A snapshot of three mages during their days at the Mages' Association school in London.
This online work is designed to detail the rites and spells of the Church, the Mages' 
Association, and the unaffiliated wizards of the Nasuverse. This is a really long
document and is listed here for later inclusion in the main book. There's about 9 
pages of solid text here, so you might want to just print this out and take it 
with you. I would like to thank the Type-Moon Wikia for their work in organizing
this information, which made it relatively easy to stat in game terms. 

The focus of this work is to help players take on the roles of Association 
graduates and Church Agents, and to help Storytellers use them as neutral figures, 
allies, or adversaries when the Story requires it. 
Strictly speaking, the Church and the Mage's Association are enemies. In the past 
few decades, the groups have raised the flag of truce, as both organizations share 
the goal of protecting the world from the forces of the undead. Whether that truce will be a 
truly lasting one remains to be seen, for their operating philosophies are quite different.  

The Mages' Association and the Church also declared a truce during the Fuyuki 
Heavens Feels (the Fuyuki Holy Grail Wars), so one could say that individuals from 
one organization may feel neutral to the other, which is a way to start 
an alliance from zero. 

With that out of the way, let me continue this narrative by giving the reader a primer about
the principles of magic in the Nasuverse. 

Spells can be defined by their nature or by their school.
They are as follows. By nature, they are Curses, Earth, Flame, Flow/Transfer of Power, 
Material Transmutation/Alteration, Mental Interference, Runes, Starmine * Shadow, and
Wind Magecraft. If grouped according to school, there are spells in the categories of Divine Words, 
the Rites of the Holy church, Houjutsu, and Numerology. Finally, there is one additional 
category, Witchcraft (ウィッチクラフト) , which includes  Cursing Techniques (呪術 Jujutsu) among its other 
disciplines  . This categorization system is 
important because of a new Perk, Elemental Affinity, which will be defined in the New Perks
list below.

New Perks
Elemental Affinity (1-3 Levels, 3 pts per level, Supernatural Perk)
Some people are naturally better at a specific type (houjutsu, flame, etc.)
of magic. Each level of Elemental Affinity adds +1 to casting rolls for
that type of magic and reduces the MP cost for casting a spell of that
school by 10%. If the caster has Elemental Affinity for a particular nature or school 
of magic but has no Magic Circuit, he can cast spells of that nature or school, substituting
his Elemental Affinity for Magic Circuit Rank when casting the spell. 
There may also be talismans that can be worn to temporarily
grant Elemental Affinity, such as an enchanted glove made from salamander skin. These talismans
are  magical items and as such are subject to the rules for making objects under the Enchanter section. 
An example of someone with Elemental Affinity in Kara No Kyoukai is Kokutou Azaka, who 
has some talent at using Flame Magecraft.  

Spell-Trained (1-4 levels, 1 point per level, Supernatural Perk)
To pick this, the person must pick a spell that they have trained an especially long time casting. 
Each level of this Perk reduces the MP cost for casting that particular spell by 5%. 

High-Speed Aria (10 points)
This allows a magus to chant incantations at a faster pace. This perk halves the casting time of any 
spell. If a spell takes 30 seconds to cast, it now takes 15. This Perk is possessed by Aozaki Aoko.

With those additional adjustments out of the way, we should make some clarification as to what 
portions of the Magic Box supplement from Unisystem are going to be used, and what 
sections will not be. As most of the people who have been using the Fate system have noticed, 
the backbone of the project has been the Unisystem. The Magic Box text was used for creating 
spells because of its versatility and  simplicity. There are some things from the Magic Box that 
are not going to be used: Virtual Magic does not exist in the Nasuverse, so it is not in use here.
Power Boosting is not an option in the Nasuverse. 
Magic Addiction does not exist, which is of great relief to magicians such as the Aozaki family. 
Magic Pushers do not exist. 
The other rules, such as Sacrifice (sacrificing magic items, life force, and demonic pacts) are still 
there. So are the rules for side-effects to spells.  In addition to the vagueness of "positive/negative dimensional ties", 
there is something in the Nasuverse called the Counter Force (抑止力, yokushiryoku) exists to prolognate and 
maintain the current world. This Counter Force becomes active when something that could
destroy the World exists and is active; the Counter Force then arrives to annihilate that something. Often the 
Counter Force will  act through one of its agents, the most common being a type of Epic Hero known as
a Counter Guardian. If a Counter Guardian arrives, it will do its best to eliminate the threat to humanity and the World 
in the most cold-blooded, efficient manner possible.  
	And the Counter Force can be more subtle, and is capable of finding less overt ways to make itself felt upon
the world. For example, it might guide a champion towards the city where something bad is happening, or it might 
happen to let a witness draw too close to that bad something and let him alert the authorities, or it might even make a 
crime occur near the site in order to call attention to the area. 

