HOLY MOTHER OF TEXT, Had to break this up into many Chapters so it was still palatable to read and understand. Enjoy what took me hours of Research, Math, and Creativity. These will all be found Auxiliary in the future!
Trait Magics and Passives:
[DETERMINATION]:
Passive: [Relentless Body] - The User has a constantly active Minor Regeneration. This Regeneration is enough to heal Minor Cuts in 2, Major Fatigue in 3 minutes, Moderate Blunt Trauma in 10 minutes, and Organ Damage in 3 hours. However this Regeneration cannot heal shattered or missing limbs or appendages, mutilation, or excessively lethal injures without Medical Intervention.
Does not require excessive cell replication to heal injures, instead draining from User's current Magic. Cannot Regenerate anything beyond Minor Cuts and Fatigue while out of Magic.
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Passive: [Undying Will to Live] - The User has the ability to withstand a Single Lethal Injury from Anything, including unfortunate accidents, as long as the User's HP is above 1. When this Ability is triggered HP will be set to 1 and will forcibly activate the Determination Magic: [Tenacious Resonance] detailed below.
If [Tenacious Resonance] is triggered using [Undying Will to Live] then [Tenacious Resonance] will have a fixed Minimum Duration of 2 hours, even after Danger has passed.
This ability can only be reactivated after the User recovers to Full HP again.
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Active/Passive: [Determination Magic] - Tenacious Resonance: A Self Targeting Magic that, when activated, Reinforces the Body and any held [Weapon] with the User's endless Tenacity. Improves Durability of Weapons to nearly Unbreakable.
Improves Durability of ALL ASPECTS of the User's Body significantly, lowering Damage in proportion to one's Tenacity, up to 95% reduction if pushed to one's absolute limit. Increases Healing Received Efficiency by 25% during Activation.
Duration of [Tenacious Resonance] is directly proportional to one's own will to [FIGHT]. If User either loses the will to [FIGHT] or the User's Tenacity is severely shaken, [Tenacious Resonance] will end. There is no recoil after using [Tenacious Resonance] beyond what Damage is done after the Damage is reduced.
[Tenacious Resonance] has a regular cooldown of 2 weeks, but has Emergency Activation Conditions if currently on cooldown, such as during a time of extreme stress, like a Life-or-Death scenario.
If [Tenacious Resonance] is triggered using [Undying Will to Live] then [Tenacious Resonance] will have a fixed Minimum Duration of 2 hours, even after Danger has passed.
Cannot be used simultaneously with a Non-Determination SOUL Magic
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[BRAVERY]
To be seen
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[JUSTICE]
To be seen
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[KINDNESS]
To be seen
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[PATIENCE]
To be seen
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[INTEGRITY]
Active: [Integrity Magic] - Gravity Manipulation: When a Target is under the effects of Integrity Magic, signified by their SOUL being colored Blue, the User can alter the Target's personal Gravity by 0.2x ≤ X ≤ 5x. For example the force of Gravity on earth is 9.8 m/s², and the User can multiply the target's personal Gravity by 0.2x (1.96 m/s²) to make a 50kg person weigh 10kg or multiply the target's personal Gravity by 5x (49.0 m/s²) to make a 50kg person weigh 250kg.
Think similarly to Ultra-Light/Heavy-Weight Rock Technique used by Onoki. Can heavily punish Physical Fighters and can change the flow of a fight. Can be used on the User themselves when proficient. When Mastered, can change not just the acceleration, but now the Velocity, able to change the direction the Gravity pulls.
Cannot be used simultaneously with a Non-Integrity SOUL Magic
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Active: [Integrity Magic] - Transparent Confession: When a Target is under the effects of Integrity Magic, signified by their SOUL being colored Blue, the User can use their own Integrity/Honesty and Authenticity to Solicit the answer to up to 3 Yes or No Questions that the Target will always answer truthfully but will not elaborate beyond a Positive/Negative Answer unless it is of their own volition.
This Magic will not work on Targets that do not see the User as having any Integrity or see the User as Honest/Transparent with them. Cannot be used on the same Target again after all 3 Questions are used until a Month has passed. Can be spread out over an indefinite time, but only on 1 Target at a time.
Cannot be used simultaneously with a Non-Integrity SOUL Magic
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[PERSEVERANCE]:
Passive: Invulnerability Frames - When struck by an Attack, the User will gain Invulnerability for 2 seconds. During this time the User will flicker rapidly, showing their currently Invulnerable Status.
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Passive: Magic Persistence - When using any Attack involving Magic, if the Magic impacts anything it will be tainted Purple for a fixed Duration. Duration changes depending on if the User is in a [FIGHT] or not. In a [FIGHT] Magic Persistence lasts 3 seconds, outside of a [FIGHT] it lasts 3 minutes. If a Target comes into contact with a patch of Magic Persistence they will gain the [Uniaxial Dominion] Special Effect detailed below.
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Active/Passive: [Perseverance Magic] - Uniaxial Dominion: When a Target is under the effects of Perseverance Magic, signified by their SOUL being colored Purple, the User can seal the omnidirectional movement of their Target. The Target can only move along a single axis (X, Y or Z) at any one time, causing their movements to become severely restricted and jerky. Example being, Target can't move back-left, and has to choose backwards or leftwards. Can't jump backwards, only jump up or move backwards.
Cannot be used simultaneously with a Non-Perseverance SOUL Magic
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