I didn't quite get to re-read the whole thread because I was called into work yesterday, and am called into work tomorrow (after which I work the weekends), giving me distinctly not enough breathing room, so I probably missed something, and a lot of this is guesswork anyway but here it is!
Sinar's Magical Analysis
To
Begin let us start like how Naron's at a glance magic went by an analysis of the name
Obviously there is different things to look at now that we actually know our affinities.
The "I am the Beginning! I am the End!" section is outright stating our affinities, and I won't really get into it until a bit later in this.
Ignition: By technical definition it is to set something on fire, which goes in line with our fire abilities, but that isn't all. You can "ignite" a crowd and set them to frenzy. You can ignite the fires of hope. Ultimately Ignition is giving things that "push" or "spark" that sets things into motion. Ignition is that which marks a beginning of something. That jump starts a phenomena and causes it to spread. Clearly ties back to our affinity, the fact that we are the first of this set of magical girls, and gives the idea that magic we make can start something and allow it to expand on its own. While this most obviously include fire, it can potentially include other things.
Knight: A knight is both something set in ideas of nobility and chivalry. To be a knight is often one of the lowest forms of nobility, but nobility nonetheless, but is markedly something you become by action. While hereditary knights is a thing that existed, the standard belief when one thinks of knights, is one who worked as a squire and worked their way up to knighthood to earn it. A prince might become King by blood, but many places would have it that a child of a knight cannot become a "knight"just by blood, even if it would be easier to do so do to connections (a knight might know other knights and get them to take his son as apprentice after all
). A Knight is romanticized by people as a "defender of the realm", is a warrior clad in steel that protects them from harm, and is a nations foremost warriors. A knight is "knighted" by the king in ceremony.
From this we can surmise that we are expected to fight on the front lines against the threats to Gaia (our "king" as the person who knighted us), and that our melee capability is higher than at first glance. Buffs centered around fighting in Melee, I suspect might even be easier than buffs focused on allowing us to better fight at range.
Also being "Knighted" by Gaia, one of the first three of this generation of magical girls, the first "group" of magical girls meant to work together, is something to mark. As a being who can read others as a fragment of humanity and whose character sheet has "humanity" as their weapon, she saw some value, something in us that put us and the two others above every other young female in the world for the position of knight and magical girl. Some reason to give the spark to us. Some code we followed, some belief,
something that made her look at us and say "Let those three be the first". Though this might be going off of topic of magic, so lets move on
.
Let us start with what we have:
Current abilities
Weapon
Unnamed sword
A two handed greatsword bigger than we are, falling in line with the image of us as the "dps" of the original trio.
We know it can get Spell Boost, and Crush simply by looking at the shop. Rukia confirmed in the third Q&A that we can eventually buff our attacks with it to the point where it'll deal more damage than Daiyu's (which is currently 50 base damage with 3 attacks per turn at level 2 vs our 17 base damage at level 3 with 2 attacks per turn)
As before the overhaul to the system our sword was base 100, I believe that its current low damage is
specifically to balance out the damage buffs, and because it is meant to get crush (and most likely eventually smash).
Ideas to increase the destructive might of our weapon include: Fire around the blade, increasing the strength and volume of the plasma along the edge of the blade, we were able to decrease the heat of the blade before handing it to Una, we might be able to do the opposite and increase the heat that the blade generates. Might be able to cause it to release explosive force in the direction of its strike, though there is a chance that the recoil from that force being a real issue we'd have to work with.
Armor Pierce should be able to in time be increased to Juggernaut, and then to Unstoppable
I say unstoppable as the end point specifically because the weapon has the
infinity affinity and as going all the way to complete negation of resistance seems to be a realm of possibility it can go under.
Possibly might be able to abuse the infinity aspect to make multiple copies of the sword, launch the copies or detonate them.
On the other hand detonating something with the concept of infinity… is the type of thing that can possibly lead to bad ends, proceed with caution.
Of specific note, the sword did not go away when we dismissed the transformation when we summoned it.
Experimentation on calling the weapon untransformed, and on seeing how long the weapon can be maintained without disappearing, or even if we can permanently keep a copy of the weapon without ill effect. As it is an object with infinity as its affinity it being eternal, and so being able to stay out without any ill effect or further stress on magic is a possibility.
Rukia has noted that going to a swordsman and asking for lessons can improve our sword
and bladed weaponry. Hence obtaining weapon practice also levels our sword. Using sword in combat might also level it.
Spells:
Plasma Sphere
A highly destructive ability, the highest damage ability we currently possess. Currently has the very critical problem of having to be made near us, and us having no way to detonate it from afar.
