-Elemental Spell)

Piercing Pulverize (MAX Level Piercing Non-Elemental Spell)

Meteor (Level 1 Ultimate Spell)

Meteora (Level 2 Ultimate Spell)

Meteoga (Level 3 Ultimate Spell)

Meteosa (Level 4 Ultimate Spell)

Meteoja (Level 5 Ultimate Spell)

Meteor Rain (MAX Level Ultimate Spell)

Piercing Meteor (Level 1 Piercing Ultimate Spell)

Piercing Meteora (Level 2 Piercing Ultimate Spell)

Piercing Meteoga (Level 3 Piercing Ultimate Spell)

Piercing Meteosa (Level 4 Piercing Ultimate Spell)

Piercing Meteoja (Level 5 Piercing Ultimate Spell)

Piercing Meteor Rain (MAX Level Piercing Ultimate Spell)

White Magic

During his third visit with his Aunt Xia, she taught Blade the secrets of White Magic, revealing to him just how powerful it truly was by teaching him it's full potential. Blade was annoyed to learn about White Magic at first, he saw it as being "weak" compared to the powerful spells he learned while studying Black Magic. His Aunt quickly silenced his complaints by teaching him the Raise spell, which brought a dead frog back to life before his very eyes. After learning to understand that there was more than one kind of strength, Blade finally mastered the great power that White Magic grants.

Magic Spells

He'ling (Restores roughly 15-30% of energy)

He'lingra (Restores roughly 25-40% of energy)

He'linga (Restores roughly 35-60% of energy)

He'linsa (Restores roughly 55-70% of energy)

He'linja (Restores roughly 65-80% of energy)

Renewal (Restores 100% of energy)

Cur'ing (Cures the lowest mortal-tier ailments)

Cur'ingra (Cures the middle mortal-tier ailments and all lower-level ailments)

Cur'inga (Cures the highest mortal-tier ailments and all lower-level ailments)

Cur'insa (Cures the lowest God-tier ailments and all lower-level ailments)

Cur'inja (Cures the middle God-tier ailments and all lower-level ailments)

Cleanse (Cures the highest God-tier ailments and all lower-level ailments)

Raise (Returns half of the life to the dead with 50% accuracy)

Arise (Returns all life to the dead with 100% accuracy)

Purify (Removes curses from cursed weapons, armor, equipment, items, & objects)

Purify+ (Same effect as Purify, except much more powerful)

Lux (Massively raises all attributes & restores 100% HP)

Lux+ (Massively raises all attributes permanently until the end of battle & restores 100% HP)

Arcane Magic

Blade has been waiting patiently to learn this school's secrets & just why his Aunt seemed so hesitant to teach this school to anyone. However, once his training began, it didn't take long for Blade to find out why, this school is the source of some of the most dangerous spells in existence. Before he even started training to learn this school, Xia warned him that these spells were not to be used unless he was left with no other options due to their destructive capabilities. However, Xia did specify exceptions to the rule that he doesn't have to limit his use of, since they either wouldn't cause any damage or very minuscule amounts. The exceptions Xia told him about are the following 31 spells: Wall, Beckon, Fire Cloak, Water Cloak, Earth Cloak, Wind Cloak, Ice Cloak, Lightning Cloak, Nature Cloak, Sand Cloak, Wood Cloak, Metal Cloak, Lies, Zoom, Scan, Blink, Reverse, Portal, Vanish, Bubble, Double, Triple, Quadruple, Quintuple, Exorcism, Photon, Pick Lock, Pax, Holy Cloak, Dark Cloak, & Ultima Cloak.

Magic Spells

Drain (Drains the very life force of the target and transfers it to the user)

Drain+ (Drains the very life force of multiple targets and transfers it to the user)

Syphon (Drains the magic power of the target and transfers it to the user)

Syphon+ (Drains the magic power of multiple targets and transfers it to the user)

Empty (Drains the life force & magic power of the target and transfers it to the user)

Empty+ (Drains the life force & magic power of multiple targets and transfers it to the user)

Wall (Creates a wall that blocks multiple minor attacks & a few moderate attacks before breaking)

Wall+ (Creates a stronger wall that blocks all minor attacks, several moderate attacks, & a few major attacks before breaking)

Beckon (Pulls a nearby object to Blade at his command)

Beckon+ (Pulls multiple nearby objects to Blade at his command, also works on people)

Fire Cloak (Surrounds Blade in fire, dealing fire-based damage to everything near him, allowing him to absorb fire to regain HP & makes him weaker to water-based damage)

Water Cloak (Surrounds Blade in water, dealing water-based damage to everything near him, allowing him to absorb water to regain HP & makes him weaker to fire-based damage)

Earth Cloak (Surrounds Blade in earth, dealing earth-based damage to everything near him, allowing him to absorb earth to regain HP & makes him weaker to wind-based damage)

Wind Cloak (Surrounds Blade in wind, dealing wind-based damage to everything near him, allowing him to absorb wind to regain HP & makes him weaker to earth-based damage)

Ice Cloak (Surrounds Blade in ice, dealing ice-based damage to everything near him, allowing him to absorb ice to regain HP & makes him weaker to lightning-based damage)

Lightning Cloak (Surrounds Blade in lightning, dealing lightning-based damage to everything near him, allowing him to absorb lightning to regain HP & makes him weaker to ice-based damage)

Nature Cloak (Surrounds Blade in nature, dealing nature-based damage to everything near him, allowing him to absorb nature to regain HP & makes him weaker to sand-based damage)

Sand Cloak (Surrounds Blade in sand, dealing sand-based damage to everything near him, allowing him to absorb sand to regain HP & makes him weaker to nature-based damage)

Wood Cloak (Surrounds Blade in wood, dealing wood-based damage to everything near him, allowing him to absorb wood to regain HP & makes him weaker to metal-based damage)

Metal Cloak (Surrounds Blade in metal, dealing metal-based damage to everything near him, allowing him to absorb metal to regain HP & makes him weaker to wood-based damage)

Beta (Literally incinerates the unlucky target from the inside out, unless fire-resistant)

Beta+ (Literally incinerates the unlucky target from the inside out, even if they're fire-resistant. However, fire immunity still protects against this)

Lies (Allows Blade to see if the target is lying or not when asked a question, can be tricked)

Lies+ (Allows Blade to see if the target if lying or not when asked a question, but cannot be tricked)

Micro Missiles (Fires a wave of small missiles at the targets)

Micro Missiles+ (Fires multiple waves of gigantic missiles at the targets)

Zoom (Allows Blade to see ten times as far as he could before, useful for spotting things ahead of time)

Zoom+ (Allows Blade to see one hundred times as far as he could before, giving him sniper-like accuracy)

Scan (Shows Blade how much energy his target has, and also lists their most noticeable weakness)

Scan+ (Shows Blade how much energy his target has and their stats, & lists their identifiable weaknesses)

Blink (Allows Blade to teleport wherever he wants, even to other planets & dimensions)

Blink+ (Allows Blade to teleport himself & others wherever he wants, even to other planets & dimensions)

Reverse (Reverses the damage effects dealt to the target, healing techniques will deal damage and damaging techniques will heal damage)

Reverse+ (Same effect as Reverse, but much harder to resist & lasts longer)

Insight (Allows Blade to gain insight by simply looking at an object, being able to see it's "memories" as if he was there, learn everything about the object, & even discover who or what created the object)

Insight+ (Allows Blade to gain insight by simply looking at an object, including other people too. Basically, this spell allows Blade to look through the target's memories, read their minds without much challenge, & even find out important information about them, like a weakness to ice or a fear of heights)

Tractor (Creates a tractor beam above the target, pulling them into the air before suddenly dropping them)

Tractor+ (Creates a gigantic tractor beam above all targets, pulling them all into the air before suddenly dropping them)

Portal (Opens a portal to wherever the caster wants, but can only transport a single person before closing)

Portal+ (Opens a portal to wherever the caster wants & can transport as many people as the caster wants)

Vanish (Allows Blade to turn invisible, making him unable to be seen with the naked eye)

Vanish+ (Allows Blade to permanently turn invisible, making him unable to be seen with the naked eye)

Pyramid (Blade traps the target inside a pyramid construct, which they cannot escape on their own easily)

Pyramid+ (Same effect as Pyramid, but lasts longer & is much harder to escape even with help)

Bubble (Multiplies Blade's maximum strength at the time of it's casting by an exponent of 10 times, can be used multiple times to keep increasing in strength)

Bubblega (Multiplies Blade's maximum strength at the time of it's casting by an exponent of 100 times, can be used multiple times to keep increasing in strength)

Bubble+ (Same effect as Bubble, but is permanent until the end of battle)

Bubblega+ (Same effect as Bubblega, but is permanent until the end of battle)

Hypnotize (Hypnotizes the target, making them susceptible to being manipulated under a trance-like effect)

Hypnotize+ (Same effect as Hypnotize, but much harder to resist)

Choke (Allows Blade to grab a target by the throat with magic & choke them to deal damage while still being able to move while doing so)

Choke+ (Allows Blade to grab all targets by the throat as opposed to just one, deals more damage, and also can crush the necks of the targets instantly if their weakened significantly enough)

Fissure (Creates a large fissure in the direction the caster is facing when they use the spell)

Fissure+ (Creates a few gargantuan fissures in the direction the caster is facing when they use the spell)

Boom (Creates a rather large explosion where cast, powerful enough to level entire cities)

Kaboom (Creates a gargantuan explosion where cast, roughly 100 times more powerful than Boom)

Double (Allows Blade to cast any two spells at the same time)

Triple (Allows Blade to cast any three spells at the same time)

Quadruple (Allows Blade to cast any four spells at the same time)

Quintuple (Allows Blade to cast any five spells at the same time)

Double+ (Allows Blade to cast any two spells at the same time permanently until the end of battle)

Triple+ (Allows Blade to cast any three spells at the same time permanently until the end of battle)

Quadruple+ (Allows Blade to cast any four spells at the same time permanently until the end of battle)

Quintuple+ (Allows Blade to cast any five spells at the same time permanently until the end of battle)

Exorcism (Exorcises weaker spirits, allowing the caster to cure most typical possessions)

Exorcism+ (Exorcises stronger spirits, allowing the caster to cure almost any level of possession)

Ignis (Summons a blue fire that drops onto the enemy before spreading out into a huge area-of-effect spell that incinerates nearly anything unlucky enough to get caught in it)

Ignis+ (Same effect as Ignis, but spreads over a larger radius & deals roughly 10 times as much damage)

Toad (Turns the target into a toad, which they remain forever unless the caster removes the spell)

Toad+ (Same effect as Toad, but much harder to resist)

Antlion (Creates quicksand under the target, pulling them down into a horrible death)

Antlion+ (Same effect as Antlion, but is much harder to escape from)

Wound (Lowers the target's maximum HP each time it's cast, can stack up to 5 times)

Wound+ (Greatly lowers the target's maximum HP each time it's cast, stacks indefinitely)

Curse (Curses the target temporarily, the type is selected by the caster)

Cursega (Curses the target permanently unless removed by the caster, the type is selected by the caster)

Curse+ (Same effect as Curse, but much harder to resist)

Cursega+ (Same effect as Cursega, but much harder to resist)

Astral Stasis (Slows down the target's spirit inside them, not allowing their MP to regenerate as quick)

Astral Stasis+ (Stops the target's spirit inside inside them from gaining energy, preventing their MP from recovering whatsoever)

Giant (Causes the target to grow to roughly twice their size, doubling their strength & halving their speed)

Giant+ (Causes the target to grow to grow to colossal size, quadrupling their strength & quartering their speed)

Mini (Shrinks the target down to the size of a small dog, wears off after a few minutes)

Mini+ (Shrinks the target down to the size of a grain of sand, can only be removed by the caster)

Sealing (Allows Blade to seal something away as long as it's an object)

