u/yourGodlylead

Question About Asta’s “Spells”

Something I was wondering is whether the attacks Asta creates are actually recorded as spells in his Grimoire, or if he basically is just doing the equivalent of saying Strong Cut and applying his Anti Magic in a variety of ways.

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u/yourGodlylead — 20 hours ago

Voltage Manifestation

The user of Voltage Manifestation generates and manipulates cursed lightning into physical constructs that exist as solid manifestations of condensed electricity. These creations retain the natural speed and violent energy of real lightning while possessing the durability and weight of hardened metal. Weapons formed through this technique strike almost instantly, carrying enough force to tear through defenses, crush reinforced structures, and overwhelm opponents before they can properly react. Unlike normal electricity that disperses after impact, the cursed lightning remains stable, allowing the user to freely shape it into blades, spears, chains, shields, or enormous structures designed purely for combat.

The technique excels in relentless pressure and overwhelming speed. Constructs can be created and launched in rapid succession, turning the battlefield into a storm of high velocity attacks that are both physically destructive and electrically lethal. The metal like density of the lightning also allows the user to clash directly with weapons and techniques without the constructs immediately breaking apart. As the user’s mastery grows, they may learn to create larger scale manifestations such as giant beasts, rotating storms of weaponry, or massive pillars of cursed lightning capable of devastating entire sections of the battlefield in a single strike.

Domain Expansion: Ionized Dominion

Ionized Dominion manifests as a colossal modernized cell tower ascending endlessly into a sky consumed by rotating storm clouds and constant flashes of lightning. Suspended within the center of the structure is an enormous boxing ring held in place by massive steel cables, reinforced support beams, and rotating mechanical frameworks lined with glowing electrical conduits. The tower combines sleek industrial technology with heavy steampunk design, blending polished metal surfaces, turbine mechanisms, exposed gears, and enormous power conductors into a single overwhelming structure.

The domain’s guaranteed hit manifests through swarms of steampunk styled Shikigami modeled after birds of prey. These creatures resemble mechanical eagles, hawks, falcons, vultures, and owls constructed from jagged steel plating, exposed gears, turbine wings, and glowing electrical cores. They possess no special abilities or intelligence beyond their purpose as relentless killing constructs. The moment they are summoned, they instantly manifest directly around the opponent before violently attacking, making conventional guarding or defensive positioning nearly useless against them.

The user can generate these predatory Shikigami endlessly, overwhelming opponents beneath constant waves of razor sharp wings, piercing talons, and explosive impacts of condensed cursed lightning. Smaller birds attack in massive swarms to shred targets apart while larger manifestations dive through the battlefield like living missiles capable of crushing entire sections of the arena. Combined with the violent electrical atmosphere of the domain, every strike carries both immense physical force and the destructive power of cursed lightning.

Maximum Technique: Thunder Cage

This Maximum Technique forms a massive construct of lightning pillars, forming a barrier that traps opponents inside an electrified battlefield.

u/yourGodlylead — 1 day ago

How I Think Geto Would be as a Teacher

Now, in this hypothetical universe for Jujutsu Kaisen where Geto stayed on the side of the good guys and works as a teacher at the Tokyo Jujutsu School, I want to discuss what I think could’ve potentially happened.

I think Geto would mostly use curses that are stronger than his students so they could gradually get used to fighting opponents above their level, while also making sure they do not become cocky from performing well on missions. He would probably see overwhelming battles as the fastest way to force growth, since easy fights would only make them complacent and limit their development as sorcerers.

I also think Geto would believe it is better for his students to get used to fighting uphill battles with little hope rather than deluding themselves and getting killed because they overestimated their abilities. He would likely force them to deal with multiple opponents at once instead of relying on straightforward one on one fights, helping them adapt to curses that use swarming tactics.

That kind of training would teach his students how to divide their attention between multiple opponents, manage exhaustion when they do not know when the fighting will end, and react to chaotic situations where they cannot predict everything that might happen. I think learning how to stay calm in all the situations they will inevitably face as jujutsu sorcerers would be one of Geto’s top priorities.

At the same time, I think Geto would still make sure the training takes place in a relatively safe and controlled environment where he can push them to their limits without genuinely putting their lives at risk.

u/yourGodlylead — 2 days ago

A Possible Way to Fix Weiss’ Semblance

This is an alternative take on Weiss’ semblance that I think can works better that what we got aswell making it entirely centered around summoning Grimm, something which Rooster Teeth seem to have a strong preference for. At the same time, it would turn her into an aggressive close range fighter who battles alongside her summons instead of standing in the back while having a semblance with seemingly no limits to its variety of powers.

The biggest problem I feel with Weiss’ canon semblance is that it does everything simultaneously. Weiss’ Glyphs can cover mobility, barriers, elemental attacks, gravity manipulation, time dilation, support utility, and summoning, which makes the ability feel bloated and disconnected. I feel like narrowing the semblance down to just summoning can give Weiss a much stronger identity as a character while still leaving room for the versatility her original semblance is known for through creativity and skill.

In this version, Weiss can summon any Grimm she personally kills, but the strength and completeness of the summon depends entirely on her strength and aura control. At the start of the series, she can only fully summon weaker Grimm like Beowulfs. Anything stronger than that is difficult for her to stabilize at her current level, so she relies on manifesting isolated body parts from proportionally stronger Grimm instead.