Or does it?
The update we made it in showed us making it with our thermal control ability. Thermal control now covers 800 metres, wherein we can conjure heat in relatively easily. Hence Plasma bomb should be able to be theoretically be made anywhere in 800 metres of us. The only problem with this is whether the method we used to "compress" the heat we generated with thermal control was us using magic, or just an aspect of thermal control we managed. If the compression was with our magic. Experimentation required.
Must also be careful as we level this. Right now it only has detonate as its collateral damage ability, but in time that might morph into Collateral Damage (the ability) and in the absolute worse case scenario in the upper reaches of its power Apocalypse, though that is still a ways away, just something to be aware of.
Having melt is a very useful ability to have, being a stronger version of burn and increasing the chance of the enemy having body modifies. The maluses to combat, those bring can very well be the difference between life and death in a fight against the enemy.
Need to work on remote detonation, on timed detonation, on conjuring from a distance, on keeping it from detonating until we allow it to.
Once initial roadblocks are clear, this can be a very useful ability to use against enemies in ranged combat, but is recommended to not be used around allies until we gain a way to not damage friendlies with it.
Ice Sphere
Sadly Ice Sphere as a damage skill is currently lacking. Same concept of creation as the ice Thermal Weapon (freezing water molecules and compressing to form ice), but not shaped as a weapon, and has a lower damage.
Might be able to think of a better use of it in the future, and perhaps in the future it would gain a better effect but one must not treat all magic as equal, and currently it does not seem worth our time.
Thermal Weapon:
While lower damage than Plasma Sphere, has none issues with damaging self that Plasma has, and can be used in much closer range, and around allies with much less issue. Again something made with our thermal control ability, so again depending on whether compression (ice version) is magic or from T.C. might be able to use it from anywhere within 800 metres of us, attacking from positions that others might not be able to see.
Double cast ability is
wonderful and lets us put two stacks of burn, or a burn and freeze in one turn. Freeze's ability to lower the opponent's attacks per turn is not to be underestimated, and ultimately within two with using this ability, we'll be able to consistently get 4% of total HP off the enemy every turn without even counting the damage this skill does aside from its abilities.
Burn might upgrade into melt in later levels as the heat get more intense.
Being able to gain double cast this early is a good sign that we might eventually be able to gain higher versions of that ability, ideally all the way up to omni-cast.
As a damage spell, it is currently the one that would see the most use in battle.
Push
Currently really weak, not backed up by an affinity that we are in line with, in update noted to cost a lot of energy to do.
However, it does possess knockback, while that knockback is weak now, when we get the ability higher might allow us to create distance, which is useful because we are
not the defense related magical girl of the trio, and being able to force distance between yourself and a melee combat is absolutely valuable.
Greater control and practice might lead to a lesser strain on magic, lesser dc's on first learning force base magic, due to familiarity with the concept, better controlling the shape of the blast.
Learning how to use pure magical force efficiently might pay off dividends later if we try to learn telekinesis, though there might be better ways to achieve that than this.
Might be better to come up with a spell with the knockback effect that correlates to our affinities.
Abilities
Ignition Aura
Our character's first skill, probably meant to be Iconic of who Ignition Knight is. A dangerous flurry of fire damage within 25 metres meant to burn down and destroy their foes. Also before the character sheet changed was listed as the source of our heat immunity, and that leveling it also increases our resistance to heat. Unconfirmed if it is still the case, but likely.
Mechanics behind the immunity to heat unknown, but do note that immunity to damage isn't a perfect thing in Crystalwatcher's setting. Even Nepgear once she got indestructible core, which was suppose to make her… well, indestructible isn't a fullproof measure to being immune to damage, because magic always has a conceptual edge that can in the right circumstances allow bleedthrough. The mechanics of how ignition aura's heat immunity works is unknown.
Could be a flat % based immunity to it with damage under a certain amount just doing nothing, similar to Indestruable core.
Testing required, but not recommended because trying surpass one's damage immunity can result in overshooting ones bounds because they don't know
how much is too much.
Has the ability to retroactively go up to 1.4 damage per level if 1000xp is paid after reaching level 20, making it have the potential of being our
highest scaling damage skill that isn't a super ability at the moment.
Fearsome ability, but currently has too much collateral, need to work on it only targeting our enemies. Higher Control required.
Other tests: Might be able to see if we can shape aura. Condense the aura a certain way, sacrificing pure AoE for decreased collateral and possibly higher damage. Increase the range for a larger field of AoE damage.