Sealing+ (Allows Blade to steal pretty much anything away, even people & artifacts)

Duplicate (Allows Blade to duplicate an object, but is limited to only common items)

Duplicate+ (Allows Blade to duplicate any objects, even if it's magical or unique)

Persuasion (Allows Blade to induce the target to do something, works kind of like the Jedi Mind Trick)

Persuasion+ (Same effect as Persuasion, but much harder to resist)

Pain (Induces severe pain on a part of the target's body from the caster's choice)

Pain+ (Induces extremely-severe pain on any part of the target's body, even inside their mind or very soul, also allows multiple points to be targeted & then damaged)

Ghost (Allows Blade to become intangible, making him unable to attack or be attacked)

Ghost+ (Allows Blade to become intangible for twice as long, & allows him to attack while under the effect)

Doom (Curses the target to live for only 10 more minutes, the only way to remove this effect is by defeating Blade within the 10 minutes)

Doom+ (Same effect as Doom, but much harder to resist)

Photon (Creates a small ball of light next to Blade, shedding light on the nearby area)

Photon+ (Creates a gigantic ball of light next to Blade, shedding massive amounts of light all over the nearby area)

Midnight (Surrounds Blade in darkness, making him nearly impossible to see without night vision)

Midnight+ (Surrounds Blade in even darker darkness, making even night vision not much help)

Warp (Teleports all targets away to random locations on a planet)

Warp+ (Teleports all targets away to a location chosen by the caster)

Time Warp (Sends the targets away to a random location in time)

Time Warp+ (Sends the targets away to a location in time chosen by the caster)

Achilles (Adds another elemental weakness to the target, no effect is target already has one)

Achilles+ (Adds another elemental weakness to the target, creates a new weakness if none exist prior)

Evil Eye (Blade does a glare with one of his eyes that can damage the target's mind)

Evil Eye+ (Blade does a glare with both of his eyes that can utterly destroy the target's mind)

Pick Lock (Allows Blade to magically pick basic & intermediate locks & gives a 50/50 chance with picking advanced locks)

Pick Lock+ (Allows Blade to magically pick pretty much any lock without fail, only the god-tier locks may cause this spell to fail)

Crush (Allows Blade to simply crush the target into paste if they can't resist it)

Crush+ (Same effect as Crush, but much more powerful & harder to resist)

Youth (Causes the target to age backwards for every few seconds the spell is cast)

Youth+ (Causes the target to rapidly age backwards every second the spell is cast)

Old (Causes the target to rapidly age over time, causing them to slowly grow weaker)

Old+ (Same effect as Old, but much harder to resist)

Jewel (Turns the target into a random jewel, only can be reversed by the caster)

Jewel+ (Much higher chance of success, cannot be reversed by anyone)

Draw (Randomly learns a spell from the target and uses it against them, is also the primary way Blade learns Blue Magic spells)

Draw+ (Learns all possible spells from the target and uses all of them against it in a random order)

Roulette (Randomly selects one of Blade's magic spells, any of them, & uses it on a random target)

Roulette+ (Randomly selects three of Blade's magic spells, any three, & uses them on random targets)

Control (Allows Blade to attempt to gain control of the target's mind, works on the weak-minded & averagely intelligent with relative ease but usually fails on the above-average & geniuses)

Control+ (Allows Blade to gain control of nearly anyone's mind, the weak-minded, average, & above-average are always controlled by this spell, & even geniuses have only a 50/50 chance at best for resisting)

Wipe (Allows Blade to slowly wipe the target's mind, starting with their most loose memories & proceeding from there. If given enough time, this spell can erase all of the target's memories unless they're resistant or immune to such effects. In the former's case, the target will be affected much slower while in the latter's case they won't be affected at all)

Wipe+ (Allows Blade to instantly wipe the target's mind, leaving them surely confused & wondering why they're there as well as why they're fighting Blade. Those who are resistant to such may be affected or may not be affected, it depends on the degree of their resistance & how much energy they have to fight back against it. Those who are immune to such an effect will instead experience a headache ranging from minor but a bit disorienting to severe & crippling, which will hinder the target in varying degrees depending on their toughness & pain tolerance)

Infuse (Sacrifices all remaining MP to raise the user's strength by multiplying however many MP remained before use) (EG: If the amount of MP is 200, then the user's strength is multiplied by 200 times)

Infuse+ (Sacrifices all remaining MP to raise the user's strength by multiplying however many MP remained before use to an exponent of 10) (EG: If the MP is 200, then the multiplier is 2,000 times)

Mana Spring (Summons a pool of mana below Blade that gives him infinite mana while he stands in it)

Mana Spring+ (Summons a permanent pool of mana below Blade that follows & gives him infinite mana)

Numerology (Keeps doubling the user's attack power until they miss an attack, essentially limitless if the attacker's accuracy is great enough)

Numerology+ (Keeps quadrupling the user's attack power until they miss an attack, essentially limitless if the attacker's accuracy is great enough)

Shadow Flare (An explosion of black fire that burns everything in it's radius to it's very soul, if it has one, pretty much making this an instant kill to all soul-based entities)

Shadow Flare+ (Same effect as Shadow Flare, except it not only has the power to destroy entities without souls, like zombies, but also possesses the power to destroy even the souls of Gods)

Pax (Calms the target down & can be used to end a battle in a peaceful manner if desired)

Pax+ (Same effect as Pax, but much harder to resist)

Tomb (Traps the target inside a cage made of solid rock, temporarily trapping them)

Tomb+ (Traps the target inside a tombstone permanently, essentially marking their grave)

Runic (Allows Blade to absorb magical attacks used on him, an option to learn Blue Magic)

Runic+ (Allows Blade to absorb any magical attacks used on him, even including summons themselves)

Invert (Switches the target's HP & MP, which will cause instant death if the target has no MP)

Invert+ (Same effect as Invert, but much harder to resist)

Death's Door (Reduces the target's HP to between 60-100, no matter how much they had prior)

Death's Door+ (Reduces the target's HP to between 1-50, no matter how much they had prior)

Death (Inflicts instant death on the unlucky target)

Deathga (Inflicts instant death on the unlucky target, even if they're a God)

Death+ (Same effect as Death, but much harder to resist)

Deathga+ (Same effect as Deathga, but much harder to resist)

Eviction (Forces the target out of the battle, counts as a KO when used against a single opponent)

Eviction+ (Same effect as Eviction, but much harder to resist)

Degenerator (Allows Blade to compress the target into oblivion, destroying them for good)

Degenerator+ (Same effect as Degenerator, but much harder to resist)

Neutron Ring (Forms a ring of neutral energy around the target, damaging them & disarming them)

Neutron Ring+ (Forms a ring of neutral energy around the target, disarms them & deals massive damage)

Magic Burst (Unleashes all remaining MP at once in a explosion of pure magic. The damage done is the user's maximum magic power at the time of the casting being multiplied by the remaining MP in their possession. If Blade's maximum magic power when he casts the spell is only 20, which is relatively low on the scale of his magic power, but his amount of MP is around 500, then the amount of damage this does is roughly 10,000, which equates to about planet-level destructive power. Now imagine what happens when Blade is at his maximum magic power of 999 and has his maximum MP, which he gains in his Hyper Form, of infinity. As for what that equates to, powerful enough to destroy even infinitely-powered matter, in other words, it means goodbye for anything short of a nigh-omnipotent, and even they may possess some trouble with the spell. There is only one crucial problem with this spell being used at it's full power, there isn't anywhere strong enough to survive the power of the attack & nothing known to creation has the power to stop it from spreading out of control. Other than that, it is unknown if Blade can even survive the explosion, which could potentially make using it suicidal. Unless, of course, that was the intention in the first place)

Holy Cloak (Surrounds Blade in holy, dealing holy-based damage to everything around him, allowing him to absorb holy to regain HP & makes him weaker to darkness-based damage)

Dark Cloak (Surrounds Blade in darkness, dealing darkness-based damage to everything around him, allowing him to absorb darkness to regain HP & makes him weaker to holy-based damage)

Ultima Cloak (Surrounds Blade in ultimate, dealing ultimate-based damage to everything around him, allowng him to absorb all elements to regain HP & makes him strong against all attacks)

Alterna (Banishes the target into the void, essentially erasing them with an effective one-hit kill attack)

Alterna+ (Same effect as Alterna, but much harder to resist)

Xfer (Creates a huge circle around & underneath a target before levitating them into the air, where they are suddenly destroyed without a trace)

Xfer+ (Same effect as Xfer, except affects all targets & rains their blood down upon Blade afterwards, which actually heals him upon contact)

Quasar (Creates a gigantic singularity at the exact point where it's cast, essentially pulling everything near it into a black hole before collapsing, where nothing ever is seen again)

Quasar+ (Creates a truly gargantuan singularity at the exact point where it's cast, essentially pulling everything in the same universe as it into a supermassive black hole before collapsing & exploding)

Soul Trap (Affects the target's soul, if they have one, in such a way that when they succumb to their injuries, their soul is pulled from their body against their own will & forcibly absorbed into Blade's Bloody Nail, which traps their soul inside, leaving no possible reincarnation)

Soul Trap+ (Same effect as Soul Trap, but much harder to resist)

Doomsday (Calls down a planet-destroying meteor from the heavens, this spells deals massive damage to everything on the ENTIRE PLANET it's cast on, including Blade himself, & actually destroys the planet afterwards, which makes this a highly consequential spell to use)

Doomsday+ (Calls down a truly gargantuan meteor from the heavens, but one that can actually be controlled this time. This spell deals absolutely monstrous damage to all enemies, and it no longer harms the caster, allies, or innocents. Also, it doesn't blow the planet up this time either, making it quite possibly Blade's strongest spell that doesn't collapse the fabric of everything into oblivion)

Pandora's Box (Only used as a "Last-Ditch Taking You, And Everyone Else, With Me Ultimate Desperation Attack", which is only activated if Blade activates the box & then dies. If Blade activates the box, and then dies before deactivating it, then this spell will be triggered automatically upon his death. Basically, this spell literally opens Pandora's Box, which proceeds to compress the ENTIRETY OF CREATION into oblivion before closing shut for the rest of Eternity, with all of creation forever trapped inside)

Blue Magic

Although originally incompatible with this school of magic, Blade managed to eventually force himself to learn it's secrets from his Aunt Xia. Having to deal with the magic being insanely hostile towards him made this the most difficult school for Blade to try to learn so far. However, according to Xia, Blade may be able to one day master this school if he fights through the pain and keeps applying himself. Blue Magic, in a nutshell, is magic that is learned, copied, or stolen, from other magic users.