She might, for example, summon the claws of an Ursa to reinforce a strike similar to brass knuckles, use a Nevermore’s wing to sharply redirect her movement in combat, or use the tail of a Death Stalker to create attacks from unblockable angles. These partial summons are brief and are woven directly into her swordplay rather than functioning as separate monsters that are doing the fighting for her. This, in my opinion, creates a much more fluid and memorable fighting style

With this, Weiss can consistently fight in close quarters while Grimm parts emerge around her to pressure opponents. Instead of summoning a giant Grimm and standing still, she uses partial summons to create openings, interrupt attacks, control positioning, and overwhelm enemies through precision and coordination. At the same time, her full summons act as mobile partners that give both her and team RWBY extra hands in battle.

In this version, by the middle of the series Weiss begins gaining access to weaker alpha class Grimm such as Boarbatusks and Beowulfs while also being able to fully summon mid tier Grimm like Beringels. At the same time, she becomes capable of manifesting body parts from genuinely high tier Grimm, though she still cannot manifest their full forms. This is where her fighting style really ramps up because she can begin layering complex battle plans with increasingly powerful summons, making her a significantly more dangerous threat.

Instead of Dust awkwardly interacting with her semblance, Weiss can simply channel Dust directly through her summons. A Beowolf’s claw can be infused with Ice Dust to give a target frostbite on impact, while a Nevermore wing enhanced with Wind Dust could release powerful gusts during movement. This keeps Dust important to her semblance without bloating the ability itself into a multitude of disconnected powers.

Finally, by the endgame Weiss reaches the point where she can fully summon every Grimm she has conquered, but the real limitation becomes aura management rather than control based restrictions. I think she develops two primary combat approaches. The first method involves swarm tactics, where she summons large numbers of low tier Grimm to overwhelm her enemies through relentless numbers and battlefield domination.

The second approach is more refined, with Weiss instead concentrating her aura into only a few high tier Grimm that she can control with far greater precision and coordination. Rather than throwing out waves of giant monsters, the stronger summons move in perfect synchronization with Weiss herself along with her swordplay and positioning.

At least for me, this version of Weiss feels far more cohesive power wise because every aspect of her combat style revolves around one centralized concept. Instead of having a semblance that seemingly evolves new powers and then drops them whenever the story demands it, her growth comes from mastering the same core ability at increasingly advanced levels.

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u/yourGodlylead — 2 days ago

How does Spirit Magic Work?

So I understand that the Spirits themselves provide a mana boost, but how does that affect Spirit Magic specifically?

Does that mean for example Yuno wouldn’t have been able to use any of his Spirit Magic spells if he had never gotten Sylph, or would the spells still be possible to create and use, just extremely expensive in terms of mana consumption?

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u/yourGodlylead — 2 days ago

About the Potential of Maximum Techniques

Could there theoretically be multiple Maximum Techniques for one cursed technique?

After all, a Maximum Technique is supposed to represent taking your cursed technique to its absolute limit outside of your domain, but for a really versatile technique, there could be multiple theoretical ways to reach that limit depending on the application.

For instance, one Maximum Technique could focus entirely on raw destructive ability, while another could push the technique’s utility or complexity to the extreme instead.

I honestly think it would make a certain amount of sense for cursed techniques to have more than one possible Maximum Technique rather than it being a single fixed move.

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u/yourGodlylead — 3 days ago

About Asta’s Hypothetical Children

So how would magic inheritance work for Asta’s children? Would they inherit all of their magic from the mother, or would it be some kind of mix between the mother’s attributes and whatever magical traits Asta’s bloodline carries from his own parents, like his mom’s sealing related magic?

For example, if Asta had a kid with Noelle, would the child just inherit her Water Magic, or would it potentially mix with whatever latent magical attributes Asta’s side of the family possesses?

It’s interesting for me to think about personally especially since Asta himself doesn’t have magic, but his lineage still theoretically carries magical traits that simply never manifested in him.

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u/yourGodlylead — 3 days ago

If you could play Yggdrasil

If a game similar to Yggdrasil were created, what heteromorph race would you choose to be? Try to keep it to races that are canonically confirmed to exist or from DnD if it’s not mentioned since Overlord pulls heavily from it.

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u/yourGodlylead — 3 days ago

When Geto Uses Cursed Spirit Manipulation

Do you think Geto has to swallow his curses after using his technique on them within a certain timeframe before they disappear, get exorcised, or become unusable in some way? Or do you think he can just keep them stored indefinitely and take as long as he wants before consuming them? I’ve been wondering if there’s some possible time limit or condition tied to how his technique works, or if it’s more that he just doesn’t want to waste time adding a weapon to his arsenal.

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u/yourGodlylead — 3 days ago

About The Ty Simpson Draft Pick

I genuinely don’t get why some people are saying this is a bad pick. The Rams get their potential QB of the future, and Ty Simpson gets to sit behind the reigning MVP Matt Stafford, who’s most likely retiring within the next few years anyway. He also gets a top tier coach in Sean McVay, as well as one of the best young receivers in Puka Nacua.

It honestly seems like a pretty ideal situation for a young quarterback to develop in.

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u/yourGodlylead — 3 days ago

[discussion]Do Imaginary Creatures Qualify for Takeover Magic

Just as a heads up I haven’t read 100 year quest. I’m fine with spoilers though.

So what happens if there’s a magic that is able to make imaginary creatures that fit the category of the takeover mage like beasts for Elfman, demons for Mira, and so on? Would they be able to use takeover magic on them, or would them being artificial creations make their magic treat them as not being part of their category of takeover?