Plate Armour
Currently the base resilience modifier. Presumably full effects only take place transformed and in our ignition armour. Currently has x1.3 per level when most abilities for a magical girl at story level has 1.2. That discrepancy might tie into the fact that a "knight" is wrapped up in the concept of wearing protective armour. Hence even though we are suppose to be more "dps" oriented our armor is still stronger than usual.
Of note before the overhaul it was noted as possible to get materials and add them to the armour for increased resilience. While that option no longer show up in the shop, further down the line it would be worth checking out if it is still possible. Might further boost increase per level, or else boost the base resilience (aka instead of 10 resilience being the base 20 might be, or 30, etc)
Some suggested Mundane Materials were Silk and Carbon Weaves.
Rukia had mentioned that we'd not be limited by human materials, hinting at magical materials, and also mentioned that we could make our armour out of pure energy if we are willing to work out the kinks of doing so.
That implies the armour isn't made out of pure energy, which bears looking into.
Can level up by getting hit.
Regeneration
What it says on the tin. Originally not passive but overhaul made passive without need for further experimentation. Amount we heal over time increases with levels. Unknown but probably unlikely to be able to regen a lost body part yet. Experimentation might allow us to do so at a higher level.
Overall a simple but critical skill, and as a percentage based heal, only becomes more valuable the higher health we get.
Works by directly feeding cells magic instead of the body's energy.
Reinforcement
Useful skill that increase base damage and numbs pain. Dangerous if rapidly grown from xp shop without Cerys actually practicing with her new found strength in quest. Dangerous in that numbing pain might make Cerys not realize the severity of a wound. Useful however overall, and is too useful to not try to make passive, downsides can be alleviated with experience and not leveling using exp any time but in the middle of lethal combat.
Thermal Control
Honestly has been one of our most useful skills in this quest. Eight-hundred metre range of attack and of sight. The amount and severity of temperature change scales with level. Rukia had mentioned the possibility of splitting an atom with heat alone at higher levels (currently not near high enough). Doesn't give off an easy to detect magical signature. Might not count as "magic" but some other supernatural phenomena. Not restricted to just "changes in temperature" can be used to change the colour of fire, and to turn fire into a liquid state. Can slightly affect living things internal temperatures, enough to kill animals. Probably enough to kill the average human as well. Further experimentation required to grasp the full range of what this skill can do.
Currently need to refine it to be able to not be overloaded by walking in a crowded city with it up. Need to increase fidelity of the sight. Consider trying to make fire solid from it, since we can already make it liquid.
Originally was noted in invisitext that it was based off of emotion, and probably still is, even if no longer stated outright. A Psychic ability related to mood?
Alpha and Omega
Super Skill. Damage doubles per turn, as long as enemy stays within its range. We can change the shape of it, and though it costs magical energy to bring up, it costs none to maintain its use. Can be compressed to being inside Cerys. Everything in the area breaks up into magical energy, that is added to our own stores of strength. Can be upgraded in store with Hungering void, allowing it to weaken enemy magic, nullify it if we have a higher magic modifier, and render buffs and debuffs null.
By name clearly related to our affinities.
However mysteries still remain. When Cerys first used it she felt that she and Una were safer from the demons than even the Spirit of the Land could make them. Why this is is completely unknown. Notably before the ability gained the strength to work on living things.
Does it stop abilities that allow someone to enter the dimension from a point within the sphere? Further experimentation is required.
Una had thrown a stone from outside and when it hit the edge of the sphere it rapidly disintegrated when disintegration of matter originally inside the barrier was much slower. Hidden increased damage on entry? How well of a defense can that be used as? Does it stop all mundane material from entry? Can living things enter without that effect?
There is much about this skill we do not know about.
Basic suggestion: try to increase range of ability, so faster enemies, or further ranged enemies can't as easily escape its effects, and try to be able to keep it up passively, with it compressed to inside Cerys until needed, negating the need to recast it and the initial magical drain that follows. Might require someone to check up on us when asleep to make sure that first time we think we get the passivity right it doesn't uncompress in sleep destroying our surroundings. Gain Hungering Void when next able.
Might be able to decrease enemy resilience by breaking up their armor over time.
Pre-Flight
Exactly what it says on the tin. Seems to work by manipulating how much gravity affects us. Besides flight, might also pay dividends as a point of reference in the future if we want to learn gravity magic that doesn't only affect us. As it is, a useful ability that desperately needs leveling so that we can attain flight.
Will to Survive
What it says on the tin and our ability to survive one killshot per battle. Doesn't increase our health above 1 though, so healing, either by a much higher leveled regeneration, or via a new healing spell, required if we are going to truly turn things around in anything but a
really close match up with an ability like this.
