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  • Amelia Wil Tesla Saillune
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  • Tier: At least 8-A Name: Amelia Wil Tesla Saillune Gender: Female Age: 14-17 over the course of the meta-series Classification: Human sorceress and shrine maiden, Princess of Saillune Powers and Abilities: Superhuman strength, speed, agility, reflexes, endurance, durability, Magic, Healing, purification and Resurrection, Elemental Manipulation, Soul Manipulation, some Mind Manipulation capabilities, Flight, can amp her physical stats with spells, some martial arts proficiency, petrification, Forcefield Range: Several kilometers Standard Equipment: None Weaknesses: Can be naive
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  • Tier: At least 8-A Name: Amelia Wil Tesla Saillune Gender: Female Age: 14-17 over the course of the meta-series Classification: Human sorceress and shrine maiden, Princess of Saillune Powers and Abilities: Superhuman strength, speed, agility, reflexes, endurance, durability, Magic, Healing, purification and Resurrection, Elemental Manipulation, Soul Manipulation, some Mind Manipulation capabilities, Flight, can amp her physical stats with spells, some martial arts proficiency, petrification, Forcefield Attack Potency: At least Multi-City Block level with normal magic (once purified and dispelled an entire city's worth of souls) Striking Strength: Wall Class, using techniques such as Visfarank increases this to potentially CMulti-City Block Class (since it is capable of harming even Mazoku) Stamina: Superhuman (can run long distances and battle using high-level magic for a good amount of time without tiring) Range: Several kilometers Standard Equipment: None Intelligence: Fairly intelligent with knowledge of powerful magic, but she can be naive Weaknesses: Can be naive * -Astral Break (Japanese: 呪霊四王縛, Kanji translation: Spell Soul Four King Restrain, Romaji: asutoraru bureiku): A generic but powerful attack spell, Astral Break is one step above Elmekia Flame in power, being able to destroy a brass demon with one hit. Its incantation is also rather short, making the spell even more useful. * -Dislash (Japanese: 烈閃牙条, Kanji translation: Violent Flash Fang Streak, Romaji: disurasshu): Like most attack spells in astral shamanistic magic, this spell only affects the target's astral body. With it, the caster can shoot several bolts of light towards the enemy. Each looks similar to an Elmekia Lance, but in reality each of them can do astral damage equivalent to an Astral Break spell. * -Elmekia Flame (Japanese: 烈閃咆, Kanji translation: Violent Flash Roar, Romaji: erumekia fureimu): This spell is a significantly more powerful version of the Elmekia Lance, even the incantations are similar. However, this spell manifests itself as a pillar of light which engulfs the target, meaning that targeting the spell is easier. The astral damage caused by this spell is big enough for a human's mental component to be torn asunder. * -Elmekia Lance (Japanese: 烈閃槍, Kanji translation: Violent Flash Lance, Romaji: erumekia ransu): The weakest of the spells which solely affect astral targets, the lance of light created by this spell can knock an opponent out on a direct hit, but does not deliver serious astral damage, although the target's mental strength (and so his ability to concentrate on spells) might be weakened for a while. Elmekia Lance is significantly more lethal against mazoku, especially against low-ranking ones or lesser demons. * -Ra Tilt (Japanese: 崩霊裂, Kanji translation: Crumble Spirit Rend, Romaji: ra tiruto): Said to be the Dragon Slave's equal in power, the Ra Tilt is one of the most powerful shamanistic spells and is certainly the most useful one when fighting mazoku. Unlike Dragon Slave, this spell can only affect a single target, who is instantly engulfed in blue flames while his or her astral body is torn to pieces. Humans and low-ranking mazoku are destroyed on a direct hit, and even middle-ranking mazoku can be seriously damaged by it. * -Visfarank: Charges the caster's fists or feet with magical energy that can be used to hit an opponent. It is even capable of damaging Mazoku, meaning that it can damage souls. It is Amelia's original creation. * -Levitation (Japanese: 浮遊/浮揚, Kanji translation: Float Play Float Hoist, Romaji: rebitēshon): The caster may move in any direction or even stop and hover in mid-air, unlike