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u/yourGodlylead — 3 days ago

Yuta’s Post Canon Weapons

I have a bunch of cursed tool ideas that I’ll never be using, so rather than just deleting them, I’ll dump them onto Yuta and say he got them post canon.

Ashen: An ash gray Yumi bow carved from cursed wood. Its cursed technique causes every arrow fired from it to ignite into black flames the instant it leaves the bowstring.

Grave Bell: A rusted Tibetan ritual handbell wrapped in burial cloth. Its cursed technique releases a violent shockwave of cursed energy every time it rings, rupturing the bodies of weaker curses nearby.

Storm Splitter: A silver Chinese qiang spear with a tattered white banner tied beneath the blade. Its cursed technique surrounds the spear with violent wind, allowing its thrusts to carve through enemies and barriers.

Vikings Festival: An oversized Danish battle axe stained with dried blood. Its cursed technique causes the weapon to grow sharper and physically heavier the more blood is spilled around it.

Dragon Bone Cleaver: A massive Chinese zhanmadao forged from sorcerer bones. Its cursed technique causes the blade to grow hotter with every swing until it glows red like molten metal.

Pilgrim’s Staff: A worn Japanese monk’s staff covered in prayer carvings. Its cursed technique nullifies pain within the wielder’s body, allowing them to continue fighting through fatal injuries.

Oath Drinker: A dark iron German executioner’s sword wrapped in chains engraved with ancient runes. Its cursed technique causes it to deal greater damage to opponents based on how many Binding Vows they are currently under.

Disillusioned: A heavy Russian entrenching shovel made from blackened steel. Its cursed technique causes it to grow stronger when used against humans instead of curses.

Trail of Tears: A soot black Japanese kunai wrapped in funeral cloth. Its cursed technique leaves behind faint trails of cursed energy that make tracking wounded targets easier.

Barrier Killer: A dark Japanese nagamaki with black cloth wrapped around the handle. Its cursed technique slowly tears apart barriers after repeated strikes against the same spot.

Blades of Brotherhood: A crimson Japanese daisho set carried at the waist together. Its cursed technique lets the user instantly swap the positions of the two blades after throwing one of them.

Shoguns Wrath: A massive Japanese ono axe with gold lined cracks across the head. Its cursed technique causes explosions of cursed energy whenever the axe strikes the ground.

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u/yourGodlylead — 3 days ago

Questions about Key Magic

Does Key Magic let you keep the spells you steal from Grimoires even if the person you stole them from dies? Also do you get the individual spells or the mage’s attribute itself? Because Conrad never really used complex applications of most of the magics he stole and mostly just fired blast attacks with them, so if he does get the attributes themselves, do you think it’s because training hundreds of different magics to a high level just is not worth the effort when he can simply overwhelm opponents with raw power instead?

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u/yourGodlylead — 3 days ago

[discussion] About Mira’s Satan Soul

It seems like whenever Mira transforms into one of her demon forms, she gains access to spells and abilities that she normally cannot use in her base form. My question is how exactly does this work? Are the spells essentially downloaded into her mind while the takeover is active and then removed once she returns to normal, or is it more like the instincts and combat knowledge of the demon itself subconsciously guiding her and forming the spells for her while transformed?

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u/yourGodlylead — 4 days ago

Iron Sand Manipulation

Iron Sand Manipulation allows the user to generate, manipulate, and control iron sand through cursed energy. Rather than directly creating weapons themselves, the user controls massive quantities of microscopic iron particles with good precision, shaping them into whatever form best suits the current fight. The iron sand can also flow like a liquid and disperse like smoke. Iron Sand is also capable of compressing into structures that are harder than steel depending on the user’s cursed energy output.

Because the sand is made of countless individual particles moving simultaneously, constructs formed through the technique constantly shift and reform in real time, making them difficult to predict or destroy completely. Even if a weapon is shattered, it immediately collapses back into loose iron sand before reforming elsewhere.

The technique is highly versatile and specializes in overwhelming pressure through volume and adaptability. The user can create bladed weapons, rotating drills, restraining chains, shields, or even full on body armor formed from densely compacted iron sand and further reinforcing it with cursed energy. Furthermore, by dispersing the particles throughout the battlefield, the user effectively turns the environment itself into a weapon, allowing sneak attacks to emerge from any direction without warning. Swarms of iron sand are able to tear apart targets through continuous abrasion, blind opponents by going into their eyes, and even cling to their bodies to restrict blood flow over time.

Skilled users can even manipulate the magnetic attraction between particles to create floating platforms, suspended weapon formations, or spiraling storms of iron sand that pursue targets relentlessly across the battlefield.

However the technique’s greatest weakness is the immense concentration required to control large amounts of iron sand at once. If the user is distracted, overwhelmed, or pressured by multiple fast attacks, their constructs can lose cohesion or become slower and less precise. The technique also becomes far stronger over time as more iron sand is created and than spread across the battlefield, meaning aggressive close range fighters can exploit the early stages of combat before the user fully establishes control over the area.

Additionally, while the iron sand is extremely effective against physical opponents and techniques, it struggles more against techniques that target the mind, soul, perception, or space directly. Large scale attacks capable of violently dispersing the iron sand can temporarily disrupt the user’s control, and overusing the technique risks exhausting the user’s cursed energy and causing them to lose synchronization with their iron sand entirely.