Magic Spells

Blaster (Inflicts magic-based damage and instantly kills weakened foes)

Blaster+ (Inflicts massive magic-based damage and instantly kills weakened foes)

Death Claw (Does moderate damage to a foe, poisons them, & then paralyses them)

Death Claw+ (Does critical damage to a foe, deadly poisons them, & then severely paralyses them)

Magic Hammer (Deals moderate physical damage & critical magic damage)

Magic Hammer+ (Deals moderate physical damage & massive critical magic damage)

1,000 Needles (Deals collective damage from 1,000 fists that appear all around the target)

1,000 Needles+ (Deals piercing collective damage from 1,000 fists that appear all around the target)

10,000 Needles (Deals collective damage from 10,000 fists that appear all around the target)

10,000 Needles+ (Deals piercing collective damage from 10,000 fists that appear all around the target)

100,000 Needles (Deals collective damage from 100,000 fists that appear all around the target)

100,000 Needles+ (Deals piercing collective damage from 100,000 fists that appear all around the target)

Dread Spikes (Covers Blade in spikes that drain life from anyone who attacks him while under the effect)

Dread Spikes+ (Covers Blade in spikes that drain life from anyone who attacks him permanently until the end of battle)

Miasma (Releases an aura of menacing energy that plows into everything near the caster, drilling into objects & knocking people over if they get too close. The aura lasts for approximately 10 minutes, but can be ended early by the caster, which has the additional effect of causing a huge kinetic blast around the caster's radius in proportion to how much time was left) (EG: If there's still 9 minutes left, then then kinetic blast would be 9 times more powerful than the blast done with only a minute to spare)

Miasma+ (Same general effect as Miasma, but has no time limit & gains more & more powerful the longer it's in effect. In other words, after two minutes of being in effect, it's twice as strong, & after 10 minutes it's ten times as strong. When combined with it's quirk of having no time limit, the sheer power of this spell is virtually unlimited, as it doesn't stop until the caster chooses for it to stop. Also, when the caster does choose for it to end, it will still initiate the kinetic blast at the end, which, depending on just HOW long it was charged prior, can cause galactic-level & possibly even cosmic-level destruction)

Battery Charge (Causes Blade's MP to quickly regenerate, requires no MP to cast)

Battery Charge+ (Causes Blade's MP to completely restore itself instantly, requires no MP to cast)

Asuran Claws (A single attack that strikes with the force of 6 normal attacks)

Asuran Claws+ (A single attack that strikes with the force of 12 normal attacks)

Detect Life (Allows Blade to see the life energy of people, even through walls & floors)

Detect Life+ (Allows Blade to see the life energy of people permanently until the end of battle)

Detect Dead (Allows Blade to see the death energy of people, even through walls & floors)

Detect Dead+ (Allows Blade to see the death energy of people permanently until the end of battle)

Limit Glove (A magic-based attack that deals more damage when Blade is lower on energy)

Limit Glove+ (A magic-based attack that deals massive amounts of damage when Blade is lower on energy)

Annul (Reduces the target's MP to 0 no matter how high it was before, useful against magic users)

Annul+ (Same effect as Annul, but much harder to resist)

Step Mine (Creates a magical mine that, if stepped on, will deal damage based on how many steps were taken by all parties involved multiplied by 10) (EG: If Blade takes 3 steps, & his opponent takes 7 steps before stepping on it, the damage would be 10 times 10, meaning 100 damage)

Step Mine+ (Same as Step Mine, but the multiplier increases from 10 to 100 instead) (EG: Following the same scenario from before, the damage dealt would be 1,000 instead of 100)

Zephyr Mantle (Creates shadows that will each take a single hit for Blade, the amount of shadows varies from 1 to as many as Blade wants since there's no defined limit)

Zephyr Mantle+ (Creates shadows that fight alongside Blade, the amount is as many as Blade wants since there's no true limit. These shadows aren't beaten in 1 hit, making them more like clones than distractions)

Dark Spark (Cuts every attribute of the target in half, including things like strength, speed, and even lung capacity)

Dark Spark+ (Cuts every attribute of the target into quarters, making all of them 1/4 of what they used to be)

Grudge (Takes the number of kills the target has done and multiplies that by 10, that number is then done to them in unblockable damage)

Grudge+ (Takes the number of kills the target has done and multiplies that by 100, that number is then done to them in unblockable damage)

Infernokinesis

After receiving training from his Aunt Dawn, Blade learned how to manipulate Hellfire.

Supernatural Reflexes

After training with his Aunt Dawn a second time, Blade learned how to move and react even faster than before. Dawn pushed him to finally being able to dodge her own slashes, which are usually done at speeds roughly 30,000 times faster than light when Dawn is just toying with her foes.

Chrono-Spaciokinesis

After proving his willpower and strength to his Aunt Dawn twice, she was ready to teach Blade one more lesson. After many trials and errors, Blade finally got this power under his control, he learned how to make the very aspects of both Time and Space bend to his will.

Electrokinesis

After training with his Uncle Ashura, Blade learned how to channel electricity into attacks.

Teleportation

After training with his Uncle Ashura, Blade learned how to teleport in order to cover even more distances even faster than before.

Cloning

After training with his Uncle Ashura a second time, Blade learned to create clones of himself in order to increase his damage output exponentially.

Hydrokinesis

After training with his Aunt Kara, Blade learned how to use water as a source of dealing damage to his foes.

Cryokinesis

After training with his Aunt Kara, Blade learned how to use ice as a source of dealing damage to his foes.

Aerokinesis

After training with his Aunt Kara, Blade learned how to use wind as a source of dealing damage to his foes.

Photokinesis

After training with his Aunt Kara, Blade learned how to bend even light itself to his will and can now use it to battle his foes with the power of light.

Umbrakinesis

After "training" with his Uncle Belial, Blade learned how to command the very darkness around him to use it as a weapon against his foes. Due to Blade learning photokinesis before this, this was extremely hard to learn, even with Belial's expert teachings.

Necromancy

After "training" with his Uncle Belial a second time, Blade learned how to raise the dead as his minions. However, due to his morals and teachings from his Mother, Blade prefers to not use this.

Entrokinesis

During his final "training" session with his Uncle Belial, Blade learned how to manipulate chaos itself. Using the chaotic source of energy known as chaos, Blade is able to perform extremely powerful attacks that have been infused with the energy, making them all many times stronger than your typical variant of the technique.

Tephrakinesis

After training with his Uncle Johnny, who struggled greatly to train Blade due to his own limited intelligence, Blade managed to somehow learn how to manipulate ash. But Johnny did tell him to "C'mon back soon nephew, I'll try to teach ya some more of my moves"!

Acidokinesis

After training with his Uncle Johnny, who struggled greatly to train Blade due to his own limited intelligence, Blade managed to somehow learn how to manipulate acid. Being acid, this ability is very dangerous, even to Blade himself potentially if he's trapped inside of one of his own attacks for extended periods of time.

Typhokinesis

After training with his Uncle Johnny, who struggled greatly to train Blade due to his own limited intelligence, Blade managed to somehow learn how to manipulate smoke. Smoke is both dangerous and versatile, allowing Blade to both obscure his foe's vision and cause them to cough to throw off their concentration.

Geokinesis

After training with his Cousin Eden, Blade learned how to manipulate the earth itself as a weapon against his foes.

Geothermokinesis

After training with his Cousin Eden, Blade learned how to manipulate lava in order to deal great damage to his foes with it's intense heat.

Gyrokinesis

After training with Eden again, Blade learned how to manipulate the force of gravity and can use it ways that Eden herself couldn't. (Eden could only alter preexisting gravity, Blade can actually create his own)

Sancti-Pyrokinesis

After convincing his Cousin Lance to train him in the first place & actually training with him, Blade learned how to combine the power of holy with the flames of fire into this powerful combination kinesis.

Umbra-Pyrokinesis

While not being willing at first, Lance eventually decided to train Blade a second time. This time, Blade was taught how to combine the power of darkness with fiery flames.

Elemental Breaths

Blade went to his Cousin Squall, the God of Dragons, and asked him for training. Blade was initially turned down, but his perseverance eventually won Squall's respect and training. Blade managed to learn all 8 elemental breaths, albeit with much strain being placed on him to master them all, and with Squall promising him "If you prove yourself worthy to me again, I will teach you how to use your voice as a weapon".

Weapon Mastery

While resting in order to recover from the intense strain that comes from using the Elemental Breaths for the first few times, Squall began teaching Blade how to become better at the weapons he was already decent with as well as teaching him how to make use of the ones he never even picked up before. By the time Blade had learned and mastered all 8 elemental breaths, Squall had taught him how to use over 70 types of weapons.

Toxikinesis

Blade initially didn't go to Laurette to seek training. It wasn't until after he trained with Eden, who told him "You think I'm strong in geokinesis"? "Go see how strong my Mother is and come back and tell me about it". Blade eventually tracked down the Goddess of Nature and she trained him under the condition that he wouldn't use his gifts to harm nature, to which Blade agreed to and has honored since. Due to already possessing most of her other powers, the only one Blade was able to learn was her toxikinesis, giving him the ability to create his own source of poison to use for attacks.

Ancestral Magic

A school of magic that Blade himself created, along with a bit of tutoring from his Aunt Xia, that allows him to unleash the devastating power of his ancestors upon his enemies. Using this special school of magic, Blade is able to learn, use, & even master the ancient magic of his ancestors before him, giving him many more powerful spells at his disposal. The only drawback to this school of magic is that Blade hasn't learned everything from his ancestors yet, making him relatively inexperienced in this particular school of magic when compared to his mastery of the traditional schools of magic, White Magic, Black Magic, Green Magic, Blue Magic, & Arcane Magic, with the only one not used by him being Summoning Magic. After creating this school of magic, his very own, Xia gave her nephew the ability to use just about all of her spells from her own Divine Magic school, just as she promised she would if he could manage to do so, giving Blade even greater magical prowess than before.

Magic Spells

Super Nova

Creates a star that explodes, dealing massive damage, before it erupts into billions of other stars before they explode too, dealing even more massive damage than the first explosion.

Heaven's Wrath

Drops legions of comets down on all enemies, dealing massive holy damage to them.

Mana Spear

An arrow-shaped blast of magic that travels in a straight line & penetrates magical defenses. At it's full power, it can destroy entire solar systems.

Exhaustion Ray

A beam of magical energy that targets a foe's mind instead of their body. It deals massive damage not to their physical body, but to their mana pool. Essentially, this is used to destroy a target's mana pool to prevent them from casting anymore spells.

Ultra Storm

A gigantic tornado of magical energy, deals massive magical damage to all enemies. At it's full power, it can destroy entire planets.

Wrath Bomb

A ball of magical energy that is usually created on two fingertips before being filled with energy. Once it's been filled, it grows a fuse and is able to be thrown. When it's thrown, it explodes on contact into gigantic explosions of magical energy large enough to be seen from other galaxies.

Maelstrom

An omni-directional blast of magical energy that flares in intensity as long as the user is able to maintain it's power. At it's full power, this is capable of destroying an entire dimension.

Fate's Eye

Allows Blade to peer into the very fabric of Fate to see what a target is about to do. Developed specifically to counteract against those who are immune to mind reading.

Chaotic Rain

Causes magical energy to collect into meteor-sized constructions before falling out of the sky like rain. After hitting the ground, the meteors then explode into magical energy-based area-of-effect attacks that deal massive magic damage.

Mind Nova

Creates a supernova-sized explosion inside the target's mind. This attack's damage depends on how smart, or dumb, the target is. Smarter foes will take less damage & will most likely survive albeit with dizziness, temporary amnesia, or headaches. The not-so-smarter foes will take massive damage and most likely die from their brain exploding from the inside.

De-Frictionate

Removes the friction from a target, making them slide pretty much endlessly & being unable to stop themselves from doing so without grabbing hold of something sturdy. This is most useful against speedy opponents since it can easily trip them up & make them much easier to hit them before.

Serpent's Bite

A gigantic snake made from searing fire that wraps itself around the target & then awaits the caster's orders. If the caster is merciful, then the snake may only bite them or throw them through the air. However, if the caster is ruthless, then they may just command the snake to eat the poor target & then self-destruct while they're stuck inside.

Arcane Hellzone

The caster summons a varying number of balls of magical energy that all surround the opponent on virtually all sides before crashing towards them 1 or 2 at a time until finally, after doing 1 or 2 at a time for like 4 times, all of them decided to just crash in back-to-back-to-back-to-back, you get the idea.

Soul Drain

Drains energy from the very soul of the target, provided that they have one. This energy is then converted into the caster's own mana pool, basically being a more sinister version of the Syphon spells.

Unholy Meteor

A gigantic meteor made from pure dark energy, deals massive darkness-based damage & is very effective against holy-type beings like angels.

Devour Blast

A blast of energy that comes in varying sizes that is able to completely devour any matter it comes into contact with, even other magic spells. Even magical shields are devoured by this spells, including the otherwise indestructible Perfect Barrier spell. The only known ways to survive this attack is to either avoid it or prevent it from being cast.