Skills
Magic Control
The only reason why the Skills is in this analysis.
Critical Skill to increase if we ever want to use complex or conceptual magic, or if we want to be able to ever use AoE type magic without harming any of our allies.
Suggestion: Hit Unmatched Skill or go home, you scrubs
Affinities
Our Affinities are
Beginning and
End.
These are no minor concepts, but grand and overarching
Our ability with temperature and fire can be easily correlated to our Affinities
The Beginning, where according to the big bang theory, the universe started in a high temperature high density state.
The heat death of the universe, where there is no more thermodynamic free energy to work with.
Rukia's earlier comment of our ability working well towards destruction also work simply by the End affinity.
However we also have to look at the interesting connotations that our affinities have together.
The Beginning and the End,
Alpha and Omega has also been related to God, to mean he is infinite.
The fact that a magical girl usually has at least one of their affinities on their weapon and spells, and the fact that our sword only has the infinity affinity shows that we do in fact have some correlation to that reading as well. Some way of mixing our affinities
should allow for some spells with the infinity affinity.
Furthermore, it might be possible to gain holy damage by that relation to God.
One can argue that everything that exists has a beginning and an end, and so our magic when utilized correctly can fall under the aegis of "anything that is possible"
However for QM sanity, one must assume that the closer the magic is to
the Beginning and
the End or to the concepts of [Beginning] and [End] the closer in line that it comes to our domain.
And finally one must conisder that this quest is based off of Crystal Watcher's which means
Not just beginning and end of our universe, but that we must keep in mind Crystalwatcher's lore.
To quote Crystalwatcher:
GEAR CHANGE / DRIVE IGNITION said:
There is no other world to describe it.
The first to exist is [/TIME]. Chronos rises from the [NOTHING/EVERYTHING] in a single [ ].
And in so doing, he brings with him [BEGINING] and [END]. And through them, [LIFE] and [DEATH].
The [ ] is absolute, it does not want to [EXIST]. But it knows that it must, because of what is coming. For it to return to [ ], then it must first [EXIST]. But in so doing, it brings forth even more: ripples in the [ ] congeal, billions of trillions of galaxies and would-be universes all converging into the inside folds as the dress of the newcomer forms...
[REALITY] / Cosmos, the instigator of all of this, comes forth second. And with her, [HOPE], [DESIRE], [LOVE]. And so much [MORE].
[EMPTINESS], a tide of darkness that gives meaning to [color], forms into wings.
[DREAM] / Void, the one that Cosmos is doing this all for, comes forth third. She brings [DESPAIR], [NEED], [OBSESSION], and even [MORE] than Cosmos.
And, between them, infinitely more come forth.
The Concept of Beginning and End technically [Existed] before the concept of reality, and this isn't quite the same beginning as the big bang.
Now setting aside all the other concepts that followed for a moment, what is specifically mentioned in regards to Beginning and End is the connection they have with life and death. It was by Bringing [Beginning] and [End] that [Life] and [Death] came forth, and it implies a strong connection between the two sets of concepts, perhaps even that life and death originates from beginning and end.
Hence, we can probably manage things that correlate to [Life] and [Death] as a consequence of having beginning and end affinities.
Hence
infinity, life, and death is related to Beginning and End, from this point of view. Perhaps Holy or Divinity depending on the relation to God. Though of course, I wouldn't honestly expect to pull off
anything at all with
divinity until somewhere in the area of unmatched magic control, or actually getting the divinity growth affinity first. Holy/light is probably the closest we'd be able to pull any time soon.
From here we have a solid springboard for once Cerys ascertains her affinities in quest that isn't just
temperature and destruction.
Things we might have missed:
When we opened the door to the garage in the home we were squatting in in the beginning, we did so with a burst of superhuman strength to snap the wood bar. Well later people related that to reinforcement…
That isn't the case. When we did get reinforcement a chapter later, it was only at the level of numbing pain, not actually giving us any additional strength. We must of stumbled on
something that gave us a temporary sharp increase in strength, and completely missed it for reinforcement later.
Early on we rolled a 6 on replicating the feeling of warmth we feel when with Una and failed doing anything more than just raising our temperature thinking that we were missing something.
We should try to complete that magic experiment. I personally think that the result will be sweet and meaningful to Cerys.
Furthermore, when we first interacted with Morgan we grasped her magic, causing her to panic and jump to her feet. Now obviously we couldn't really afford to do something like that again to experiment when we were with her, but the ability to grab someone else magic? Possibly locking it down or making them unable to use it, or many other things? It is something we need to experiment on, if we get a chance.