Domain Expansion: Crucible of the Iron God

The domain manifests as the interior of an enormous volcanic crater resembling a divine forge buried deep beneath the earth. Rivers of magma flow endlessly through the terrain, but mixed within the molten rock are massive quantities of iron sand suspended throughout the lava like black metallic ash. The ground constantly shifts from hardened obsidian to unstable volcanic stone while the air burns with suffocating heat and drifting clouds of glowing iron particles. Eruptions periodically burst from the crater walls, spraying molten iron sand across the battlefield and causing the entire domain to feel less like a natural volcano and more like an enormous furnace created to melt and forge weapons for a god.

Within the domain, the user control over iron sand becomes truly absolute. With the molten iron sand flowing throughout the environment acts as the sure hit effect, allowing the user to manipulate every molten stream as unavoidably accurate once a target enters the domain.

Furthermore, rather than simply firing projectiles, the molten iron sand relentlessly pursues opponents from every possible direction which erupt from the magma flow, forming massive waves, or instantly solidifying into molten blades, restraints, and crushing constructs upon contact.

Even defending against one attack only leaves fragments of superheated iron sand attached to the target, allowing further attacks to emerge directly from the particles clinging to their already boiling body. The battlefield itself becomes a living furnace with metric tons of molten iron being manipulated in all sorts of cruel ways to create the most painful death possible.

u/yourGodlylead — 4 days ago

Twin Executioners

The user commands a pair of humanoid shikigami that fight in perfect synchronization, moving with such unnatural coordination that it feels as though they share a single mind. Every movement, attack, feint, and reposition is performed with complete awareness of the other, allowing them to overwhelm opponents from multiple angles at once.

The longer both shikigami remain active together, the more refined their coordination becomes. Their timing gradually evolves from simple teamwork into something impossible to predict, with attacks chaining together seamlessly and openings disappearing faster and faster as the battle continues.

The two shikigami also embody different stages of an execution ritual. One prepares the condemned for death while the other carries out the sentence itself.

The Warden

The Warden does not specialize in raw offense. Instead, its purpose is to weaken, restrain, and prepare the target for the execution.

Anything struck by The Warden becomes progressively “prepared” for death. Its cursed energy interferes with movement and rhythm rather than causing direct damage. A light hit will cause slight delays to the target’s reactions or even make their footing feel uneven, while repeated strikes gradually make their body feel heavy and unresponsive. The sensation is similar to invisible chains tightening around the body with every successful attack.

The Warden can also mark opponents with ceremonial seals formed from cursed energy. These marks act like preparations for execution, allowing the second shikigami to track the target more easily and strike with greater lethality. As the marks continue to accumulate, the opponent becomes easier to corner and predict.

Also despite having a support oriented role, The Warden is extremely dangerous in close combat because of its precision. It constantly positions enemies exactly where its partner wants them to be, redirecting attacks and limiting escape routes with frightening efficiency.

The Headsman

The Headsman is the executioner himself. Headsman specializes in decisive finishing blows, with attacks that grow more destructive against opponents who have already been “prepared” by The Warden. Marks placed by its partner create weak spots in the cursed energy reinforcement, allowing The Headsman to strike with terrifying precision and force.

Whenever The Headsman attacks a marked target, the blow feels unnaturally difficult to defend against. Guards become unstable, cursed energy reinforcement weakens at the point of impact, and dodging becomes harder as if the attack has already been predetermined. The more prepared the opponent becomes, the more The Headsman begins to resemble an unavoidable sentence rather than a normal combatant.

Its fighting style is brutal but disciplined. Rather than attacking recklessly, it waits for exact moments created by The Warden before delivering devastating attacks intended to end the fight immediately.

Together, the two shikigami become exponentially more dangerous over time. The Warden slowly removes the opponent’s freedom while The Headsman capitalizes on every restriction created. Early in a battle, they may simply appear coordinated. After prolonged combat, however, fighting them begins to feel like participating in an inevitable execution ritual where every action the opponent takes only pushes them closer toward their assigned death.

Domain Expansion: Palace of Public Execution

The domain manifests as an enormous royal palace constructed blending with hallways leading to secret chambers combining overwhelming luxury and foreboding dread. Towering marble pillars, velvet banners, golden chandeliers, and massive cathedral like windows create the appearance of extravagant nobility, as though the domain was built to host royalty and public celebrations. At first glance, the palace almost appears beautiful, with orchestras echoing through the halls and crowds of stereotypical nobles watching silently from the balconies above.

However, the deeper one travels into the palace, the more the elegance begins to rot away. The domain constantly restructures itself, shifting corridors, staircases, gates, and ceremonial halls in order to funnel everyone toward the scaffolds located at the execution grounds. But escape routes never truly lead outward. Every hallway eventually circles deeper into the palace, guiding opponents further into increasingly horrifying chambers no matter how desperately they attempt to flee.

As the chambers progress inward, the atmosphere becomes progressively more psychotic and inhuman. The luxurious royal aesthetic slowly gives way to scenes resembling ancient torture dungeons, plague wards, execution chambers, and experimental prisons. The palace contains instruments inspired by every era of punishment imaginable, blending medieval brutality, ancient execution rituals, industrial cruelty, modern chemical warfare, and grotesque fictional devices that seem born directly from evil itself.

Both the user and their opponent are free to utilize the countless weapons and torture instruments scattered throughout the domain. Easily accessible tools include things such as barbed branding irons capable of burning through flesh and cursed energy, compressed mustard gas injectors hidden within other experimental medical equipment, disease ridden throwing daggers preserved in plague chambers, execution axes mounted upon display walls, hooked chains hanging from cathedral ceilings, and countless other improvised weapons scattered throughout the environment.