Spirit Isolation

Separates the target's spirit from their body, leaving them extremely vulnerable to attacks on both their body & spirit. Also, the spirit cannot return to their body until after 10 minutes have passed, provided the body doesn't get destroyed before then. If the body is destroyed, then the poor spirit is pretty much finished because, without a body, they will fade into nothingness after another 10 minutes.

Spirit Annihilation

Typically following the previous spell, Spirit Isolation, this spell completely destroys spirits in a single blast unless the spirit itself is a strong-spirited individual. The strong-willed can survive this spell, but it is not very easy & will still challenge them to their limits.

Ancestor's Eruption

Summons a fiery spiral underground, which the opponent may not even notice at first if they can't sense energy. The spiral of flames slowly makes its way out of the ground & eventually surrounds both the caster & the target in a cone of pure heat. Then, the flames will solidify into solid walls of fire that cause it to heat up even more on the inside. The sphere of fire then will start to close in before finally exploding into a gigantic star-shaped explosion of heat that vaporizes entire continents, making it hot enough to vaporize nearly anyone caught inside of it who isn't the caster.

Soul Purge

Destroys the target's soul, provided they have one. Pretty much an instant kill since most beings can't live without their soul.

Judgement Bolt

Calls down a bolt of karmic judgement, the damage done is decided by the amount of sins the target has commited.

Tranquility

Clears Blade's mind, allowing him to think much more clearly than before. also allows him to instantly dispel his Angry & Dark Forms if he needs to.

Absolute Zero Aura

Creates a freezing aura around the caster that looks like a cloak made of solid ice that you can literally see the chill radiating off of and the spells lasts for roughly 10 minutes before dissipating. The chill around this cloak is so great, anything within 500 feet of the caster will start to freeze, with closer things freezing much more quickly. While the caster is immune to the effect, even at 5000 feet away, water will turn into ice & rain will turn into either snow or hail. Being within 5 feet of the caster is especially dangerous, as the temperature there is just about Absolute Zero, which is roughly -460 degrees Fahrenheit.

Soul Nova

The caster basically weaponizes their very soul as a deadly last-ditch attack. Basically, the caster turns their very soul into a ticking time bomb before using all of their remaining energy in one final explosion of self-destruction.

Micro-Big Bang

A point of focused energy aimed at the inside of a foe's body, where it causes a Big Bang-like explosion inside the target's body, pretty much blowing them apart from the inside-out. This version of the Big Bang spell was invented to get past magic-resistant armor & barriers.

Big Bang Version 1

AKA the handheld version. The caster creates a silver light in one of their hands as they start charging massive amounts of energy into a single point. When this spell first is activated, it's hardly noticeable due to it not giving off much light at first. However, as more energy is charged into it, the bigger & brighter it gets until finally, it's reached it's strongest. Once it's at it's maximum charge, it's thrown, where it explodes with, at minimum, enough force to destroy an entire galaxy. When overcharged into it's maximum state of power, it becomes capable of destroying an entire universe.

Big Bang Version 2

AKA the spirit bomb version. The caster usually starts this one in a random space, however there's no known limit to where it can be placed, as it's been seen as close as right above the caster's head to as far away as an entire universe away. (In that case, it was done by Xia, who used it to completely destroy a shapeshifting alien after it had copied the powers of her brother Ty) This version of the Big Bang spell typically grows to planetary sizes before exploding, giving it the power to easily wipe out entire universes at it's weaker charges. When charged to it's maximum, this version has destroyed entire multiverses, & it WAS overcharged only once ever, where it gained the power to literally destroy the entire realm of existence it was in. (Once again, done by Xia actually, but this time to defeat a tyrannical god from another timeline where it ruled supreme as the only thing left in existence after killing everything else)

Abilities & Skills

Reaper Styles

Inherited from Ty being his Father, these are extremely powerful abilities that harness the very energy of Death in order to deal intense damage to it's targets. There are multiple styles with even more techniques in existence, giving Blade plenty of them to use against his foes. It is also worth noting that Blade has combined these with his stances and Last Stands in order to deal massive damage against his opponents in short order.

Orthros Style Techniques

(Speed Techniques)

WIP

Gladios Style Techniques

(Energy Techniques)

WIP

Frixos Style Techniques

(Power Techniques)

WIP

Typhos Style Techniques

(Skill Techniques)

WIP

Kaldios Style Techniques

(Defensive Techniques)

WIP

Reaper Style Techniques

(Forbidden Techniques)

WIP

Spiritual Unity

Inherited from Freya being his Mother, Spiritual Unity allows Blade to access most of the abilities of his entire family via bonds he's formed with them. This allows him to use ANY power or technique that anyone in his entire family uses. This is considered to be a weaker variant than Freya's version, since Blade's is limited to his family while her's was who she formed the bond with, which could potentially be just about anyone. (In other words, Blade's version has a defined limit & Freya's version doesn't)

Known Unities

Reaper Techniques (Ty)

Astral Projection & Telepathy (Chrixie)

Green Magic, Black Magic, White Magic, Arcane Magic, & Blue Magic (Xia)

Infernokinesis, Supernatural Reflexes, & Chrono-Spaciokinesis (Dawn)

Electrokinesis, Teleportation, & Cloning (Ashura)

Hydrokinesis, Cryokinesis, Aerokinesis, & Photokinesis (Kara)

Umbrakinesis, Necromancy, & Entrokinesis (Belial)

Tephrakinesis, Acidokinesis, & Typhokinesis (Johnny)

Geokinesis, Geothermokinesis, & Gyrokinesis (Eden)

Sancti-Pyrokinesis & Umbra-Pyrokinesis (Lance)

Elemental Breaths & Weapon Mastery (Squall)

Toxikinesis (Laurette)

WIP

Forms

Base

Angry (Not really a transformation, but his power multiplies by 100,000 & usually leads to his Dark form)

Dark (Only activated out of pure rage, multiplies his stats by 1,000,000)

Hyper (Activated with an urgent need to protect something, it multiplies his stats by 500,000,000)

Weaponry

Durandal

Durandal, Blade's sword, is unbreakable and also quite powerful. Durandal looks like a katana, broadsword, cutlass and a zweihander forged into one. With white diamonds imbued into it's black blade, which is made of a mixture of metals that only Ty and Freya knew. It has a long, thick, curved blade that ends in a devilishly sharp point that is protected by a ornate golden crossguard, giving it the curved blade of a katana, the blade thickness of a broadsword, the crossguard of a cutlass, & the blade length of a zweihander. It was hand-crafted by Ty and Freya originally to serve as a ceremonial sword that was to be given to Freya's mother after her father's passing, but she also passed away before it could be given. It was then enchanted before being given to Blade as a gift to remember his own mother after her death. His mother's spirit lives inside of the sword and she protects Blade from mortal harm. The sword is also capable of increasing in power up to 10 times before capping off for a week. The amount it powers up seems to be a times 500 quadrillion each time it's increased. After that said week, it can be powered up another 10 times, making the true limit of the weapon virtually limitless provided that the wielder is willing to keep waiting for a week.

Phantom Hazard

Blade's chakram, Phantom Hazard, that he made himself back in his training days is a dangerous ranged weapon that returns upon being thrown and is unbreakable. And it's also bladed, allowing it to impale opponents in their body and such. It is 4 & a half feet in circumference and made out of hyper-strengthened titanium. Blade also later on upgraded it to have razor-sharp lasers around it's edges, allowing it to have the cutting power capable of slicing through nearly anything that gets in Blade's way, making it even more lethal than before. The special effect of this lethal ranged weapon is that it has the ability to multiply depending on how hard Blade throws it. If Blade just gives it a small toss, it'll either stay as one or split into, at most, 4. However, if Blade hurls this at someone, it may split into 50+ of them. That is only half of their ability though. If they actually hit something that they can't just slice through, then they will start to shock whatever they hit. Basically, imagine 1,000+ tasers on steroids all shocking you at the same time in multiple parts of your body while simultaneously trying to slice through your body too.

WIP

Grenades

(Note: In the brackets before each grenade, I will add what color it is)

{Dark Green} Frag Grenades (Basic fragmentation grenade)

{Light Grey} Flash Grenades (Flashbang, causes a blinding flash of light)

{Taupe} Remote Grenades (Remotely blown up, around the same strength as a frag grenade)

{Sepia} Proximity Grenades (Explodes when it's motion sensors are triggered)

{Dark Grey} Smoke Grenades (Releases a thick smokescreen, impairing vision)

{Pink} Sticky Grenades (Sticks to almost any surface before exploding)

{Red} Ricochet Grenades (Bounces around about 2-4 times before exploding)

{Pink & Green} Concussion Grenades (Stuns the target & can cause confusion)

{Light Green} Acidic Grenades (Releases a moderate acid capable of burning)

{Burgundy} Tear Gas Grenades (Used to subdue riots, can be lethal in high doses)

{Aqua} Sonic Grenades (Deafens the opponent's ears, vibrates a lot, & shatters glass)

{Black & Blue} EMP Grenades (Knocks out electricity-dependent objects)

{Red & Purple} Ion Grenades (Effective against machines & mechanical beings)

{Blue & Yellow} Sting Grenades (Shoots non-lethal rubber pellets, useful in dealing with riots)

{Wine} Alcoholic Gas Grenades (Releases a gas that makes those who breathe it a bit drunk)

{Persimmon} Barrel Grenades (Keep rolling in the direction they're thrown until detonation)

{Eggplant} Hovering Grenades (Hover through the air when thrown, increasing max range)

{Aquamarine} Sleeping Gas Grenades (Releases gas that the inhalation of causes drowsiness)

{Neon Green} Knockout Gas Grenades (A non-lethal gas useful for taking targets alive)

{Fuchsia} Fear Gas Grenades (Those who inhale it experience their deepest fears, but it can be resisted)

{Red & Black} Noisemaker Grenades (Only makes noise for distractions, like a firecracker)

{Indigo} Drugging Gas Grenades (Drugs those in it's area of effect, making them dopey)

{Crimson} Blood Grenades (Used to intimidate foes by spewing blood, can cause fear as well)

{Capri} Adhesive Grenades (Traps foes in a hardening foam, restricting their movement)

{Red & Yellow} Cluster Grenades (One explodes into several others that explode)

{Camel} Flurry Grenades (Explodes multiple times in a row very quickly, dealing several hits)

{Brandy} Illusion Grenades (Releases a gas that when inhaled causes hallucinations)

{Citron} Steam Grenades (Releases jets of steam that can slice through most materials)

{Cyan & Purple} Shockwave Grenades (Knocks things over & shakes buildings)

{Dark Green & Light Green} Toxic Gas Grenades (Lethal poisonous gas)

{Red & Blue} Rending Grenades (Slices into objects like a razor)

{Fandango} Necrotic Grenades (Destroys the cells & tissue of the unfortunate targets)

{Azure & Camel} Particle Grenades (Releases particles into the air that make it hard to see while in the air)

{Dark Green} Decoy Grenades (Fools the foe with a dud that doesn't actually explode)

{Bronze} Suppressor Grenades (Explodes silently, the closest you'll get to a "stealthy grenade")

{Orange} Anti-Armor Grenades (Pierces explosives-resistant armor & vehicles, making it extremely useful)

{Cyan} Tether Grenades (Ties two nearby objects together with a nearly-unbreakable tether cable)

{Azure} Bullet Grenades (Explodes into a storm of bullets that fly in multiple directions)

{Ash Gray} Petrification Grenades (Releases a gas that causes whatever it touches to turn to solid stone)

{Vermilion} Incendiary Grenades (Fire-based, lights things on fire)

{Iceberg} Cryo Grenades (Ice-based, freezes people & objects solid)

{Yellow} Shock Grenades (Electric-based, can be made lethal or non-lethal)