Some players have asked what they get if they make a Witch or Wizard from the start. 
A Witch or Wizard with a Magic Circuit can begin with a number of spells whose Power Levels 
are equal to twice their Magic Circuit. Thus a Witch with a Magic Circuit of four could begin with 1
Power Level 8 spell, or two Power Level 4 spells, etc. These can come from the Occult Library you have, 
assuming you have one. You can also learn more spells from your existing Occult Library, assuming you 
bought that perk. Assuming you make your library test, and the spell is indeed in your 
library, finding a spell takes one hour per Power Level of the spell, minus 30 mminutes per success level
on your Research roll. The Storyteller is within his rights to draw this out and have the spell not be
in your library or require you to assemble ingredients to cast it once you do find it. If the spell
is not in the library, some adventure to find it is in order. 
	Through hard work, a witch may be able to revise an existing spell. The Storyteller decides how 
long that will take,  what goes into creating the spell, and what "raw materials" you must use to create it. 
As a minimum, assume that modifying an existing spell will take half that spell's Power Level in hours 
to do, and rolling your own will require 4 + Spell's Power Level in hours to create. Thus a brand spankin'
new power level 2 spell will require 6 hours to make (also requiring rare ingredients, a proper magical library, a 
thick stack of occult books, a smoky, bubbling cauldron,  etc.)  

Having clarified the backbone for the spells we are going to list, we now will proceed to list them. 

Canon Nasuverse Spells:
======================
Curses - Spells designed to hurt and harm. These can inflict simple damage, cause long-term debilitating ailments,
or hinder the daily life of those they affect. 

Cursed Boundary Layer (呪層界 - Jusoukai) (Curse, Darkness)
This rite can only be performed by someone with a fundamental darkness in their being. Being possessed by the root of all evil would qualify.
 In game terms, Jusoukai can be used to replicate the effects of Ectoplasm Extrusion, teleport, heal back damage (including Aggravated damage), 
and summon Shadow creatures. It can be Quick Cast as long as the character embraces his inner evil. 
Power Level: No. Do not let your players get this because it will imbalance play. 

Gandr (Curse, Darkness)
This attack spell produces a black sphere of darkness that flies in the direction of a target the caster specifies. It then 
strikes the target and causes damage. The shot is released from the index finger of the caster, which limits the range of attack 
to the caster's field of vision. For that reason, the spell is often nicknamed "Gandr Shot". It does concussive damage
and one hit can knock out a normal person. Repeated Gandr shots can kill. The Edelfelt family of mages are regarded as some of the 
best Gandr-users in the world. Gandr shots are visible even to people with Banality, though they may come up with some bizarre 
explanation for it later. It can be Quick-Cast. The one listed below does Lethal damage. 
System: Power Level 5 (Quick Cast (+1), Severe Scope (+2), No Special Requirements (+0), 
Causes Severe Damage [Lethal] [Success Levels x WILL x 2] (+2), 15 MP to cast.  