Beyond the conventional tools lies the palace’s true horror: the deeper chambers contain monstrous torture instruments that feel less manmade and more infernal in origin. Devices built from cursed energy shift and operate on their own, filling entire rooms with mechanisms designed solely around suffering, humiliation, and execution. Many appear impossible to understand at first glance, resembling a mix between surgical equipment, execution devices, and religious punishment rituals.

Despite the domain’s terrifying appearance, its sure hit effect is actually nonlethal and functions more like an old style domain expansion centered around overwhelming environmental advantage and imposed conditions rather than unavoidable attacks themselves. The domain itself manipulates your positioning constantly, subtly guiding combatants through rearranging architecture and psychological pressure. Staircases collapse into lower chambers, gates seal at perfect moments, hallways twist unexpectedly, and ceremonial pathways narrow specifically to corner opponents or separate them from advantageous positions.

The domain does not directly execute its intruders. Instead, it creates the overwhelming sensation that everyone trapped inside has already been sentenced, with the palace slowly forcing them through the stages of an execution ritual. Every retreat leads deeper inward, every failed escape tightens the domain’s control, and every chamber feels designed to mentally erode you before you can ever reach the scaffold waiting at the center of the palace courtyard.

(Also quick side note I personally wanted to try out leaving stuff up to the imagination with the torture chambers just given general descriptions, and nothing specific. Which will hopefully allow you to come up with all of that horrible stuff on your own. Which will almost certainly be better than what my basic horror knowledge can come up with.)

u/yourGodlylead — 4 days ago

Trigger Finger Testament

The user carries a 6 shot revolver created through his technique that can shoot between 6 cursed bullets engraved with different death names, and each shot applies a supernatural effect.

Requiem- Bullet weakens one sense for the fight. If it again another sense is weakened and the one weakened first is sealed.

Eulogy- Bullet temporarily amplifies the pain the opponent receives. If hit again the wounds will get the pain amplification and be worsened.

Vigil-Bullet causes the target’s senses to remain overstimulated, making it difficult to focus during combat. A second bullet causes the target to loose sense of reality up can be right can be forwards and so on.

Shroud-Bullet makes it difficult for the enemy to perceive the user. If hit again the user is completely invisible to the opponent even if you’re in front of their face.

Burial- Bullet increases the gravity on the opponent making it hard to move. If hit again they are completely immobilized.
Interment

One of the primary weaknesses of this technique is that the user is incapable of identifying which cursed bullet has been loaded into the revolver. Even after firing, the bullet appears completely ordinary to them, as if it were nothing more than a standard brass cartridge. The engraved death names and cursed properties are effectively hidden from the user’s own perception, meaning they can never intentionally choose or confirm which effect they are about to fire.

Because of this restriction, the technique is heavily dependent on chance and adaptation during combat. The user cannot reliably plan around specific bullets or guarantee access to certain effects at the right moment. In an extreme case, they may go an entire fight without ever receiving a crucial round, potentially drawing only the same few bullets repeatedly while others never appear at all. This unpredictability forces the user to constantly improvise and prevents the technique from becoming overly consistent or controllable despite the power of its effects.

Domain Expansion: Full House Funeral

The domain manifests as a massive supernatural gambling hall modeled after an old American Midwest saloon. Warm lantern light hangs over polished wooden floors and large card tables while the sounds of shuffling cards, spinning revolver chambers, distant piano melodies, and heavy boots echo throughout the space. At the center of the domain sits an enormous poker table beneath a single hanging light, surrounded by poker chips, playing cards, and scattered shell casings from countless past games.

Lining the walls are countless spectators known as the Degenerate Gamblers, a loud audience filled with the corpses of cowboy era gamblers, gunslingers, undertakers, and outlaws. Some sit motionless at poker tables while others lean against the bar with cards in their rotting hands their attention always fixed on the fight unfolding before them. Though they rarely move, every small reaction from the opponent causes the entire saloon to respond. Fear, hesitation, confusion, panic, and even uncertainty immediately excite the audience, provoking jeers, mocking laughter, and the sound of poker chips stacking higher.

The sure hit effect of Full House Funeral is centered around supernatural gambling and psychological pressure. Whenever the opponent visible displays doubt or emotional instability, the Degenerate Gamblers begin “betting” against them. Each wager strips away portions of the opponent’s cursed energy, gradually weakening their cursed technique, physical abilities, and control over cursed energy. At first the effect is subtle, but as more negative emotions accumulate, the audience grows louder and more active, exponentially deteriorating the opponent’s cursed energy.

Thus, within the domain, confidence itself becomes a shield needed to survive. Opponents who remain calm can resist the saloon’s influence, but once even a hint of panic begins to set in, the domain begins stacking the odds against them. Every missed attack, every near gunshot, and every moment of disorientation caused by Trigger Finger Testament feeds the spectators further, making it feel as though the entire saloon is watching and waiting for the opponent to fold under pressure.

u/yourGodlylead — 4 days ago

Grave Bound Herd

This technique is used by a cursed spirit born from the suffering, fear, and resentment of farm animals raised in factory farms. This cursed spirit embodies the terror animals experience from being confined, branded and butchered by humans. Because of this, its abilities are heavily centered around psychological torment, overwhelming fear, and turning the image of livestock into something terrifying and vengeful.