{Clear} Gale Grenades (Wind-based, causes great knockback)

{Brown & Green} Quake Grenades (Earth-based, makes it hard to balance)

{Dark Blue} Torrential Grenades (Water-based, makes electricity lethal)

{White} Radiant Grenades (Light-based, utterly destroys the undead)

{Gunmetal} Shadow Grenades (Darkness-based, makes it difficult to see)

{Mahogany} Countdown Grenades (After touching the ground, begins to count down from 10. Easy to avoid ahead of time due to the countdown, but it has a gigantic blast radius)

{Cotton Candy} Psychic Grenades (Explodes into psychic energy, deals both physical & mental damage)

{Brown} Dirty Grenades (Spreads sicknesses & diseases by scattering bacteria into the air, counts as a chemical/biological weapon)

{Camouflage} Biotic Grenades (Explodes with roughly 50 times as much force as a normal frag grenade)

{Red, Orange, & Cyan} Frostfire Grenades (Explodes with both extreme heat & extreme cold)

{Byzantine} Sentinel Grenades (Turns into a sentry gun that fires standard frag grenades)

{Silver} Amnesia Grenades (Projects a red light that, if pointed into eyes, wipes the target's mind for a set amount of time, it can be set for minutes, days, months, & even years. Note: Doesn't explode)

{Dark Grey & Black} Oil Grenades (Coats the target in oil, making fire even more lethal)

{Orange & Yellow} Napalm Grenades (Spreads like wildfire & is extremely hard to extinguish)

{Tan} Sand Grenades (Creates mounds of sand when it explodes, can be used to blind the target)

{Orange & White} Doctor Grenades (Explodes into a bunch of capsules that cause damage upon impact, a Dr. Mario reference)

{Orange & Red} Phosphorus Grenades (Causes a breakout of blisters on the targets)

{Red & Green} Levity Grenades (Causes levitation for objects & foes before dropping them)

{Blue & Orange} Repelling Grenades (Violently repels everything around it)

{Red & White} Healing Grenades (Heals minor & moderate wounds, multiple will heal major wounds)

{Black & Yellow} Bee Grenades (Sends bees after the target, can potentially be lethal)

{Drab} Swarm Grenades (Releases a swarm of locust onto the unlucky enemies)

{Turquoise} Soap Grenades (Explodes into a mass of bubbles, capable of cleaning up large messes)

{Yellow & Brown} Stink Grenades (Releases a stinky gas, not lethal to most foes)

{Ivory} Powder Grenades (Pulverizes everything around it, basically causing mass disintegration)

{Black & Green} Cyber Grenades (Destroys computer data, lethal to cyber-based beings like a virus)

{Neon Pink} Flare Grenades (Acts as a flare, useful for getting attention & distracting)

{Khaki} Snare Grenades (Ensnares the target with nets, but they can be broken)

{Red & Silver} Magnet Grenades (Magnetizes objects, able to pull metals or get stuck to larger objects)

{Copper} Paralysis Grenades (Releases a gas that when breathed causes paralysis to the target)

{Lilac} Frenzy Grenades (Releases a gas that causes those who inhale it to go into a frenzy, useful for getting two opponents to fight each other)

{Purple} Gravity Grenades (Increases gravity in radius, weighing foes down)

{Rainbow} Paint Grenades (Explodes into a mess of various paints, useful for causing chaos & confusion)

{Flesh} Cheese Grenades (Spreads warm cheese everywhere, capable of burning & attracting animals)

{Purple & Yellow} Neutron Grenades (Causes guns to violently jerk, usually resulting in them being dropped)

{Coral} Webbing Grenades (Explodes into a glob of webbing that can both slow down & halt foes)

{Purple & Black} Teleportation Grenades (Teleports the user where thrown)

{Cyan & Indigo} Arc Grenades (The shock travels, or arcs, across every enemy near each other)

{White & Light Grey} Nanite Grenades (Releases nanites that envelop & devour organic matter in the area)

{Lava} Hellfire Grenades (Explodes roughly 500 times stronger than a standard frag & creates lava)

{Olive} Leech Grenades (Explodes into tentacles that ensnare & steal the life of those caught in it, the stolen life is then transferred to whoever threw it)

{Mint} Syphon Grenades (Explodes into tentacles that ensnare & steal the magic/mana of those caught in it, the stolen magic/mana is then transferred to whoever threw it)

{Stained Glass} Vortex Grenades (Pulls in nearby objects & violently throws them out)

{Transparent} Ghost Grenades (Phases through objects until detonation, then it becomes physical)

{Ao} Radiation Grenades (Unleashes a burst of radiation when it explodes)

{Red, Blue, & Yellow} Trinity Grenades (Explodes with fire-based, ice-based, & electric-based damage)

{Pink & Purple} Stasis Grenades (Suspends objects in midair until the effect ends)

{Salmon} Astral Grenades (Made specifically to harm ghosts, spirits, & astral projections)

{Ochre} Mana Grenades (Deals magical-based explosion damage)

{Constantly Shifting} Chaos Grenades (Deals chaos-based explosion damage)

{Teal} Orbital Grenades (Locks onto a target with a heat-seeking sensor & orbits around them before suddenly flying towards them and exploding on impact)

{Viridian} Charged Grenades (Have 10 different charge levels that can be set before being thrown, higher charge levels have a much larger blast radius)

{Fulvous} Security Grenades (Attaches itself to surfaces and then acts as a security camera, able to not only scan the surrounding area to find targets, but it can also silently alert the user if it finds any targets)

{Celadon} Curse Grenades (Sprays cursed essence in the explosion's radius, cursing the targets with a variety of possible options)

{Charcoal} Antimagic Grenades (Destroys anything magic-based & disables magic spells in it's radius)

{Varies} Fusion Grenades (Allows grenades to be fused, doubling or combining effects) (Ex: Frag & Flash unleashes shrapnel & causes bright flashes at the same time)

{Dark Liver} Liquid Nitrogen Grenades (Coats the target in liquid nitrogen, practically freezing them & allowing them to be destroyed in a single hit)

{Neon Red} Laser Grenades (Releases dangerous lasers everywhere, cutting through objects)

{Mahogany & Turquoise} Pause Grenades (Stops time in its affected location, affects people & objects)

{Magenta} Plasma Grenades (Explodes with deadly plasma, lethal to nearly everything)

{Green & Yellow} Nuclear Grenades (Nuclear-sized explosion, causes extreme radiation)

{Black} Implosive Grenades (Pulls objects into what is basically a black hole)

{Cadet} Dark Matter Grenades (Explodes with great force that can level entire countries)

{Golden} Antimatter Grenades (Explodes with tremendous force that can level planets)

{White & Pink Sparkles} Supernova Grenades (Explodes with the force of a supernova, extremely lethal)

{Black & White} Void Grenades (Draws the nearby space into the void, erasing it from existence)

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Bloody Nail

Blade carries a gauntlet known as the Bloody Nail that he wears over his left arm that allows him to siphon life energy and magic energy from those he touches with the spikes that dot the gauntlet. Blade obtained this gauntlet as a gift from his Father during his graduation from the elite training he went through. Blade tends to use it in combination with his sword, allowing him to score multiple hits that deal quite the amount of damage to anyone. The Bloody Nail is capable of slowing down and even stopping healing factors, making it lethal to just about any foe Blade faces, even against beings such as angels, demons, & gods. In addition to this, it was eventually upgraded to having extendable claws on the fingertips, which allows it to strike foes from a bit further than before, while also being a useful stabbing weapon that's effective at piercing most armor due to how sharp the claws were made. Blade has also upgraded it with the ability to reflect magic-based, elemental-based, & energy-based attacks by simply blocking with the gauntlet, a useful ability for dealing with powerful spell users & energy blasts. Recently, Blade upgraded this gauntlet once again, this time giving it a built-in weapons system that allows it to use multiple weapons at the cost of being able to only use one at a time. These said weapons are all safely tucked away inside the gauntlet when not in use, only coming out when activated. When activated, the top of the gauntlet opens up into a huge wrist-mounted cannon, which is where all of the weapons tucked inside are ejected/fired from. These said weapons all feature special modes that can be activated & swapped around to maximize their effectiveness.

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Possible Weapons

(Note: The parenthesis after each weapon is where I'll list the special quirks for each one)

Pistols

Normal Pistol (Silencer, X20 Scope, X30 Chamber, X500 Ammunition, Single Fire, Armor-Piercing Shots, Explosive Shots)

Machine Pistol (Silencer, X20 Scope, X45 Chamber, X1000 Ammunition, Single Fire, Semiautomatic Fire, Armor-Piercing Shots, Explosive Shots)

Revolver (Silencer, X10 Scope, X12 Chamber, X300 Ammunition, Single Fire, Armor-Piercing Shots, Explosive Shots)

SMGs

Normal SMG (Silencer, X15 Scope, X50 Chamber, X1000 Ammunition, Semiautomatic Fire, Burst Fire, Armor-Piercing Shots, Explosive Shots)

Normal LMG (Silencer, X15 Scope, X75 Chamber, X1500 Ammunition, Semiautomatic Fire, Burst Fire, Armor-Piercing Shots, Explosive Shots)

Shotguns

Normal Shotgun (Silencer, X10 Scope, X12 Gauge, X60 Chamber, X600 Ammunition, Spread Fire, Armor-Piercing Shots, Explosive Shots)

Combat Shotgun (Silencer, X15 Scope, X30 Gauge, X270 Chamber, X3000 Ammunition, Semiautomatic Spread Fire, Burst Spread Fire, Armor-Piercing Shots, Explosive Shots)

Sawn-Off Shotgun (Silencer, X10 Scope, X12 Gauge, X36 Chamber, X360 Ammunition, Spread Fire, Armor-Piercing Shots, Explosive Shots)

Double-Barreled Shotgun (Silencer, X10 Scope, X24 Gauge, X120 Chamber, X1200 Ammunition, Spread Fire, Armor-Piercing Shots, Explosive Shots)

Rifles (Assault & Sniper)

Normal Assault Rifle (Silencer, X20 Scope, X80 Chamber, X2500 Ammunition, Burst Fire, Armor-Piercing Shots, Explosive Shots, Bayonet, Grenade Launcher)

Heavy Assault Rifle (Silencer, X25 Scope, X110 Chamber, X2500 Ammunition, Burst Fire, Armor-Piercing Shots, Explosive Shots, Bayonet, Grenade Launcher)

Normal Sniper Rifle (Silencer, X50 Night-Vision Laser-Pointer Scope, X10 Chamber, X250 Ammunition, Single Fire, Semiautomatic Fire, Armor-Piercing Shots, Explosive Shots, Bayonet)

Heavy Sniper Rifle (Silencer, X200 Night-Vision Laser-Pointer Scope, X20 Chamber, X250 Ammunition, Single Fire, Semiautomatic Fire, Armor-Piercing Shots, Explosive Shots, Bayonet)

Heavy Artillery

Rocket Launcher (X2 Chamber, X30 Ammunition, Single Fire, Explosive Shots, Heat-Seeking Shots, RC Shots)

Gatling Gun (X5000 Chamber, X20000 Ammunition, Burst Fire, Armor-Piercing Shots, Explosive Shots)

Others

Flintlock Pistol (X15 Chamber, X60 Ammunition, Single Fire, Explosive Shots)

Blunderbuss (X12 Chamber, X120 Ammunition, Spread Fire, Semiautomatic Fire, Explosive Shots)

Musket (X1 Chamber, X50 Ammunition, Single Fire, Armor-Piercing Shots, Explosive Shots)

Crossbow (X10 Scope, X1 Chamber, X40 Ammunition, Single Fire, Armor-Piercing Shots, Explosive Shots, Poisonous Shots)

Blowpipe/Blowgun (X1 Chamber, X60 Ammunition, Single Fire, Poisonous Shots)

