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The Magics of Earthland

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Trance

Trance is a magic that allows the caster to connect to other people. In a way it is similar to Maguilty Sense, which allows you to connect two people's senses, but instead of focusing on senses, it focuses on the connection in and of itself. Users of Trance can connect two people's emotions, sensory feelings, magics, and thoughts. This is a very... crude explanation, since each type of magic connects people in specific ways, and they always have to go through the caster themselves. This is a largely supportive magic, but also has offensive capabilities if used smartly.

Shengxiao

Shengxiao is quite similar to Celestial Spirit Magic, but is not the same. It is, instead the summoning of figures from the Chinese Zodiac. The biggest difference is that these spirits have no relation to celestial bodies, and instead of keys she uses oriental fans of different colors, each with the Chinese character for that animal, but no other pattern. They do not come out as humanoid figures, but as larger versions of the original animals. In order to summon one, one must open the fan and slice it once through the air, any direction is fine. The animals function rather similarly to Celestial Spirits, but appear less sentient and have more of a guardian spirit relationship with the user than having any direct contracts.

Coins Magic

This type of magic can best be described as a game of chance that nobody wants to be playing. There are many different kinds of coins, and each one is unique, carved with complex emblems on each side that cause different effects. These coins appear to be made of gold, and are impervious to all kinds of magic. Although there are many of them, they are extremely difficult to acquire, especially as each coin is one of a kind. Each coin has the ability to cause two effects, both of the same theme, though not identical. Such as summoning a giant lion versus summoning a giant bird, or a causing a controlled slice of wind versus a giant twist of it.


A very few types of coins have the same function and can be bought. They can be used to track people, some can be used as communications devices among those with the coins on them, and others can be used to warn the user that someone is in danger, much in the same way magic cards can be used. These coins have only one side and are the only ones for which this is the case. A very specific set of five are used for fortune-telling, though their accuracy is in no way guaranteed for people unused to reading them.

A majority of the coins, however, have a simple two-sided structure. When a coin is flipped and it hits a flat surface, the face facing up when it lands will cause a burst of an effect. While unpredictable even for the user, there are several advantages to using coin magic. Firstly, its unpredictable style makes it hard to prepare for or fight against. Secondly, it takes very little magical power to use. Thirdly, it is not limited to a specific element (much like cards magic, perfume magic, and ring magic), and fourthly - and this is the most important - while trapped within the area of influence of the coin, everyone is subject to the coins' rules. No exceptions. While it can be compared to cards magic in its ability to summon beings and elements, throwing it has no effect, one cannot trap individuals in it (though it is possible to immobilize them), and it further has the ability to affect a specific area and person - to form a barrier, nullify all magic within a certain area, cause someone to forget something, or suddenly appear to grow very old. It can also create illusions, or equip the user with some kind of weapon or armor. While straightforward summons and attacks can be avoided, avoiding an effect directed at one's person or at a specific area requires one to stop the coin from hitting a flat surface and thus nullify the spell. Nothing else will do.

One major drawback is that the coins are difficult to learn how to use as they look largely identical apart from the markings inscribed upon them. Its creations are also, much like other less specialized holder magics, rarely as strong as that wielded by sole users of the element. A summoned ice beast, for instance, will not be as strong as a beast created by an ice-make mage. It is difficult to say whether this is an advantage or a disadvantage, but the effect of each coin will only last as long as it stays where it fell. Meaning if you drop a coin on a table, and it promptly falls off the edge and onto the ground, the effect will last for only a brief flash of a moment. And if you don't want to lose your coins or leave them around, all of your spells will be extremely temporary. Using multiple coins at once is a huge risk, because that is a number of "possibilities" stacked on top of each other, but it is possible to combine effects by doing so. Dropping a wind-based coin, for instance, with a fire-based coin, may very likely give you an inferno-based attack. Furthermore, as little magic as it may seem to take to use the magic in these coins, using too many does eventually wear one out. The one thing you never want to hear from a coins magic user, is the patter of many different coins raining onto the ground, because that means that mage willing to do anything to win the fight, and neither party has any idea what's actually going to happen.

The Yakuma Eighteen War Gods Magic

1. Territory (land under control) – the user is able to conjure a kind of wave-like matter in the approximate shape of an ethereal sphere, which allows them to manipulate the space around any object or substance of their choice, allowing for great versatility. One can manipulate space as means of defense, offense, by means of forming heat and generating explosions, teleporting people and/or objects of their choice, and granting the user the ability to switch places with other people who are in close proximity. However, the greatest potential that this Magic offers lies in its trapping and damaging capacities; the caster has the option to imprison any living being of their choice inside their "space", and if the caster desires so, can sap their Magic Power away. In addition, the Magic can be used to summon a god-like entity that can cause a wide scale of destruction. This Magic is unusual in the sense that it's spells as well as their incantations are uttered in the language of Yakuma, which has been described as "ominous." Furthermore, on occasion a variety of hand signs are utilized before casting this Magic.

2. Contact (communication) – the user is able to conjure a kind of wave-like bubble of sound in the approximate shape of an ethereal sphere, which allows them to manipulate the sound within their hearing. One can manipulate sound as a means of defense and offense by means of vibrating molecules at such high speeds that the material bursts into flame, or disorienting them with loud noises or others’ voices, etc. However, its true potential is found in defeating multiple enemies at once. The more organized a force, the easier it is to control it with sounds, imitating command patterns and voices. It is one of the more subtle of the War God powers, but is nonetheless extremely useful. It’s greatest drawback, however, is that only one who is blind from a very young age can use this power. As with all the War God magics, it can be used to summon a god-like entity that has an inordinate amount of power over this element, and uses enchantments in the language of the ancient Yakuma tribe. The god-like entity is the most cooperative for contact, as it is the only category for which the being has more than one potential use. It also allows the user to understand and utilize all forms of language.

