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Zyns

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Zyns

Zyn (術技動, Jutsuwazadou; "Skill Art Moves") is the official term used to refer to all named attacks and spells in the story, in which it is labeled in bold letters with "...!!" behind the zyn's name. Zyns can be acquired and/or learned, thus by far in the present part of the story, is becoming stronger through the battles encountered; and some may initially acquired and/or learned by the user. The other methods of acquiring and learning new zyns aside from becoming stronger by fighting enemies are currently unknown; also it is still unknown that zyns would have tiers and any other concepts as well as their special implementations. Zyn is an official and true term replaced by Technique, in which the latter became a type of zyn as one of the major categorizations.

Zyn is categorized into three major types as the following:

Strain

A strain (戦闘動, Sentoudou; "Combat Action"), alternatively referred as a combat move (会戦動, Kaisendou), chain attack and combo strike (コンビ, Konbi; "Combination") entails the series of successive attacks derived from the physical power, the hybrid power: the mixture/blend between physical and magical powers into one, or magical power of the user based on how one fights during battle. Real world-wise, physical strains use physical energy of the user to perform while magical strains use mental energy of the user to cast them; hybrid strains use physical energy to execute them, as they are being physical attacks that have a portion of magical aspects within them in the story such as shockwaves and inner energy channeling in various forms. Strains consume a very minimal of either physical or mental energy based on its type. These attacks are initially acquired and/or learned at the start, and being the most common form of zyns in its three categorizations as well as able to perform individually by the user.

Technique

A technique (習闘技, Shuutouwaza; "Martial Arts" / "Battle Skills"), also referred to as a skill, a tech (テック, Tekku), and special attack (必殺技, Hissatsuwaza; "Sure-Killing Arts") typically involves direct and physical interaction of a weapon or the user's body with the enemy. All of the techniques will consume varying amounts of physical energy of the user when they are used in battle, and they are being offensive skills in nature. However, techniques can also include self-supporting artes that can be activated instantly and without casting time, they can be used to heal or to provide small but useful parameter gains for a short period of time. Certain self-supporting techniques can damage nearby enemies, but they are oriented to utility more than offense as their main functions are to boost the combat powers of the user in general. At first, most are unable to use them, but they will slowly gain the use of new techniques as they learn and improve their combat abilities through fighting. They can be performed individually, but it is more effective when striking an enemy with series of attacks beforehand.

Astrology

Astrology (星座術, Seizajutsu; "Astral Spells" / "Asterism Arts"), also known as magic (術, Jutsu), magic spells (魔術, Majutsu; "Black Magic" / "Sorcery"), and spells (呪文, Jumon) is a recurring term for the ability to marshal celestial energy and matter from any type of celestial bodies such as sun, moon, stars and universes as well as any elemental forces to invoke any kind of miraculous and phenomenal effects. Astrology are used by those who have the knowledge and ability to perform magical feats which usually are being spellcasters in common senses, while some fighters might have knowledge to use them but at lower degree than the former as they have great knowledge and mastery to magic. Since Astrology is magic, it requires the usage of the user's mental energy to cast them into effect, which it is only consumed after they have been cast, not during the spell's incantation. Unlike techniques and strains, astrology do not directly affect battle immediately following activation. The user usually recites an incantation before casting, limiting the speed by which they can attack to the enemy. By default, casters that are attacked during the incantation will be interrupted and the spell will not activate. But with certain abilities learned, they can gain resistance or even immunity against interruptions, including hasten the incantations; commonly referred as spellcasting.

While the caster is chanting a spell incantation, an astrology glyph manifests beneath the caster for chanting's duration including similar phenomena the caster may creates while chanting, and they very often includes being of the color associated with the element of each spell. For example, if the caster recites Neutral element spells, an astrology glyph with either gray, pale turquoise, or both will appear beneath; while for Light-elemental spells, the glyph's color will instead have either white, gold or both.

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