Grave Bound Herd has the ability to create skeletal shikigami in the form of farm animals such as cows, pigs, and chickens. These shikigami gradually weaken a target’s mental state by inducing panic, fear, paranoia, indecisiveness, and emotional exhaustion. The effects continuously intensify as the battle drags on, making it increasingly difficult for opponents to stay calm, think clearly, maintain their resolve, or properly react during combat.

Each animal shikigami also possesses its own unique abilities.

The skeletal cows act as the heavy artillery of the technique, firing condensed masses of cursed energy from their mouths that detonate on impact with explosive force comparable to a bazooka. Their blasts create large shockwaves capable of destroying terrain, breaking through defensive reinforcement, and forcing opponents to constantly stay on the move. Despite their size, the cows can also charge at high speed, using their skeletal horns and massive bodies to overwhelm enemies in close quarters.

The skeletal pigs specialize in devouring cursed energy itself. By biting into a target or directly consuming cursed energy attacks, they are capable of gradually eating through cursed techniques, barriers, reinforcement, and even lingering cursed energy constructs. The more cursed energy the pigs consume, the more aggressive and durable they become, making them especially dangerous in prolonged battles against sorcerers who spend a lot of cursed energy on their techniques.

The chickens are the fastest and aggressive shikigami in the herd. Their claws and beaks possess sharpness comparable to special grade cursed tools, allowing them to slice through sorcerers and cursed spirits alike. Their style of combat is moving in frantic swarms and attacking unpredictably from multiple angles, constantly pressuring opponents and making it difficult to focus. Even minor wounds inflicted by them can quickly become dangerous as the target’s growing fear and paranoia slowly wear down their composure during battle.

Domain Expansion: Benediction of the Slaughtered

The domain manifests as a massive industrial slaughterhouse fused with medieval torture chambers. Rusted conveyor belts endlessly drag mutilated carcasses through the facility while hooks sway from the ceiling above pools of blood and mountains of bones. The sound of screaming livestock, grinding machinery, ringing bells, and distant metal chains constantly echoes throughout the domain, making it impossible to find silence or composure.

The sure hit effect forces the target to experience overwhelming waves of negative emotion in violent intervals lasting anywhere from five to ten seconds at a time. During each interval, the victim is simultaneously flooded with extreme fear, paranoia, anxiety, dread, panic, helplessness, despair, and mental exhaustion at maximum intensity. The effect resembles a complete psychological assault rather than a simple illusion, as the domain directly attacks the opponent’s mind and nervous system with the accumulated suffering and terror that the cursed spirit was born from.

The intervals occur unpredictably, preventing the target from mentally preparing for the next wave. Even the brief moments between assaults offers no relief, as the atmosphere of the domain itself constantly pressures the victim with lingering fear and unease. After enduring only a few cycles, most opponents begin losing the ability to think rationally, properly process information, or maintain control over their cursed energy. In severe cases, repeated exposure leaves the victim mentally shattered and nearly brain dead, reduced to an incoherent state from the nonstop bombardment of overwhelming negative emotion.

**Maximum Technique: Shepherd’s Gallows-**A towering skeletal shepherd manifests behind the target and directs nearby shikigami with increased aggression and speed. Opponents under heavy fear effects may hallucinate the shepherd even after the technique ends.

-Shepherd’s Commands- The shepherd channels cursed energy through nearby livestock shikigami, temporarily increasing their speed, aggression, and durability. Opponents under psychological strain begin perceiving the shikigami as enormous monstrous beasts rather than animals.
-Shepherd’s Butcher Knife- The Shepherd pulls out their knife and absorbs all the shikigami currently summoned into it allowing the shepherd to fight the opponent personally
-Shepherd’s Hook Chain — The Shepherd summons rusted butcher hooks attached to long chains that can drag opponents across the battlefield or restrain them for the herd to attack. Targets caught by the hooks feel their fear sharply intensify.
-Shepherd’s Branding Iron — The Shepherd heats a massive branding iron with cursed energy before marking the opponent or themselves. Marked opponents experience amplified fear and paranoia while marked shikigami have their abilities amplified.
-Shepherd’s Boltgun — The Shepherd pulls out an execution boltgun and fires compressed blasts of cursed energy capable of heavily disrupting the cursed energy reinforcement of the opponent. However this cost a tremendous amount of cursed energy, so much so that in most battles this application won’t even be considered.
-Shepherd’s Hook Chain — The Shepherd summons rusted butcher hooks attached to long chains that can drag opponents across the battlefield or restrain them for the herd to attack. Targets caught by the hooks feel a random sense of theirs become muted

(I tried experimenting with the idea that the maximum technique was like the second stage to the boss fight. Thus, I gave the Shepherd a bunch of abilities cause I thought it would be an interesting maximum technique. One where the maximum is just a gateway to your larger arsenal.)

u/yourGodlylead — 4 days ago

Mocking Funeral Procession

The user of Mocking Funeral Procession can summon a constantly evolving army of funeral themed shikigami whose abilities are inspired by whatever killed previous summons, making the technique increasingly dangerous the more the user fights a wide variety of opponents.

However, the technique does not copy cursed techniques directly. Instead, it reproduces the specific phenomenon or property that led to the shikigami’s death. For example, if one of the shikigami were destroyed by the crushing effect of Limitless, the newly evolved shikigami would inherit abilities related to overwhelming spatial pressure or crushing force rather than inheriting Limitless itself. Likewise, if a shikigami were burned to death by Jogo’s Disaster Flames, the shikigami created from that may develop traits such as heat resistance, sound based shikigami, or even lava manipulation depending on how the attack killed them.