Geas (Curse)
This curse forces its target to act a particular way. This spell was once popular as a way of enforcing a contract or sale. 
The consent of the target is required. When the geas is cast, the caster must outline the scope of the curse, which 
includes naming banes, which are behaviors the character must not engage in, and mandatory tasks, which the character must 
undertake. Once a geas is in effect, it is usually around to stay. The character must find ways to perform the mandatory tasks and 
avoid coming in contact with a bane. Chu Chulain of Celtic mythology was defeated by his geasa; he was forbidden to eat the flesh 
of a dog, but beholden to eat any meal a woman presented to him. When a woman offered him dog meat, 
there was no way to avoid coming in contact with the bane. If the character willingly engages in forbidden behavior specified 
in the creation of the geas, or if he does not follow the tenents of the geas, he will take 5 x the caster's WILL x Success Levels in damage. 
There is no way to defend against this damage. 
System: Power Level 11  (Casting Time: may be cast in a few minutes (+1), Noticeable Scope (+1), Major Emotion Control (+3), 
Permanent Duration (+3), Causes Awesome Damage (+5), Requires Consent (-2)), 33 MP to cast. 
======================
Earth - Spells belonging to this category have to do with soil, dirt, stone, earthquakes, 
and so on. 

Petrification Magecraft ( 石化魔術 - Sekika majutsu) (Earth)
This spell transforms a victim into a stone statue. While in this state, the victim is 
aware and awake, but unable to do anything but hopelessly observe the world around himself. Many victims of 
this spell go mad after spending consecutive months in this pitiful state. It can be reversed using the appropriate
counterspell. The spell is less effective against a target with a Magic Circuit (target resists with his WILL + Magic Circuit +3);
as the victim's own Magic Circuit will automatically attempt to brush aside the spell. Because the chance for 
success with the spell is lower, the spell is of less value than the Petrification Magic Eyes. 
System: Power Level 8 (Casting Time: Short Ritual (+0), Can be Quick Cast (+1), Noticeable Scope (One Target) (+1), 
Permanent Duration (+3), Major Effect (+3)). 24 MP to cast. 
======================
Flame. - All things firey and hot. This includes invoking fire out of nothing or making someone
burst into flame. 

Sea of Flames (炎の海 - Honoo no umi ) (Fire)
This spell causes blue flames with a 1,000 degree temperature to erupt from the earth, incinerating a target. The spell
only lasts a few seconds, but the target, should he survive, will almost certainly be on fire, and will continue to burn unless
the fire is put out. 
System: Power Level 8 (Casting Time: Recitation (a few minutes)(+1), Can be Quick Cast (+1), Noticeable Scope (One Target)(+1), 
Awesome Damage (Success Levels x 5 x the caster's WILL in Fire damage) (+5)).  24 MP to cast. 

Burning Blood (Fire, Curse)
This enchantment causes a target's blood to ignite if it is exposed to the air, and it will burn with the intensity of burning 
gasoline. The spell can quickly put the hurt on someone who is already injured. 
System: Power Level 3 (Casting Time: Instant (+2), Noticeable Scope (+1), Requirements: a vial of dragons' blood (-1), 
Causes Severe Harm (WILL x 2 x Success Levels in Fire Damage) (+2), Limitation: Target must be bleeding at the time the 
spell is cast (-1)) 9 MP to cast. 

Spontaneous Combustion (発火魔術) (Fire)
To cast this spell, the mage must point at his target and sing a series of single words. This causes the target to burst 
into flames which erupt from the inside out. Most victims of this spell are reduced to nothing but ash. This spell is one 
that Kokuto Azaka excels at. 
System: 5 (Casting Time: Recitation (+1), Can be Quick Cast (+1), Causes Major Harm (Success Levels x 3 x Caster's WILL) 
(+3)) 15 MP to cast.  

======================
Flow or Energy Transfer - Taking energy from another source, or putting your own energies into a 
different container. 