Cannon (X1 Chamber, X50 Ammunition, Single Fire, Spread Fire, Armor-Piercing Shots, Explosive Shots)

Ray Gun (X20 Scope, Unlimited Chamber, Unlimited Ammunition, Single Fire, Semiautomatic Fire, Spread Fire, Burst Fire, Armor-Piercing Shots, Explosive Shots)

Special

Elemental Pistol (Fire Standard Pistol, Fire Machine Pistol, Fire Revolver, Water Standard Pistol, Water Machine Pistol, Water Revolver, Earth Standard Pistol, Earth Machine Pistol, Earth Revolver, Wind Standard Pistol, Wind Machine Pistol, Wind Revolver, Ice Standard Pistol, Ice Machine Pistol, Ice Revolver, Lightning Standard Pistol, Lightning Machine Pistol, Lightning Revolver, Nature Standard Pistol, Nature Machine Pistol, Nature Revolver, Poison Standard Pistol, Poison Machine Pistol, Poison Revolver, Wood Standard Pistol, Wood Machine Pistol, Wood Revolver, Metal Standard Pistol, Metal Machine Pistol, Metal Revolver, Light Standard Pistol, Light Machine Pistol, Light Revolver, Darkness Standard Pistol, Darkness Machine Pistol, Darkness Revolver, Magic Standard Pistol, Magic Machine Pistol, Magic Revolver, Energy Standard Pistol, Energy Machine Pistol, Energy Revolver)

Elemental SMG/LMG (Fire SMG, Fire LMG, Water SMG, Water LMG, Earth SMG, Earth LMG, Wind SMG, Wind LMG, Ice SMG, Ice LMG, Lightning SMG, Lightning LMG, Nature SMG, Nature LMG, Poison SMG, Poison LMG, Wood SMG, Wood LMG, Metal SMG, Metal LMG, Light SMG, Light LMG, Darkness SMG, Darkness LMG, Magic SMG, Magic LMG, Energy SMG, Energy LMG)

Elemental Shotgun (Fire Standard Shotgun, Fire Combat Shotgun, Fire Sawn-Off Shotgun, Fire Double-Barreled Shotgun, Water Standard Shotgun, Water Combat Shotgun, Water Sawn-Off Shotgun, Water Double-Barreled Shotgun, Earth Standard Shotgun, Earth Combat Shotgun, Earth Sawn-Off Shotgun, Earth Double-Barreled Shotgun, Wind Standard Shotgun, Wind Combat Shotgun, Wind Sawn-Off Shotgun, Wind Double-Barreled Shotgun, Ice Standard Shotgun, Ice Combat Shotgun, Ice Sawn-Off Shotgun, Ice Double-Barreled Shotgun, Lightning Standard Shotgun, Lightning Combat Shotgun, Lightning Sawn-Off Shotgun, Lightning Double-Barreled Shotgun, Nature Standard Shotgun, Nature Combat Shotgun, Nature Sawn-Off Shotgun, Nature Double-Barreled Shotgun, Poison Standard Shotgun, Poison Combat Shotgun, Poison Sawn-Off Shotgun, Poison Double-Barreled Shotgun, Wood Standard Shotgun, Wood Combat Shotgun, Wood Sawn-Off Shotgun, Wood Double-Barreled Shotgun, Metal Standard Shotgun, Metal Combat Shotgun, Metal Sawn-Off Shotgun, Metal Double-Barreled Shotgun, Light Standard Shotgun, Light Combat Shotgun, Light Sawn-Off Shotgun, Light Double-Barreled Shotgun, Darkness Standard Shotgun, Darkness Combat Shotgun, Darkness Sawn-Off Shotgun, Darkness Double-Barreled Shotgun, Magic Standard Shotgun, Magic Combat Shotgun, Magic Sawn-Off Shotgun, Magic Double-Barreled Shotgun, Energy Standard Shotgun, Energy Combat Shotgun, Energy Sawn-Off Shotgun, Energy Double-Barreled Shotgun)

Elemental Rifle (Fire Standard Assault Rifle, Fire Heavy Assault Rifle, Fire Standard Sniper Rifle, Fire Heavy Sniper Rifle, Water Standard Assault Rifle, Water Heavy Assault Rifle, Water Standard Sniper Rifle, Water Heavy Sniper Rifle, Earth Standard Assault Rifle, Earth Heavy Assault Rifle, Earth Standard Sniper Rifle, Earth Heavy Sniper Rifle, Wind Standard Assault Rifle, Wind Heavy Assault Rifle, Wind Standard Sniper Rifle, Wind Heavy Sniper Rifle, Ice Standard Assault Rifle, Ice Heavy Assault Rifle, Ice Standard Sniper Rifle, Ice Heavy Sniper Rifle, Lightning Standard Assault Rifle, Lightning Heavy Assault Rifle, Lightning Standard Sniper Rifle, Lightning Heavy Sniper Rifle, Nature Standard Assault Rifle, Nature Heavy Assault Rifle, Nature Standard Sniper Rifle, Nature Heavy Sniper Rifle, Poison Standard Assault Rifle, Poison Heavy Assault Rifle, Poison Standard Sniper Rifle, Poison Heavy Sniper Rifle, Wood Standard Assault Rifle, Wood Heavy Assault Rifle, Wood Standard Sniper Rifle, Wood Heavy Sniper Rifle, Metal Standard Assault Rifle, Metal Heavy Assault Rifle, Metal Standard Sniper Rifle, Metal Heavy Sniper Rifle, Light Standard Assault Rifle, Light Heavy Assault Rifle, Light Standard Sniper Rifle, Light Heavy Sniper Rifle, Darkness Standard Assault Rifle, Darkness Heavy Assault Rifle, Darkness Standard Sniper Rifle, Darkness Heavy Sniper Rifle, Magic Standard Assault Rifle, Magic Heavy Assault Rifle, Magic Standard Sniper Rifle, Magic Heavy Sniper Rifle, Energy Standard Assault Rifle, Energy Heavy Assault Rifle, Energy Standard Sniper Rifle, Energy Heavy Sniper Rifle)

Elemental Rocket Launcher (Fire Rocket Launcher, Water Rocket Launcher, Earth Rocket Launcher, Wind Rocket Launcher, Ice Rocket Launcher, Lightning Rocket Launcher, Nature Rocket Launcher, Poison Rocket Launcher, Wood Rocket Launcher, Metal Rocket Launcher, Light Rocket Launcher, Darkness Rocket Launcher, Magic Rocket Launcher, Energy Rocket Launcher)

Elemental Flamethrower (Flamethrower, Waterthrower, Earththrower, Windthrower, Icethrower, Lightningthrower, Naturethrower, Poisonthrower, Woodthrower, Metalthrower, Lightthrower, Darknessthrower, Magicthrower, Energythrower)

Elemental Gatling Gun (Fire Gatling Gun, Water Gatling Gun, Earth Gatling Gun, Wind Gatling Gun, Ice Gatling Gun, Lightning Gatling Gun, Nature Gatling Gun, Poison Gatling Gun, Wood Gatling Gun, Metal Gatling Gun, Light Gatling Gun, Darkness Gatling Gun, Magic Gatling Gun, Energy Gatling Gun)

Elemental Cannon (Fire Cannon, Water Cannon, Earth Cannon, Wind Cannon, Ice Cannon, Lightning Cannon, Nature Cannon, Poison Cannon, Wood Cannon, Metal Cannon, Light Cannon, Darkness Cannon, Magic Cannon, Energy Cannon)

Zika

After killing Edalb in their final battle, Blade took Edalb's katana as his own and named it Zika, his mother's maiden name. Since then, Blade has been studying it's composition to get an idea of how advanced the realm it came from was. While Zika is weaker than Durandal, it is a bit faster, allowing Blade to land even more blows in just as much time. The blade seems to use some form of foreign technology embedded inside of it in order to absorb various forms of energy in order to deal more damage. However, the blade appears to have a maximum charge, where it glowed yellow and started sparking as Blade was holding it. In it's fully-charged state, the blade was nearly 300 octillion times stronger than what it originally was.

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Blademaster's Stances

Stances

Being a blademaster, Blade has access to multiple stances that allow him to use powerful attacks known as Last Stands. Blade started learning these during his Class CCC training and has kept learning how to use them better since then. By this point in his story, Blade has mastered his Last Stands and has proven to extremely lethal with them whenever he does use them, although it is quite rare.

Blade uses 3 main stances, Power, Speed, and Skill.

They behave in a triangular relationship:

Power beats Speed, but losses to Skill

Skill beats Power, but losses to Speed

and Speed beats Skill, but losses to Power

Last Stands

Power Style Last Stands

Crippling Slice (Rank I)

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Ruthless Smash (Rank II)

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Vital Crush (Rank III)

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Detonation Blade (Rank IV)

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Devastation (Rank V)

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Speed Style Last Stands

Slice N Dice (Rank I)

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Phantom Mangle (Rank II)

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Proxima's Slash (Rank III)

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Disruption Bash (Rank IV)

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Turbulent Whirlwind (Rank V)

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Skill Style Last Stands

Counter Strike (Rank I)

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Decay (Rank II)

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Perforation (Rank III)

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Dismember (Rank IV)

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Terminus (Rank V)

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Blade can also combine 2 stances together to create a hybrid stance that uses both stances to deal with intense situations and can double Blade's capacity to inflict damage. They also allow Blade to use any Stand from either of the 2 stances he combines. Blade first learned this in his Class BBB training, and has now mastered the combination process to where he can chain 2 styles together perfectly and earn even more lethal results than before.

Power + Speed = Berserk Stance

Power + Skill = Legion Stance

Speed + Skill = Assassin Stance

Berserk Style Last Stands

Crippling Slice N Dice (Rank I)

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Ruthless Phantom (Rank II)

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Proxima's Crush (Rank III)

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Disruption Detonation (Rank IV)

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Turbulent Devastation (Rank V)

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Legion Style Last Stands

Crippling Counter (Rank I)

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Ruthless Decay (Rank II)

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Vital Perforation (Rank III)

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Blade Dismember (Rank IV)

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Terminus Devastation (Rank V)

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Assassin Style Last Stands

Counter N Dice (Rank I)

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Phantom Decay (Rank II)

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Proxima's Perforation (Rank III)

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Dismember Bash (Rank IV)

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Turbulent Terminus (Rank V)

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And last, Blade is capable of combing all 3 stances into the best stance there is. A stance that allows the flawless use of all 3 stances in conjunction. This stance along with Blade's Hyper Form is how he is able to use his Ultima Stands. Despite it's great power, Blade mastered this extreme power increase and has utilized it to stop extremely powerful foes from causing destruction.

Power + Speed + Skill = Ultima Stance

Ultima Style Last Stands

Crippling Counter Slice N Dice (Rank I)

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Ruthless Phantom Decay (Rank II)

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Proxima's Vital Perforation (Rank III)

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Dismember Detonation Bash (Rank IV)

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Terminus Whirlwind Devastation (Rank V)

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Final Stands

Blade's Final Stands are extremely powerful and they allow him to perform exceptional feats of strength, speed, and skill. They also are even more powerful than the Last Stands, but require Blade to be in his Hyper form in order for them to be used. Blade learned these right before his graduation from the advanced training in Class AA. Blade has now become a master at using his Final Stands, as he uses them much more comfortably than before and can actually control them now. Using these, he's been able to defeat foes who have threatened entire multiverses.

Power Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Speed Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Skill Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Berserk Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Legion Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Assassin Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Ultima Style Final Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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Ultima Stands

After reaching the climax of his strength, Blade learned how to achieve the strongest type of Stands. These stands are called Ultima Stands and they are much more powerful than even Final Stands. The strongest style in this class is the Ultima Style, which is a combination of Power, Speed, and Skill in one style. Blade first learned of these in his Class S training, and had to learn & master them before he graduated from the elite training that is Class SSS training. Upon proving his mastery of the Ultima Stands, Blade had finally mastered them all and was finally content with his own skills.

