sousoucerer: (magic 5)
Frieren ([personal profile] sousoucerer) wrote2026-01-10 04:38 pm
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Magic & Abilities

Frieren | Frieren: Beyond Journey's End
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Mage Abilities

Immense mana output — Frieren's level of mana (the magical power which allows mages to cast spells) is incredibly high. When unrestrained, her mana output is among the highest of anyone known in history.

Mana concealment — Frieren was trained by her mentor to restrain and/or conceal her mana, which she uses as a tool of deception against demons. Most mages can only somewhat conceal their mana, for short periods of time, but Frieren has trained to such a level that she is in a constant state of concealing the majority of her mana output, which often causes her opponents to underestimate her.

Mana detection — Frieren is proficient in detecting the mana of other mages, demons, and monsters. She can recognize demons by the characteristics of their mana, and can sense mana from up to ten kilometers away.

Frieren's mana detection is interrupted while she is casting a spell, which leaves her open to attacks from mages who are concealing their mana.

Analytical ability — Frieren excels at analyzing and countering magic, even magic which is known do defy logic and reason, and may be impenetrable to other mages of her world.

Offensive Spells

Zoltraak — A spell which was originated by the demon Qual. Frieren contributed to humanity's study of this spell and converted it from a demon's "killing magic" into humanity's "demon-killing magic." It takes the form of either a large blast, or multiple smaller blasts of concentrated mana.

This is Frieren's go-to combat spell.

Judradjim — Multiple bolts of destructive lightning shot from Frieren's staff towards a target.

Vollzanbel — A large blast of summoned hellfire which envelops the battlefield and melts or vaporizes flammable materials.

Black Hole — A spell which creates a minor black hole, attracting and atomizing surrounding objects.

Shatter — A colorful spell which causes fragments of space around the caster to shatter.

"The Height of Magic" — An undetectable spell which repels the target with a powerful telekinetic blast. The last time Frieren needed to use this spell in combat is when she and her adventuring party defeated the Demon King 80 years ago.

Defensive Spells

Barrier — The caster creates a hexagonal grid of force fields, either in small bunches to block specific attacks, or in a complete dome around the caster. Most modern mages are able to use this spell in combat.

Unnamed protective spell — A defensive spell developed by Frieren to dispel and nullify a specific curse, after spending two months analyzing said curse.

Mental defenses — Using an old spell formula, Frieren can resist most conventional hypnosis and mind-altering magic.

Support Spells

Flight — Allows the caster to levitate and maneuver throught the air.

Sealing magic — Can turn powerful opponents to stone for eighty years.

Floating — A telekinetic spell which can lift objects, with many day-to-day uses.

Dispelling — After careful analysis, cancels out the effects of an opponent's spell.

Finding Lost Accessories — Makes the lost accessory glow brightly to be able to be seen from far away.

Poison/Illness Identification — Determines what type of poison, venom, or simple illness an individual has been afflicted with. Like other healing magic, this is primarily the domain of priests, so Frieren is not as adept with it, and needs the possession of a Holy Scripture to be able to cast it.

Golem Magic — Manipulates stones into a puppet golem, which can be ordered to move according to the caster's will and cast duplicates of other spells the caster is using.

Restraint Spell — Binds targets with a golden rope.

Memory Transference — Can transfer memories either from the caster to a target, or from a target to the caster.

Barrier Magic — Can envelop a target in a protective dome which cannot be pentrated.

Folk Magic

Spell to produce a field of flowers — The caster can choose which flowers grow, as long as they have seen the flower before.

Spell to pull someone out of a bottomless swamp — Also works for quicksand.

Spell that captures a bird. — Originally developed by hunters. Can trap any bird or birdlike creature in glowing bindings. Must be cast within a range of 50 centimeters.

Spell that shuts the door of a treasure vault at the risk of your life — Once the vault door is sealed, only the caster's death will reopen it.