While I doubt the tug of war would go well for us against a foe with stronger magic, disabling people with a weaker well of magic from being able to use their abilities could be a great boon. Just because their magical capacity is lower doesn't mean that they can't thrash you after all.
Also might want to work on
counters to this. Also beware people turning their magic into something else to screw with you, or using the interaction to mess with you.
Something to be studied and tried, but with caution.
Suggestions already given
And the nature of our magic
Now lets get into things that have been suggested by people in the thread, this time as a list: Holy Napalm, Healing flame, Turning our ignition aura into a "warm aura of healing", prophetic fire, being able to teleport between flames, fire that ignites hope, fire that ignites terror, fire that burns away memories, fire that burns away memories, fire that cleanses and purifies, a spell called warmth (ball of light radiating healing warmth), a darksouls bonfire, Avatar fire bending meditation, Phoenix Physiology, conjuring food Fire to burn away cancer, germs, viruses, disease.
Note that originally Rukia's stance on magic is "Fire is whatever the caster wishes it to be" for what our magic is, and in another that we could in fact get good, one of the best, with any type of magic (aka could still become the best ice mage or healer, as examples).
Now this was before the overhaul, which set our spells to having the beginning affinity, when before they had fire and ice affinities. Also known as the moment that we lost the ability to literally manage spells of any affinity but be better at our personal affinities. I imagine that fire is whatever the caster wishes it to be still probably fall under our magic strongly (temperature having such a strong connection to the beginning, and the beginning being the moment everything came to be), but whether we can do everything whatsoever even if unrelated to our affinities, is now a bit into question. Arguably the ability to do anything could still fall under our affinities, but we should probably stick to concepts that match our affinities
best. Though notably a person with a great imagination could probably get very surprising things to fall under a much more narrow affinity than ours.
Imagination and Education
Imagination is important in this setting. Humans believe magic can do anything, and so it arguably can. The versatility of magic can be laid at the feet of imagination. A mage forms new magic on the basis of their own imagination, and if they imagine it is impossible than it very well might be.
This can make education a double edged sword. While on one hand, it could inform someone of laws of the world that expand their view and gives them ideas, on the other learning something is "impossible" might very well make it impossible, or at least very hard to accomplish with magic. On the other side, while not being educated might allow a person to do something that should be
utterly impossible by dint of not knowing it should be so, we have seen with Cerys compressing heat, that imagination isn't a guarantee that what you want to happen would happen. In her attempt to solidify fire she got plasma instead, when she could not have pictured plasma before because she didn't know plasma was a thing. Therefore, failing to imagine a good way, or failure to achieve what you want can result in logical results, which are potentially more catastrophic if you do not know the possible consequences of failure of your chosen method.
Both have their consequences, but on the other hand Rukia has said that "magic in the hands of a smart person might as well make them a god next to an idiot"
An argument can be made that an uneducated person can be quite smart regardless, and that a person who is academically be brilliant can be an idiot all the same, but still something to keep in mind.
Non-fire related suggestions
I'll note that many of these suggestions are things I think could be cool, and things that definitely need higher control down the line, but while it is good to stick within a theme, overspecialization is just a great a killer as spreading out your skill set until you aren't really good at anything:
Magic to Dispel, Grand Dispel, Spell-Cancel/Spell-Stop would probably be things safely within the realm of the End affinity.
Conjuring things and keeping them permanent, not things that disappear with time, could possibly be accomplished with the infinity affinity. Making them eternal rather than temporary, like most things made out of pure magic are. Depending on whether our sword eventually disappears on its own after enough time passes or not, it could even be studied as a springboard for this.
We could use Beginning's connection with life to do something fun like temporarily bringing objects to life to follow a few simple orders (I am kind of half way thinking of beauty and the beast, except where the moving objects were not actually people
). In a more Miko like route this could have been (and maybe later still could be) seen as waking one of the spirits that exist in all things and asking it to do something for you.
We could try to use the same type of cage construct that we made around our own magic originally, around someone's else magic, but made to not let any magic seep through, to lock people out of casting their spells. If we want to be really nasty, we might try to make it like alpha and omega, where it eats away at the opponent's magic to make itself stronger.
Could construct a spell based off of the way that Alpha and Omega eats things away to give it a Mana Steal ability (adds a magic modifier roll based off of half our opponents magic modifier roll).
Healing spell based off of the concept of life rather than fire, or a spell meant to bring you back to how you were X (where x is a specific time frame, maybe keyed to the concept of the beginning, like "the beginning of the day", or the "beginning of the fight")
End could down the line lead to an auto-kill ability as well.
There is much more can be used and applied, but I should probably leave it here for now.