Power Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Speed Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Skill Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Berserk Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Legion Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Assassin Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Ultima Style Ultima Stands

 ??? (Rank I)

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 ??? (Rank II)

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 ??? (Rank III)

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 ??? (Rank IV)

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 ??? (Rank V)

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 ??? (Final Rank)

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Armor & Accessories

Emotional Token

A dark-colored helmet that Blade often wears during combat. The helmet is of the viking style, paying homage to his Mother a bit, but actually includes horns as well, which vikings didn't, believe it or not. The helmet was crafted out of the same materials as his Ancestral Jacket, just minus the dark leather. The helmet gives Blade the ability to enter different emotional states in order to help with a situation.

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Emotional States

Normal

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Ancestral Jacket

A dark leather jacket that has been reinforced with both mystic silver and titanium. The mystic silver repels just about all magical and kinetic attacks while the titanium is incredibly tough and blocks all but the strongest physical attacks. The leather jacket also grows in strength along with Blade's forms, making it's full potential in defensive ability nearly unmatched. After training with his Aunt Dawn, the jacket was given the ability to grow chains, lances, hammers, spikes, flails, drills, and a multitude of other weapons that he can use without having to rely on either of his arms or legs. These created weapons have proven fast enough to block attacks that are over 750 millions times faster than light & have also been used for non-combat activities, like creating a pen to sign an important document.

Magic Titanium Armor

This armor houses the souls of Blade's ancestors, who will protect him from mortal harm by healing him back to his full strength. The armor itself is also highly durable, being able to survive blows from Gods and Elder Gods while remaining unscathed. It also increases in power with Blade's forms, making it's defensive ability nearly unmatched. This armor also grants Blade immunity to all offensive magic while also making all of his own magic 500 million times stronger. After training with his Uncle Ashura, his armor was enhanced with the same self-restoring properties that Ashura's own armor possesses and it can now repair itself in the middle of battle in only a matter of seconds. The armor also cleans itself after every battle too, using it's insanely advanced technology developed by Ashura himself. The armor has proven to have the rare ability to be able to block piercing magic spells, which very few other things can stop.

Image Band

The black belt that connects Blade's dark leather jacket. It's relatively normal, but it does have one special effect it grants to Blade. When Blade wants it to do so, it can create afterimages of him, which can be used to confuse or even intimidate opponents by making them think that they're being attacked by multiple of same person. However, they are just afterimages, so they can't physically hit anyone or be hit either, so that's a clear way to distinguish them from Blade himself.

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Piercing Glove

A dark leather glove that Blade wears on his right hand, the opposite of the Bloody Nail & the hand he usually carries Durandal in during combat. The glove offers little protection against any form of attack, but allows Blade to cast the piercing variant of every spell in his possession, allowing him to bypass just about any form of magic reflection and strike the opponent anyway. Blade normally uses this for Black Magic, but he has also used it for Green Magic, Blue Magic, Arcane Magic, & even White Magic. If the opponent isn't aware of the glove's effects, then they will most likely be very surprised when their reflection doesn't work, often allowing Blade an extra free hit against them during their confusion.

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Gravity Sabatons

A pair of heavy-duty boots that are made from titanium just like Blade's suit of armor. The boots are meant to withstand heavy combat, so they're extremely durable & don't wear down easily. The special ability of these heavy boots is that they're capable of messing around with gravity itself. They can negate gravity effects, allowing Blade to pretty much cheat the force of gravity, create gravity fields of their own by stomping or kicking, which allows Blade to use gravity against his opponents, & it can change the direction & intensity of gravity, which can have very destructive & helpful results depending on how it's used.

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Mother's Guidance

Blade only has one object to remember his Mother with, this very necklace which bears her name embedded into it. Ty gave this to Blade & told him "Keep that safe from harm, it's the only thing from your Mother that I could give you". The necklace seems to have been crafted from silver and it is also known to have a soft blue glow that can heal injuries, as it's been seen on 3 different occasions healing injuries ranging from a sprained elbow to a broken arm to even a severed leg. Sometimes, the necklace seems to glow for seemingly no reason, usually when Blade is starting to get in a little bit of trouble. However, there was a single occasion where the necklace actually created a barrier around an injured Blade and shielded him from harm. Since then, which was roughly 10 years ago, the necklace has only glowed from time to time & hasn't done anything similar since.

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Inventory

Consumables

Blade is able to carry up to 999 of the following items:

Healing Herbs

These herbs are what Blade uses to heal himself whenever his magic is in a pinch.

Magic Potions

These potions are used to restore Blade's magic power.

Remedies

These potions are used to cure all negative status ailments.

Possessions

Cube of Chaos

A small cube that opens at the top. It houses Blade's nets and other gadgets that he sometimes uses. (Considered OP by most standards, but I really don't care FYI)

Cube of Chaos's Contents

(Note: These follow the 999 rule, unless stated otherwise)

Anti-Chaos Net- Capable of stopping any manipulated chaos in its tracks. It's even strong enough to hold the energy of Gods captive.

Telepathic Migraine Helmet- Capable of giving any telepath migraines, vastly reducing the use of their powers by targeting their mind.

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Pandora's Box

During his adventures, Blade happened to come across the legendary Pandora's Box after meeting Pandora's newest incarnation, whom he helped free from her captors. As it would turn out, she actually received the box as a young child as a gift from a stranger she hasn't seen since. This prompted a search mission for the stranger, which proved unsuccessful for about 6 months before Blade was ready to call it quits. However, they then got an anonymous tip from someone, who told them to meet with him. They did, and the tipper met up with them before telling them a story that sounded strangely like the girl's story. He then took them to another realm. Once there, the girl met the stranger again, who revealed itself to be none other than her own mother. But that wasn't all, after dealing with an internal power struggle, her mother revealed herself to actually have been Pandora the entire time & she gave the box to her daughter to keep it where no one would think to look for it. Afterwards, Pandora asked her daughter to stay with her inside her own small realm, not as a reward for looking after the box, but because she didn't want her bringing any other mortals into her highly-forbidden realm, to which she agreed. As an offering, Pandora presented her box to Blade and told him that all he had to do is open the box & he'd be free to stay too.

However, Blade was smarter than most people & instead asked what would happen if he didn't open the box. To which Pandora told him to either accept the invitation or to leave. Blade weighed his options carefully before asking what would happen if he opened the box. Pandora laughed and told him that it would destroy all of creation, save her realm. Blade declined opening it. Pandora took the refusal as an insult and actually got angry at Blade. She then tried once again to get him to accept the box, which he refused a second time. Then Blade tells Pandora all about how much of a crappy parent she was for forcing her daughter to live without her & hold on to her box her entire life before talking about how he himself had helped her keep it in her more recent situations. He then tells her that, if he knew a way to do so, he'd destroy the box forever, but settles for taking it from her & keeping it away from anyone who could use it himself. After a brief argument with Pandora, who attacks Blade in anger, the daughter restrains her mother and ends up helping Blade make his way out, telling him to go ahead & take it before warning him that she'll come back for it one day. And with that, Blade left the realm & the angry Pandora behind with the legendary Pandora's Box in tow.

Techniques

Normal

Phoenix Slash

Surrounds Durandal with the white flames of the Phoenix, allowing it to incinerate nearly anything. Of particular note, Blade learned this technique from his little sister, Chrixie, who is a more psychic-based attacker than he is.

False Slice

Fools the opponent into thinking they were attacked when they really weren't. However, the opponent can also be fooled by thinking they weren't attacked when they really were. Of particular note, Blade learned this technique from his little sister, Chrixie, who uses it quite often when she's getting overwhelmed.

Nova Clap

Throws two balls of energy at the opponent before creating another two and then slamming them into the first two while they're still twisting themselves into the opponent's insides, causes a nova-like explosion. Of particular note, Blade learned this technique from his little sister, Chrixie, who rarely uses this technique due to it's destructive power.

Serpent Twist

Takes a defensive stance that makes dodging attacks much easier, allowing Blade to take control of the situation again if he lost control during a battle. Of particular note, Blade learned this technique from his little sister, Chrixie, who is far more agile then he is.

Echo Cut

Blade performs a slash with Durandal from it's sheath in a single motion, the attack, if it hits correctly, is known to echo through the opponent's body, essentially slashing them multiple times on both the outside & the inside of their body, which can have crippling & even fatal results. Surprisingly, Blade actually learned this technique from his little sister, Chrixie, who doesn't like to battle & usually purposely makes sure that this technique doesn't hit any vitals of the opponent.

Fissure Crack

A charged punch that is capable of shattering opponents apart like glass when fully-charged. Also, when at it's full charge, the shattering effect travels backwards while shattering just about anything else that happens to be in the same line of fire as the unfortunate opponent. Of particular note, Blade learned this technique from his little sister, Chrixie, of whom this could possibly be considered the signature attack of.

Gigaflash

A great flash of light that can be used in a variety of ways. Creating it in the user's hands, a flash from the user's eyes, applied to a weapon and being used when the weapon impacts something, & pretty much any other conceivable way this technique could be used. Of particular note, Blade learned/inherited this technique from his father, Ty, who usually used this technique as a way to blind mages & thus make most of their magical attack useless. Just like his father before him, Blade typically follows this technique up with the Death Cycle technique.

Death Cycle

A forward-moving charged roll that causes Blade to roll forward like a cannonball while spinning Durandal around himself rapidly. This technique is usually used as a means of disabling the opponent's arms and/or legs, to weaken & slow them down. Of particular note, Blade learned/inherited this technique from his father, Ty, who usually used this in order to take an opponent in alive for interrogation. Just like his father before him, Blade typically uses this technique as a follow-up attack to the Gigaflash technique.

Demonic Chariot

A spinning attack where Blade spins around like a top while slashing with Durandal, extremely lethal to those who aren't extremely durable or don't have any form of regeneration. Of particular note, Blade learned/inherited this technique from his father, Ty, who usually used this as a lethal attack meant to end a fight when he's through trying to end it peacefully.

Warped Impulse

Blade slashes a random point in space and opens a small rift there which unleashes otherworldly energy out from it in a massive radius. Of particular note, Blade learned/inherited this technique from his father, Ty, who actually used this technique with his battle-axe rather than his greatsword.

Flying Death

Blade throws Durandal towards his opponent, which has a high chance of dealing fatal damage if it doesn't outright kill the opponent in a single hit due to the velocity of the weapon, the sharpness of the sword, the strength of the thrower, & the tendency to aim for unarmored or lightly-armored parts of the opponent. Of particular note, Blade learned/inherited this technique from his father, Ty, who actually used this technique with his battle-axe rather than his greatsword.

Soldier's Salute

Blade throws together a chain of blows, which can be unarmed strikes like punches & kicks, weapon strikes like a slash or thrust, and even magical attacks like any of his damage-dealing spells. While this part of the technique is relatively Blade's own thing, the end of this technique isn't. At the very end of the combo, Blade first salutes his usually stunned opponent before hitting them with one last gigantic punch to the face. Of particular note, Blade learned/inherited this technique from his father, Ty, which is who Blade, according to his own words, salutes to when he does the massive punch at the end.

Final Shine

Blade slashes the opponent with a slash made from solid light that has been known to vaporize the opponents it's used on. Blade learned/inherited this technique from his father, Ty, who usually used this technique as his finishing attack at the very end of a fight. However, it it noteworthy that Blade will use this technique whenever he feels the need to use it, it's not just end-of-the-fight exclusive in his case.

Suppression

Allows Blade to suppress the pain inflicted on him, even if it's major, severe, or just plain crippling, allowing him to fight at full effectiveness for much longer periods of time than the average fighter. Blade learned/inherited this technique from his deceased mother, Freya, who didn't use it particularly often but would in a pinch. Of particular note, this is a technique that Blade obtained from his mother before her death, making him the only other user of the technique at this time.