Reincarnation (転生 - Tensei) (Energy Transfer, Flow, Necromancy)
This spell allows someone to transfer their consciousness into a chosen body. This body is usually that of a baby, 
who will not have the experience necessary to repulse the possession. 
The caster possesses the body with his WILL + Magic Circuit, which is resisted with his target's WILL +  2 + Magic Circuit.
If the subject resists, the mage falls into a stupor which lasts (1D6 x3) +3 minutes, during which time he can only convulse 
and twitch ineffectively. If the spell is successfully cast, the caster expunges the host's soul from the body permanently 
and then the caster's soul moves into his new digs. Once in the new body, the magus will be able to direct it, but if the 
host is a baby, the caster must wait until the body is mature enough to walk, etc. before he can resume his wizardly 
activities. This spell is not perfect, and side effects caused by casting mishaps are going to be interesting.If the spell 
is successfully cast, the caster must spend a permanent point of Luck, one level of Magic Circuit, and a permanent 
point of WILL to move into his new body. These can be regained over time with experience points. The caster possesses 
the body with his WILL + Magic Circuit, which is resisted with his target's WILL +  2 + Magic Circuit. If the subject resists, 
the mage falls into a stupor which lasts (1D6 x3) +3 minutes, during which time he can only convulse and twitch ineffectively. 
If the caster possesses the victim's body, his physical statistics are replaced with that of his host body. He will not retain
any of the subject's memories (thus if the caster possessed Bill Gates he would not aquire Gates' business acumen), 
but physical Perks will still apply (Natural Runner, Hard to Kill, etc.) If the target was a baby, then the mage gets a tableau
rasa body to customize as the years go by - but until the baby grows up some, he is probably going to be removed from play. 
A variation allows a magus to permanently move into the body of a familiar with a soul. If the familiar consents, it gets
no resistance roll. If the spell works, the caster is now in an Immortal body, and the familiar's body will not lose Mana points
every day it goes without a Mana donation. The caster's soul is in charge, but it can take into consideration the thoughts/
desires of the familiar, though it is under no compunction to do so. 
System: Power Level 2 (Casting Time: Lengthy Ritual (-1), Limited Use: Must be close to the target for 
the entire casting of the spell (-2),  Limited Use: Once Per Year (-4),  Major Transformation (+3), Major Mind Control (+3), 
Permanent (+3)), 6 MP to cast.  

Magic Gem Bomb (Flow/Energy Transfer)
The spell below is for enchanting a Magic Gem Bomb. Once the item has been primed, Rin can throw the prepped gem at her
target (DEX + Melee -2). If it connects, or even if the gem hits the ground, it explodes, doing damage according to what kind of 
elemental charging the gem had (wind would do bashing, fire would do aggravated, etc.) The damage it causes is magical, but
 may not be enough to get past the defenses of very powerful beings. 
System: Power Level 3 (Casting Time: 20 minutes to prepare one (+0), Special Ingredients: Requires an expensive gemstone 
and a blood blessing with a magic knife (-2), Creates an Item (+1), Max Range 10 yards (+1), Affects One Target (+0), 
Major Harm [3 x caster's WILL x Success Levels in damage ] (+3), 9 MP to cast.  

Shared Perception (共有知覚 - Kyouyuu chikaku)
This spell allows a magus to share the senses of a target providing they have a pass of Mana. The subject
must also be willing. This allows the caster to view the subject from a distance and allows the subject to function as a
scout. 
System: Power Level 3 (Casting Time: 15 minute Ritual (+0), Noticeable Scope (+1), Permanent Duration (+3), 
Difficult Use (-1)), 9 MP to cast.  

Transfer of Consciousness (意識の転移 - Ishiki no teni)
This allows the caster to pass his consciousness into another object, allowing him to gain information from a 
different perspective. This is often used by wizards on their familiars in order to remotely control them. 
It can also be used to possess inanimate objects. The main problem with the spell is if the target has his own 
soul and personality, control of the body will remain with him. If the mage's own body is disturbed, the spell 
immediately ceases and his consciousness shifts back home. Once the body of the magus dies, his consciousness
will fade with it. There is a variant of this spell which causes the transfer to be permanent regardless of the fate of 
the original body, which the Einzbern family knows. 
System: Power Level 7 (Casting Time: A Few Minutes (+1), Severe Scope (+2), Very Long Duration 
(3 days per success Level) (+2),  Severe Mind Alteration (+2)), 21 MP to cast.*
*- The Einzbern variant of this spell is Power Level 8 and has a Permanent duration.