Raywing, although at a slower speed. The spell manipulates the winds around the caster to achieve the desired effect. Maintaining the spell requires little concentration, making it possible to cast another spell while flying, although casting more difficult spells may still be risky. * -Raywing (Japanese: 翔封界, Kanji translation: Fly Seal World, Romaji: rei uingu): It gives the caster the ability to fly by creating a spherical shield of wind around him or her. The caster can carry other people, but since the speed, diameter, and the maximum altitude or weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is difficult to control and requires a lot of concentration, so other spells cannot be used at the same time; the caster can continue flying only as long as he concentrates. Still, Raywing allows faster travel than Levitation, and the wind barrier can also serve as a defensive shield against weaker attacks. * -Windy Shield (Japanese: 封気結界呪, Kanji translation: Seal Spirit Bind World Spell, Romaji: uindi shīrudo): It surrounds the caster with a (usually spherical, unlike Air Valm) barrier of wind which is much stronger than the one created by Raywing and defends the caster from all attacks. If the caster is standing on solid ground, the spell does not extend into it and he or she can still be attacked from below. * -Blast Ash: The caster makes a black void appear in a certain area, and anything alive or possessing an astral body is turned into ash. Inanimate objects such as the ground, buildings and equipment are not affected; the spell has an effect of a relatively large area, making this one of the few black magic spells which can be used in cramped alleys and town squares. * Shamanic Fire: * -Balus Wall (Japanese: 炎裂壁, Kanji translation: Flame Split Wall, Romaji: barusu uoru): This spell is effective against all attacks that use fire of some kind (fire shamanistic magic, a dragon's breath or normal fire, for example). Flames heading towards the caster would, instead of striking, be diverted to the left and right of the spellcaster (it has shown itself to be capable of blocking energy attacks also). * -Burst Flare (Japanese: 裂火球, Kanji translation: Rend Fire Ball, Romaji: bāsuto furea): A ball of light appears in the targeted area, and in the next instant the ball bursts, raising a tongue of blue-white flame. The flames can melt even a golem made of metal with ease. Against a human, not even the bones will remain. The spell can be used to counter its ice counterpart, Vice Freeze; if the two spells collide, they vanish with a loud explosion, leaving thick fog behind. * -Fireball (Japanese: 火炎球, Kanji translation: Fire Flame Ball, Romaji: faiā bōru): A ball of fire appears between the hands of the caster which can be thrown. The ball explodes upon contact, spreading flames. Caution is necessary when using this spell indoors or in forests because it affects a wide area. Being able to cast this spell is one of the criteria for a full-fledged mage. * -Flare arrow (Japanese: 炎の矢, Kanji translation: Flame Arrow, Romaji: furea arō): Two versions of the spell exist: The first one enables the caster to shoot an arrow of flame from a bow made of similar fire energy. The second one causes several arrows to appear in the air in front of the caster, and advance toward their target(s) immediately. In this case, the number of arrows depends on the skill of the caster and the amount of magic power put into the spell. * Shamanistic Water: * -Dark Mist (Japanese: 黒霧炎ダーク・ミスト, Kanji translation: Black Fog Flame, Romaji: dāku misuto) is a water shamanistic spell. The spell fills the area with a dense black fog, blocking vision completely. In the black fog, even magically created light is completely extinguished. Once cast, the spell does not require concentration, and the fog remains for a while even after the spellcaster stops concentrating. * -Demona Crystal: (Japanese: 霊氷陣デモナ・クリスタル , Kanji translation: Spirit Ice Ranks, Romaji: demona kurisutaru) The spell causes thick, cold fog to appear from the ground, and suddenly freeze anything within. Since the fog comes out of the ground, only battle-scarred veteran adventurers can dodge this spell. * -Vice Freeze: (Japanese: 氷魔轟ヴァイス・フリーズ , Kanji translation: Ice Demon Roar, Romaji: vaisu furīzu) is an offensive spell belonging to water shamanistic magic. It is the strongest known water spell a human can use without artificially enlarging their bucket capacity. The spell is