Mortar

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Sonic Boom

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Gatling Gun

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Skull Shield

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Blade Beam

Fires a destructive beam off of Durandal, can also be used as a slash that travels through space before cutting into objects.

Spirit Shotgun

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Falcon Slash

Double slash attack.

Quadrant Slash

Quadruple slash attack.

Octo Slash

Eight-times slash attack.

Soul Wave

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Lunar Phase

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Space Jump

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Limit Breaks

Blade's Limit Breaks are activated only in his Hyper Form, & only when he's ready to go all out to end a battle. Once Blade enters his Hyper Form, he will gain a Limit gauge that, once filled, can be used as an extremely powerful attack. However, if overcharged to the very limit, which is 110 times over, then Blade can use ALL of his limits back-to-back in a MASSIVE combo without stopping. However, Blade cannot use his Limit Breaks while in his Last Stand, Final Stand, or Ultima Stand states, so he'll have to revert from those first to utilize these.

(Overcharged & Combos Explanation: Lucky Dice requires 1 Limit Gauge being filled, High Roller & Knuckle Duster require 2, Hand of Fate & Rough Divie require 3, Lion Heart & Great Gospel require 4, Holy Judgement & Final Heaven require 5, My Final Heaven & Comet Break require 6, Meteor Strike & 7-Flush require 7, Royal Flush & Dragon Crest require 8, Dragon Slayer & Omnislash require 9, & Eternal Blades requires 10. Doubling those numbers will overcharge them, making the overcharged amounts: 2 for Lucky Dice, 4 for High Roller & Knuckle Duster, 6 for Hand of Fate & Rough Divide, 8 for Lion Heart & Great Gospel, 10 for Holy Judgement & Final Heaven, 12 for My Final Heaven & Comet Break, 14 for Meteor Strike & 7-Flush, 16 for Royal Flush & Dragon Crest, 18 for Dragon Slayer & Omnislash, & 20 for Eternal Blade. Which means, in total, to use every single Limit Break back-to-back without stopping, the Limit Gauge would have to be charged 55 times for just the normal variants & overcharged a grand total of 110 times for every single one of them to be used)

Lucky Dice/High Roller

Rank I Limit Break

Randomly unleashes magic spells depending on the rolled number total from the two or three dice, which happens randomly. Then, a single die is rolled to determine how many times that particular ability is used at that one time. As an important note, the two dice & three dice have different tables that dictate what'll happen for a roll. However, when overcharged, this limit will become High Roller, which only uses a single die, but is a truly high-stakes table for when Blade's feeling lucky.

Double Dice Table

2 (Grand Train) (Calls upon an otherworldly train that appears & rams into foes before launching a triangle-shaped blast of golden energy that explodes as it causes ripples across time & space for massive damage)

3 (Shock) (Creates a ball of electricity & then launches it at the opponent, deals massive lightning damage & can cause both the shocked & paralysis status effects)

4 (Ardor) (A great explosion of blue flames that consumes everything inside of it, dealing massive fire damage & almost certainly causing a burn to the opponent)

5 (Plague) (WIP)

6 (Cyclone) (A whirlwind plows through the enemies, it's ferocious wind dealing massive wind-based damage to all opponents while also having a chance to knock them off their feet)

7 (Bio) (A bolt of toxic energy that hits the opponent, dealing moderate damage & inflicting poison on the foe unless they're resistant to poison)

8 (Deluge) (A massive waterfall is created above an opponent before dropping all of it's contents on the entire group below, dealing massive water damage while also drenching the targets in water, making them much weaker to lightning-based damage)

9 (Phalanx) (WIP)

10 (Morph) (Polymorphs the target into a variety of things, sheep, rocks, pigs, logs, & several other possible effects. Can be resisted if the target is strong enough to overpower the magic spell)

11 (Flare) (A great explosion of fiery energy that consumes everything inside it's general area. This spell is so powerful, it can even shatter magical defenses like Protect or Shell, making it especially dangerous to use since even the caster isn't safe from the damage unless they have magic immunity)

12 (Countdown) (Gives the target only a single minute to defeat Blade, otherwise they die instantly. Instant death resistance makes the timer slower, effectively doubling or maybe even tripling the time they've got before being killed. Instant death immunity causes this spell to have no effect)

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Triple Dice Table

3 (Lifebreak) (The caster sacrifices a quarter of their energy to shatter their foe's HP to 0 without fail)

4 (Everlasting Darkness) (Monstrous darkness-based damage)

5 (Permafrost) (Monstrous ice-based damage)

6 (Blight) (Monstrous nature-based damage)

7 (Sand Dune) (Monstrous sand-based damage)

8 (Inferno) (Monstrous fire-based damage)

9 (Steel Sparks) (Monstrous metal-based damage)

10 (Flora) (Monstrous wood-based damage)

11 (Scourge) (Monstrous non-elemental damage that also causes deadly poison)

12 (Cataclysm) (Monstrous earth-based damage)

13 (Tsunami) (Monstrous water-based damage)

14 (Windburst) (Monstrous wind-based damage)

15 (Flash) (Monstrous lightning-based damage)

16 (Luminescence) (Monstrous holy-based damage)

17 (Meltdown) (Monstrous non-elemental damage, damages all enemies & the caster)

18 (Soulnado) (Monstrous soul-based damage, rips into the enemies's very soul to deal damage)

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High Roller Table

1 (Joker) (The only bad spell for Blade to roll, this one actually does massive, unblockable damage to Blade himself. However, effects like Protect or Shell will lower it's damage output significantly)

2 (Cure-All) (Completely restores Blade's HP & MP as well as curing all of his negative status effects & resetting the timers of all his positive status effects. This spell is considered to be even more powerful than Renew, allowing it to cure ANY negative status ailment, even the extremely powerful unique ones that're inflicted only by a specific person)

3 (Permanence) (Makes ALL current effects on Blade at the time of the casting permanent until the end of battle, including any negative status ailments like poison or confusion. This spell can cause some INSANE effects, but heavily depends on how lucky Blade is when he gets this)

4 (Quick) (Allows Blade to act twice at once, allowing him to do things no person should. Stacks with the Double, Triple, Quadruple, & Quintuple spells, essentially giving Blade up to 10 spells that can be cast at once. When combined with Quintuple+ & Chain Magic+, this allows Blade to cast any 10 spells at once as many times as he wants, which is extremely dangerous to say the least)

5 (Invincible) (Makes Blade impervious to EVERYTHING for roughly 5 minutes. Melee, ranged, magical, elemental, energy, you name it, no form of attack can affect him while in this state. Yes, even the dreaded Joker spell has no effect on Blade in this state)

6 (Ragnarok) (WIP)

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Knuckle Duster/Hand of Fate

Rank II Limit Break

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Rough Divide/Lion Heart

Rank III Limit Break

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Great Gospel/Holy Judgement

Rank IV Limit Break

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Final Heaven/My Final Heaven

Rank V Limit Break

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Comet Break/Meteor Drive

Rank VI Limit Break

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7-Flush/Royal Flush

Rank VII Limit Break

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Dragon Crest/Dragon Slayer

Rank VIII Limit Break

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Omnislash/Eternal Blades

Rank IX Limit Break (Final)

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Strengths

Blade's extreme combination of strength and speed allows him to overpower most foes with ease.

Blade's extensive research allows him to know weakness of most fighters.

Blade's stances are able to beat nearly any foe if used right.

Blade's an excellent strategist who can bring down most he faces in a matter of seconds.

Blade is equipped for nearly any battle at nearly any time he needs to be.

Blade's mastery of weapons & magic make him a warrior-mage hybrid that few can hope to stand against.

Blade's ability to quickly learn and master new weapons, powers, and techniques is unprecedented. Blade has learned 25+ times more than what 50+ people could learn in 10+ lifetimes in roughly half the time it would take for them to learn 5 or less new abilities.

Weaknesses

Blade's general, non-caring attitude could potentially get him into some trouble.

Managing to get him to believe he's still inside of his Father's shadow can easily send him into a spiral of depression that'll greatly weaken him. (However, if this fails, if could very well just piss him off)

Very protective of his younger sister, to the point of leaving a serious battle to make sure she's safe. Any successful attempt to get his sister held captive will make him do almost anything to keep her safe. (However, if ANY harm comes to her, it's a death sentence to whoever hurt her)

Despite his natural ability to easily learn new magic spells, Blade is rather incompatible with Summoning Magic. Making those who are skilled in that school a unique challenge for him.

Quotes

"My father was distinguished for his strength, my mother was distinguished for her wisdom, what's that leave for me to be distinguished in"? "Speed"? "No, I'd rather use both to strike down every evil on this damn planet".

- Blade when he makes his peace to his school upon graduation.

"If you as so much as LOOK at my sister the wrong way again, I will knock all of your damn teeth down your throat, make you spit them back up, and then make you swallow them again"! "Are we clear now asshole"?

- Blade when one of his opponents tries to sweet-talk his sister, Chrixie.

"So Aunt X, you told me that knowledge is power, right"? "Well, what do you say about someone who possesses both and has mastered them both"? (Note: Blade calls Xia "Aunt X" as a nickname)

- Blade after training with his Aunt Xia for the last time.

"So um, Aunt Dawn, how exactly did you become this"? "You said something about helping someone going awry, but I don't think you ever told me what exactly happened to you".

- Blade asking Dawn how exactly she became a Hellspawn, which she doesn't answer.

Trivia

  1. Blade was originally going to have more forms. These forms however, were scrapped right before Blade was finally published.
  2. Those said forms, followed by their multipliers, were supposed to be: Super, 15, Dark, 110, Hyper, 950, Chaos, 25,000, Slasher, 250,000, Godslayer, 50,000,000, and Climax, 750,000,000.
  3. Blade's Spiritual Unity actually could potentially allow him to bypass the usual restrictions that the Special Schools of Magic have. For example, even though Divine Magic is unique to his Aunt Xia, via Spiritual Unity, he could potentially learn how to use the school of magic like it was his own.

Feats

Strength

1. Lifted an entire universe up and maintained it's weight for 25+ minutes in his Base Form.

2. Blasted a planet-sized space station into the sun from Earth in less than 1.5 seconds.

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Speed

1. Walking speed alone can reach 25,000 times faster than light in his Base Form.

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Durability

1. Survived a multi-galaxy-busting laser like it was just a rock thrown at him.

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Intelligence

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Skill

1. Graduated from Elite Training when he was only 20-21 years old. (Considering that most can't even REACH elite training until they're in their mid-40's)

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Relationships

Ty- Father

Freya- Mother (Deceased)

Chrixie- Sister

Belial- Patriarchal Uncle

Xia- Patriarchal Aunt

Dawn- Patriarchal Aunt

Ashura- Patriarchal Uncle

Kara- Patriarchal Aunt

???- Patriarchal Uncle

???- Patriarchal Uncle

???- Patriarchal Aunt

Johnny- Patriarchal Uncle (Married to Xia by Blade's time)

Gold- Patriarchal Cousin (She's the cousin of his Father)

Prizor- Patriarchal Cousin (Married to Gold by Blade's time)

Eden- Patriarchal Cousin

Lance- Patriarchal Cousin

Squall- Patriarchal Cousin

Sercages- Father of Eden & Lance (Great-Uncle)

Laurette- Mother of Eden & Lance (Great-Aunt)

Unalessi- Patriarchal Cousin (Daughter of Xia & Johnny)

???- Patriarchal Grandfather

???- Patriarchal Grandmother

???- Matriarchal Uncle

???- Matriarchal Uncle (Missing In Action, his status is Presumed Dead)

???- Matriarchal Aunt

???- Matriarchal Grandfather

???- Matriarchal Grandmother

???- Girlfriend/Fiance (Only a rumor right now, might explain it later)