Because of this, the evolution process is extremely contextual. The exact application of an enemy’s technique matters far more than the technique as a whole. Two sorcerers using the same technique could produce completely different Shikigami depending on the method, environment, and even circumstances of the shikigami’s death. This makes the technique extremely flexible and difficult to predict over long battles or repeated encounters.

The major weakness of Mocking Funeral Procession is that the user can permanently lose evolved shikigami without gaining any adaptation or benefit from their deaths.

This creates a constant balancing act between losing shikigami for battles and preserving valuable Shikigami. However to compensate for this weakness, the user is given the ability to summon generic funeral shikigami with no special abilities. These generic summons act as expendable fodder and can be used for a variety of things such as scouting, distractions, and gathering new adaptations.

However, the generic shikigami are extremely weak, only possessing power around the level of a Semi-Grade 3 individually. Their real value comes from their ability to experience a variety of deaths to create stronger shikigami.

Domain Expansion: Carnival of an Endless October

The user manifests an enormous haunted house like domain resembling a decayed funeral estate filled with endless hallways, creaking wooden floors, candlelit rooms, funeral altars, hanging nooses, old family portraits, and countless dark corners where movement can barely be perceived. The atmosphere constantly shifts and rearranges itself like a living maze, making it difficult for opponents to maintain awareness of their surroundings.

Unlike the modern style of lethal Domain Expansions, Carnival of an Endless October is instead an old style domain focused more around enforcing rules and creating advantages for the user rather than guaranteeing death through a sure hit kill attack.

Within the domain, the user loses access to all unique shikigami and can’t summon any of their generic funeral shikigami either. The only abilities retained are basic cursed energy manipulation and control over the domain itself. At first glance this appears to be an enormous self imposed restriction, but this limitation can create an incredible powerful binding vow for the user of Carnival of an Endless October.

The manor is inhabited by countless generic funeral shikigami. These shikigami possess no special abilities and individually are only around Semi Grade 3 level physically, but their numbers are effectively endless. They crawl beneath floorboards, emerge from inside walls, fall from ceilings, and wander endlessly through the halls like ghosts attending a never ending carnival.

The domain’s sure hit effect applies specifically to ranged attacks, projectile ability, and long range cursed techniques. Any attack that travels through space toward the user will automatically collide with one of the funeral shikigami before reaching its intended target. Arrows, cursed energy blasts, elemental abilities, thrown weapons, shikigami, and other abilities are essentially intercepted by the domain itself as the shikigami instinctively force themselves into the attack’s path.

Because of this, sorcerers who rely heavily on ranged techniques find themselves heavily restricted inside the domain. Their attacks become consumed by waves of disposable shikigami before they can ever reach the user.

However, the domain is intentionally weaker against close quarters fighters. Martial artists, weapon users, and sorcerers whose techniques are focused around direct contact are far less hindered since the sure hit effect does not automatically stop melee attacks.
The user compensates for this weakness through manual manipulation. Even though the generic funeral shikigami lack intelligence and power, they are still considered the user’s shikigami. This allows the user to telekinetically command massive numbers of them simultaneously, throwing bodies into sword swings, forcing them underneath punches, tangling limbs, blocking vision, grabbing weapons, or physically dragging attackers off balance. Thus, when against hand to hand fighters, the domain becomes less of a guaranteed shield and more of a war of attrition where every movement is obstructed by endless disposable bodies.

The true terror of Carnival of an Endless October is psychological exhaustion. Opponents are forced to fight inside an endlessly shifting haunted funeral home while being swarmed by infinite corpse like shikigami that never stop advancing no matter how many are destroyed. Even if the individual summons are weak, the constant pressure, loss of visibility, and inability to land ranged attacks gradually wears down most opponents mentally and physically over time.

Extension Techniques:
Mocking Monster Procession- A unique shikigami is intentionally destroyed so that weaker funeral shikigami can collectively “pretend” to be the original through numbers and coordination.

Ghost Costume Parade- A group of generic shikigami are destroyed by the user to temporarily make a single generic shikigami as strong as Grade 1.

Mourning inheritance- The user is able to use the ability of a unique shikigami personally at the cost of destroying it and the ability is only 20% of the originals strength.

Derry Carnival- Within the domain it can analyze the opponents fears and lead them into rooms that strike their feeling of fear.

Redrum- The user chokes one of their own shikigami to death to create a temporary shikigami that can manipulate blood like a Death Painting.

Salem’s Wake- Generic shikigami are able to continuously revive themselves each time halving their power in order to completely overwhelm targets with sheer numbers.

Cursed Technique Reversal:
Gospel Procession — The user summons Angel like shikigami that harmonize and strengthen each other rather than endlessly sacrificing themselves. Their abilities amplify the unique funeral shikigami and let them develop resistances without needing to die.

Pros
Extremely adaptable — The technique can evolve to counter a massive variety of enemies and fighting styles over time.

Strong against unfamiliar opponents — Fighting new techniques gives the user more opportunities to develop dangerous adaptations.

Excellent battlefield control — Large numbers of funeral shikigami can overwhelm space, block movement, and intercept attacks.

Hard to fully counter — Adaptations are based on specific phenomena rather than copying techniques directly, making them unpredictable.