3. Recon (intelligence) – the user is able to conjure a kind of wave-like bubble though of what is unknown, which allows them to manipulate what people know. Although all of the Magics of the Yakuma Eighteen War Gods are dangerous, this is one of the two most powerful of them, comparable only to Command. It is also one of the three most quietly manipulative, along with Morale and Allegiance. This is the ability to control what other people know. As long as you are within the user’s field of influence, your understanding of the world around you becomes completely under the user’s control. It is not flashy, it does not create explosions, it is in no way physical, but it is precisely this quality that makes it all the more fearsome. There is no way to fight it, slam through it. You can’t simply use brute force against a power like this. Thankfully, like all of these magics, it is nearly impossible to control except with much practice, some abuse, and exceptional natural magic talent. Its greatest potential is in trapping the victim in a severely warped reality that saps their sanity. Just like the others, it can be used to summon a god-like entity that can spread this ability and turn it into madness on a large scale.

4. Command (competent command and discipline) – the user is able to conjure a kind of wave-like bubble of matter though of what is unknown, which allows them to manipulate others’ will. By leaps and bounds it is the most powerful of all of the War Gods magics. While it does not have jurisdiction over things such as loyalty and intelligence, its ability to steal one’s free will makes it the most dangerous of them all. This is not like human subordination magic, which forces other people’s bodies to move against their desires, it forces other people’s desires in and of themselves to change. Perhaps its only drawback is that the user has not a variety of spells under their control. Almost all magics, War Gods or not, has at least three different subset of spells that can be used to specifically control their abilities. Command is unique in its limitations. Users with control over Command have one specialty – the ability to make others want what they want them to want. The god-like being that can be summoned simply expands the range of this power and the difficulty of throwing it off. Just as it is the most powerful, however, it is also the most difficult to control at even a rudimentary level. Those few who can come to master it, usually cannot succeed until they are very old, and of those, even fewer can waste time learning to control other kinds of magics.

5. Terrain (physical obstacles from nature w/weather) – the user is able to conjure up a kind of wave-like bubble of matter though of what is unknown, which allows them to manipulate the topography and weather to their liking. This is not the same thing as Terrain Effect magic, as it has no control over gravity or light or basically anything that isn’t actually related to the weather or direct topography. It is, however, much more versatile than the other magic, as more specificity is given to the user, such as creating a freezing wind but a ground with burning sand, or subjecting two people standing next to each other with complete opposite environments. It also can change things Terrain Effect cannot, such as causing a mountain to burst out of the ground and change elevation, or real storm clouds to gather and form even underground. This magic is extremely versatile, but not for the weak of imagination. It is best utilized by those with quick minds and keen skills of observation, since every spirit, magic, and even human being has different capabilities and preferences in the face of weather and terrain. Those who do not can still be powerful and feared, but will be abusing and belittling the true power of the magic all the same. As with the other War Gods magics, a god-like entity can be summoned with a certain incantation, and this entity not only expands range, like many of the others do, but causes the terrain to change unpredictably and dramatically throughout this entire range, which is usually quite chaotic and just as dramatic as Territory’s explosion.

6. Numbers – the user is able to conjure up a kind of wave-like bubble of matter around their hands, though of what is unknown. While generally considered one of the weakest of the Yakuma 18 War Gods magic, it nonetheless has its own perks. It is unable to produce anything on its own, it is, in a way, math magic. It can multiply anything… or delete anything. It can control the numbers of anything except for human beings themselves, unless the user has their express permission. It’s the most effective as a method of support and defense, but can be used offensively as well, as long as the user has the physical ability to back it up. As with all the War God magics, it can be used to summon a god-like entity that has the power to cause the numbers of things to fluctuate rapidly, and always to the user’s advantage. While those with Yakuma magic have the ability to control anything within their specific field and field of influence, the god-like entity can extend their range and abilities a great deal, though it still requires a chant and certain hand signals, as well as a significant amount of personal magic.

7. Allegiance (loyalty of the troops) – the user is able to conjure up a little ball of swirling matter around their hands, though who knows of what. Along with Recon and Morale, it is one of the most subtle of the magics. Similar to Command, it does not manifest itself physically, but in a forceful change of a person’s psyche. Rather than will, however, it causes the person’s allegiance, their loyalty to a certain group or master, to shift. It is not as rigid a magic as Command, but is rather low on versatility, and almost equally hard to master. It is the most devastating to those with particularly strong bonds of loyalty. The god-like being it summons has the power to rob everyone within the area of their loyalties to anyone and anything else, breaking down the order and structure formed by relationships until its effects fade. Perhaps the only people able to stay calm in these situations are those who have lost all allegiances to begin with, and these people are few and far between.

8. Technologia – the user is able to conjure up an amorphous, orb-like mass around their hands of what appears to be binary notation. It allows the user control over any piece of technology in the area, the more advanced, the better. There are three main subsets of spells: forcing the technology not to work, forcing it to work, or actually transporting it spatially. While many of the magics of Fiore render high technology useless, the versatility of the magic takes advantage of the technology of the common people, and many of the tools that people create or require for their magic, in some cases allowing them to control other magics altogether, a capability which is perhaps its greatest strength. And I don’t think it needs be said that there is, of course, a god summoning included with the right incantation and magic levels.

9. Resource (supplies) -

10. Morale

11. Assist (support)

12. Attack (shock power)

13. Defense (staying power)

14. Speed (response time, mobility, maneuverability, adaptability)

15. Fortune (luck)

16. Restoration (rebuilding process)

17. Connect (how these elements combine properly)

18. Blight (disease) (sub-magic of this will be “death” wherein the user can sacrifice their life to do something?)

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