the ice counterpart of Burst Flare. It causes a ball of ice to appear in the target area, which, upon bursting, covers its surroundings in ice. It can also be used to counter Burst Flare; if the two spells collide, they vanish with a loud explosion, leaving thick fog behind. * -Flow Break (Japanese: 崩魔陣, Kanji translation: Crumble Demon Ranks, Romaji: furou bureiku): The spell negates the effects of all spells within the area, except for white magic, as all other spells take their strength from the energy created by altering the natural flow of energy; this spell negates them by returning the flow of energy to normal. It can also be used to break magic barriers. * -Holy Bless (Japanese: 浄化結界, Kanji translation: Purify Change Bind World, Romaji: hōrī buresu): The spell banishes undead spirits. The area of effect is huge: One spell can affect even a small city. Holy Bless has no effect on living beings and drains the caster's pool capacity greatly. * -Lafas Seed (Japanese: 霊縛符ラファス・シード, Kanji translation: Spirit Bind Token, Romaji: rafasu shīdo, also known as Lafas Seed Shield) The spell can completely prevent a target from moving by entangling it with magical ropes. It is superior to Shadow Snap, as no specific counterspell exists, and the target cannot even use magic while affected. This spell requires no concentration to maintain and its effects last for a little less than an hour. * -Lighting (Japanese: 明り, Kanji translation: Light, Romaji: raitingu): The spell creates a ball of light which is about as bright as a street lamp. Normally the duration of this spell is 2-3 hours, but by shortening the duration the spell can be made brighter. A blinding flash of light, for example, can be made by decreasing the duration to a split-second. * -Megiddo Flare (Japanese: 浄化炎, Kanji translation: Purify Influence Flame, Romaji: megido furea): The spell purifies the target area; all undead within it take damage. It affects living beings as well, but differently: Megiddo Flare calms the subjects' mind, depleting their anger and hatred. * -Recovery (Japanese: 治癒, Kanji translation: Be at peace Healing, Romaji: rikabarī): The spell actually does not heal the target directly, but rather hastens his or her natural healing rate, which makes wounds close and disappear in a matter of minutes or seconds, depending on the seriousness of the injury. However, such a process is exhausting for the human body, and therefore casting Recovery on someone who is already weak because of injury or illness will do more harm than good; the recipient may very well die. Furthermore, the spell also affects any bacteria or viruses inside the target's body, so casting it on a diseased person may actually worsen the disease. * -Resurrection (Japanese: 復活, Kanji translation: Restore Living, Romaji: rizarekushon): This spell heals the wound(s) of a target by using energy drawn from nearby life forms. Resurrection doesn't have the drawback of Recovery, where only the recipient's own energy is utilized, creating a chance that a seriously wounded target might die from exhaustion. Someone who needs this spell will have to be healed with all possible speed. However, the spell is more complex and the casting time is longer, as compared to Recovery. * -Rune Breaker (Japanese: 破邪封呪, Romaji: rūn bureikā): By creating a ward in the shape of a pentagram, all magic within the pentagram is weakened. The strength of the spell does not depend on the skill of the caster, but instead depends on the size of the pentagram. The larger the ward, the weaker spells and other supernatural abilities become. Interestingly, if the ward is not strong enough to affect all spells, it affects the stronger ones first, while weaker magic remains unfazed. * -Sleeping (Japanese: 眠り, Kanji translation: Sleep, Romaji: surīpingu): As its name suggests, it makes creatures withing a certain area fall asleep. Those affected by this spell will stay asleep for about half a day, even if a dragon roars or a banshee screams nearby. * -Vas Grood (Japanese: 霊光壁, Kanji translation: Soul Light Wall, Romaji: vasu gurūdo): The spell creates a very small magical barrier which can be used just like a buckler. Aside of giving some protection against physical attacks, the shield is effective against most offensive magic as well. The incantation is rather short, which makes Vas Grood a valuable spell in battle. * -Pacifist Crush: A powerful punch that is even capable of harming Mazoku.