Power scales with experience — The longer the user survives and fights different opponents, the more dangerous the technique becomes.

Strong attrition potential — Even weak generic shikigami become threatening through endless pressure and adaptation gathering.

Highly flexible combat style — The user can switch between swarm tactics, evolved elite summons, defense, scouting, and support roles.

Strong against ranged fighters — Especially inside the Domain Expansion where disposable shikigami can intercept long range attacks endlessly.

Can create layered adaptations — Multiple evolved shikigami can specialize against different types of threats simultaneously.

Psychological pressure — Opponents may hesitate to use strong attacks if they know the technique could evolve from them afterward.

Cons
Slow starting technique — The user is much weaker early in fights before useful adaptations are developed.

Relies heavily on sacrifice — Shikigami need to die in order to gain meaningful evolution data.

Generic summons are weak — Generic funeral shikigami are only around Semi-Grade 3 level individually.

Adaptations are situational — A useful adaptation against one enemy may be nearly useless against another.

Cannot directly copy cursed techniques — The technique only recreates the specific phenomenon that caused a shikigami’s death.

High mental management requirement — The user must constantly manage summon positioning, sacrifices, adaptations, and battlefield information.

Weak against overwhelming one shot attacks — Extremely powerful techniques can wipe out hoards of powerful unique shikigami

Adaptations require context — The same enemy technique can produce wildly different results depending on how it killed the summon.

Close range pressure can overwhelm the user — If enemies break through the shikigami swarm and force direct combat, the user may struggle physically.

Evolution is not guaranteed to be optimal — Some adaptations may end up weak, unstable, or not really useful.

Consumes large amounts of cursed energy — Maintaining swarms of generic and unique shikigami simultaneously can become exhausting in prolonged battles.

Domain Expansion sacrifices versatility — Inside Carnival of Endless October, the user loses access to all of their unique shikigami.

Experienced opponents can manipulate adaptations — Smart enemies may intentionally feed the technique useless or impractical abilities.

Struggles against highly varied fighters — Opponents who constantly change tactics may prevent the user from building consistent counter adaptations

u/yourGodlylead — 4 days ago

[discussion] Strength of Requip Magic

For this post, I want to discuss Requip Magic and explore some of its greatest strengths, along with what makes it such a versatile and powerful form of magic.

One of Requip Magic’s greatest strengths is the sheer versatility it provides without requiring the user to actually master the magic of their equipment. So instead of spending years learning something like Lightning Magic, a Requip user could simply Requip a lightning magic infused weapon or armor set that already has that magic innately.

This allows the user of Requip to have access to a multitude of magics with things like elemental manipulation, combat styles, and unique magics almost instantly. Because of this innate flexibility, Requip Magic becomes incredibly efficient in combat since the user can rapidly adapt to different opponents and situations simply by changing which weapons and armor they will be using for the problem they are currently facing.

Another major advantage is the exponential growth of Requip itself. A skilled Requip mage will continue to grow stronger by expanding and improving their arsenal rather than relying solely on personal magical development, which has the potential to plateau. Also, as their reputation increases, they can gain support from master blacksmiths, artificers, enchanters, and even major magitech companies that want their equipment’s quality showcased through battles.

Thus, a well known Requip user can become a walking advertisement for elite magical weaponry. This creates a mutually beneficial relationship where the mage gains access to expensive and powerful equipment while the creators gain recognition through the user’s victories and accomplishments with their creations. Over time, this could allow a Requip mage to build an arsenal far beyond what most ordinary mages could realistically afford or acquire on their own.
Requip Magic also excels when it comes to preparation and counterplay.

A user can also maintain specialized equipment sets designed specifically to resist or counter specific threats. For example, anti fire magic armor would make the user super effective against fire mages and monsters.

The same principle could apply to all sorts of things from ice resistance, lightning resistance, poison immunity, anti curse equipment, enhanced speed sets, anti projectile armor, to even gear designed around fighting foes more physically powerful than the Requip mage. This amount of variety allows a Requip mage to counter their opponents before the mission even begins, greatly increasing their efficiency and survivability.

The economic advantages of Requip Magic are also significant. Because the user is able to adapt to an enormous range of missions and enemies, they naturally become more versatile and valuable as a guild mage. Greater mission success leads to higher profits, better connections, and more opportunities to acquire stronger weapons, enchanted tools, magical artifacts, and custom made armor sets.

Furthermore, unlike many forms of magic that rely entirely on personal growth alone, Requip Magic benefits heavily from external progression. As the arsenal becomes stronger and more versatile, the Requip mage becomes stronger as well. This creates a constant cycle of improvement where every successful battle can lead to better equipment and weapons that create even more future advantages.

An underrated aspect of Requip Magic is its storage ability. Requip users do not need to physically carry around their hundreds of weapons, armor sets, and magical tools with them wherever they go. Their equipment can simply be stored within their magical pocket dimension and then summoned whenever needed.

This removes the limitations of weight, inventory management, and physical transportation entirely. A Requip mage can walk into battle completely unarmed and then instantly Requip weapons and armor suited for the situation. This not only increases mobility and efficiency but also makes the magic extremely practical for long journeys, dangerous missions, and unpredictable combat scenarios.

Overall, the true strength of Requip Magic lies in its versatility, preparedness, and exponential growth. Rather than the user being locked into a single fighting style or magic, the user gains access to an ever expanding arsenal capable of evolving alongside both the mage and the challenges they may face.

u/yourGodlylead — 5 days ago