Spare Body (Flow/Energy Transfer)
There are times when a magus realizes that he could and will be destroyed - so this spell creates a spare "puppet" body for 
his soul to inhabit once that time comes to pass. The puppet bodies age at the normal rate, so this spell does not confer 
immortality; rather it allows a magus to ensure that he will have his normal span of years uninterrupted by violence. The puppet body 
retains the same statistics, derived statistics, perks, and flaws as the original body. Some mages who use this spell tend to forget 
which was their real body and which was a puppet. 
	It is also possible to use this spell to bring someone who died back to life - in this case it is necessary to gather the soul 
of the person through a channeling rite and then implant it in the body. Naturally the body must conform to the exact specifications 
of the soul's former body for this to have a chance of success.  The resulting creation may have an unstable reserve for Mana, in 
which case it loses Mana everyday like a familiar unless someone with a connection to it donates Mana through blood or sex. 
System: Power Level 4 ( Casting Time: Very Lengthy Ritual (-2), Requirements: (The caster must have Occultism of 6 or 
better and a Magic Circuit of 5 or better) (-2), Permanent Duration (+3), Rare and Expensive Ingredients (-2), 
Awesome Effect (+5)), 20 MP to cast. 


======================
Material Transmutation/Alteration - these spells change the properties of objects. 

Alteration (変化 - Henge )
This spell gives an object a property or effect it did not originally have. It is an intermediary 
step between Reinforcement and Projection. 
Power Level: This is a wide-open spell, so your player can define what it does. It could be supernaturally sharpening a blade
so that it does extra damage, or charging a staff so it can strike ghosts. 

Cremation Sacrament (火葬式典 - Kasou shikiten )
This sigil can be engraved into a Church weapon, the Black Key. Once the
enchanted Key strikes a target, the target bursts into flames. As this spell originates
from heretical Thaumaturgy, few Executor agents other than Ciel can use it. Ciel learned
this technique from Occult knowledge she gained from being possessed by Roa. 
System: Power Level 7 (Casting Time: Ritual (+0), Noticeable Scope (+1), Duration (Until Key is used) (+3), 
Causes Major Harm [Fire, Aggravated] (3 x WILL x Success Levels) (+3)), 21 MP to cast. 

Dokhma Sacrament (風葬式典 - Fuusou shikiten)
This spell inscribes a sigil in a Black Key. Once it hits the target, it causes
the target to rapidly dehydrate. This is another heretical spell few Executors other than Ciel can 
use . 
System: Power Level 7 (Casting Time: Ritual (+0), Noticeable Scope (+1), 
Duration (Until Key is used) (+3),  Causes Major Harm (Reduce CON by 2 
per Success Level)), 21 MP to cast. 

Interment Sacrament (土葬式典 - Dosou shikiten) 
This spell sigil, once inscribed in a Black Key, causes the target to turn to stone
if he is hit with it. This is another heretical spell few Executors other than Ciel can 
use . 
System: Power Level 9 (Casting Time: Ritual (+0), Noticeable Scope (+1), 
Duration (Until Key is used) (+3),  Awesome Transformation (Flesh to Stone) (+5)), 
 27 MP to cast. 

Jhator Sacrament (鳥葬式典 - Chousou shikiten) 
This spell sigil, once inscribed in a Black Key, calls forth a swarm of crows to devour
the flesh of a target pierced by the Key. This is another heretical spell few Executors 
other than Ciel can use . 
System: System: Power Level 7 (Casting Time:  Ritual (+0), Noticeable Scope (+1), 
Duration (Until Key is used) (+3),  Major Summoning (+3)), 21 MP to cast. 


======================
Mental Interference - spells which alter the target's mind and consciousness. 

Memory Manipulation (記憶操作 - Kioku sousa )
This spell alters its subject's mental record, making him forget about a certain event specified by the caster. If people around the target 
saw/witnessed the same thing, then the target's memory of the event will be rectified and restored once he talks 
to them about it.  This spell can also be used to cause the target to believe what the wizard tells him ("There were no victims 
when the hotel collapsed. You got everyone out. There are no missing people.") The Storyteller can impose a negative
penalty to the casting roll if the assertion is patently ridiculous.
If a mage's activities have been discovered by ordinary people, he is expected to cast this on witnesses. 
Targets resist with their WILL + Magic Circuit. 
System: Power Level 8 ( Casting Time: Quick Cast (+1), Noticeable Scope (+1), Major Mind Control (+3), 
Permanent Duration (+3)), 24 MP to cast. 

Command 
Bends the target's will to the caster's. The subjugation lasts for success levels in rounds, but during that time the subject 
will do anything the caster wants as long as it does not contradict his basic nature. It can be cast and recast as necessary. 
Targets resist with their WILL + Magic Circuit. Touko used this spell on a criminal to learn what crime he had committed in 
the third Kara No Kyoukai film.
System: Power Level 4 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Major Mind Control (+3), Short Duration (-1)),  
12 MP to cast.  


======================
Runes - written sorcery using ancient glyphs

This sorcery originated in old Scandanavia. Certain symbols, once inscribed, realize mysteries according to the meaning they have. 
This type of magecraft is unpopular with the Mage's Association. The mechanics of them are similar to Thaumaturgical Crests. 
One can affect a target at a distance with a Rune, but the subject's own Magic Circuit will try to push aside the effect. 
(In game terms, the subject gets a resistance roll with his WILL + Magic Circuit against the  mage's own WILL + Magic Circuit
when the spell is cast.)
If they are used in combination, one can create a Bounded Field. Bounded Fields are defined at the end of this narrative.  

Ansuz (アンサズ) 
Aozaki Touko inscribed this Rune with the cherry of her cigarette in the air, causing flames to spread over her target. 
System: Power Level 4 (Casting Time: Quick Cast (+1), Noticeable Scope (+1),  Causes Severe Damage 
[Fire, Aggravated] (Will x Success Levels x 2) (+2)), 12 MP to cast. 

Ath nGabla (アトゴウラ)
This spell was used by Cu Chulainn (the Lancer Servant of the 5th Heavens Feel) for duels. It is cast by inscribing Algiz, Nauthiz, Ansuz and Inguz
in successive order. Once it is cast, the caster and the target become unable to leave the battle until one of them is dead. 
System: Power Level 9 (Casting Time: Quick Cast (+1), Severe Scope (Two Beings)(+2), Severe Mind Control (+3)
Duration: Until the duel ends (+3)), 27 MP to cast. 

Kenaz  (ケナズ)
Bazette Fraga McRemitz uses this Rune to enhance her sight. 
System: Power Level 6 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Grants 3 levels of Acute Sense (Sight) with the Enhanced Senses (Sight)
perk (+4), Medium Duration (One minute per Success Level) (+0)), 18 MP to cast. 

Sowilo (ソウェル) 
A rune of fire. 

There are also unnamed Runes:
A Rune which can erase memories (mechanics are the same as Memory Manipulation). Bazette has a special talon 
she uses to write this. She is able to use this Rune in the middle of combat.

A Rune of hardening Bazette uses on her gloves. When combined with her martial arts she can crush skulls with a single punch. 
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Transformation: Adds a +3 damage multiplier to all her punch attacks (+3),
Medium Duration (One Minute Per Success Level) (+0)), 15 MP to cast. 

A speed enhancing Rune Bazette inscribes with the heel of her shoes. 
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Transformation: Adds +3 Movement to Bazette (+3), 
Medium Duration (One Minute Per Success Level)(+0)), 15 MP to cast. 

A Rune that Cu Chulainn uses to boost his attack power. 
======================
Starmine * Starbow (スターマイン、スターボゥ) - Mystical Energy Discharge
This type of Magecraft is the domain of Aozaki Aoko, who can cause natural interference using the image of rotating stars and 
exploding fireworks. Spells inside the Starmine category are those whose energy has a fluid motion, while those with a fluctuating
motion are under the Starbow category. Aoko was a "battle magus", and could use this Magecraft in fights, making her limbs look 
like rocket burners. She could also project a comet out of rotating star patterns to blast an enemy.

System: Power Level 7 (Casting Time: Quick Cast (+1), Severe Scope (+2), Awesome Damage (5 x WILL x Success Level) (+5)) ,
21 MP to cast. 


======================
Wind Magecraft - Controlling the  Air itself

Air Strike  (空気打ち - Kuuki uchi)
Little about this magic is known, so it is not defined at this time.

Protection Against Wind (風除けの加護 - Kazeyoke no Kago )
This charm originates in the Middle East, and can be used to defend against wind and wind-related phenomena such as sandstorms. 
It also provides some protection against Djinn. In game terms the latter is a bonus +1 to resist Djinn magic as long as this spell is 
in effect.
System: Power Level 4 (Casting Time: Recitation (A Few Minutes) (+1), Noticeable Scope (+1), Long Duration (+1), 
Noticeable Transformation (Alters Subject to become immune to wind/sandstorms)  (+1)), 12 MP to cast. 

============================================
Magecraft according to School 
============================================
Divine Words (神言 - Shingon)- Ancient Language of Power
======================
This Magecraft can be traced back to the Age of Gods. It is fundamentally different from modern spellcraft.
The only person known to utilize Divine Words has been the Caster Servant of the 5th Heavens Feel. To say this 
Magecraft is rare to the point of nonexistence would not be an understatement.  All of these require 
Epic (Divine) Occultism to use. 

Aero (病風 - Shippuu)
This wind attack  can grind the flesh of a human being. 
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2), 
Awesome Damage [Wind, Lethal] ( 5 x WILL x Success Levels) (+5)), 18 MP to cast. 

Argos (盾 - Tate) 
This protection spell invokes the concept of the Argos, creating a transparent barrier around the caster which is 
extremely resistant to damage. This spell did not protect against the massive firepower stored within Giglamesh's 
Gate of Babylon. 
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Noticeable Scope (+1), 
Awesome Manipulation (Impenetrable Walls of Force) (+5), Long Duration (One hour per success) (+1)), 18 MP to cast. 

Atlas (圧迫 - Appaku )
This spell alters the atmospheric pressure in a section of space, freezing targets within 
range, preventing them from moving. Saber was immune to this due to her Magic Resistance Class Perk, and 
Archer broke free of this through a Mana Burst. 
System: Power Level 6 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2), 
Incapacitates (Reduce Movement by Four per success level) (+5)) 18 MP to cast. 

Rain of Light (光弾雨 - Koudanu )
This spell unleashes a volley of beams of light, which can cause A-Rank damage, in rapid succession. 
Caster of the 5th Heavens Feel could use this repeatedly if she was inside Ryuudouji. 
System: Power Level 8 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2)
Causes Awesome Damage (Bare Minimum caused is always 100 points) (+7)), 24 MP to cast. 

Trofa (空間転移 - Kuukan teni)
This spell allows for Spatial Transference - in short, Teleportation. 
System: Power Level 8 (Casting Time: Very Lengthy Ritual (-2), Quick Cast (+1), Severe Scope (+2)
Teleports subjects 200 miles (or fewer) (+7)) 24 MP to cast.  
 
======================
Holy Church  ( 聖堂教会 - Seidou Kyoukai) the Holy Sacraments of the Church. 
The most common form of magecraft in the world. 

Purification Prayer (洗礼詠唱 - Senrei eishou)
This Baptism Sacrament is freely taught to all Church Agents. The rite is short with a ten-count aria, and it
is capable of sending Wraiths and Devils out of this world. It does not have great physical effect but is overwhelming
when directed against spiritual bodies. It cannot be used against spirits on the level of Servants, for they are far too 
powerful. 
	When the rite is performed, the priest immediately enters into a struggle of wills with the entity. 
He adds the success levels of the rite to his own WILL x 2, which is matched against the WILL x2 of the 
Devil or Wraith. If the being loses, it is cast out of this world, or at least forced out of whatever body it is possessing. 
System: Power Level 3 (Casting Time: Recitation (+1), Special Ingredients (crosses, holy water, latin supplications) (-1),
Noticeable Scope (+1), Severe Summoning (Dismissal) (+2)) 9 MP to cast. 

Kyrie Eleison
""I will kill. I will let live. I will harm. I will heal. None will escape me. None will escape my sight.
Be crushed. I welcome those who have grown old and those who have lost. Devote thyself to me, 
learn from me, and obey me.
	Rest. Do not forget song, do not forget prayer, do not forget me. I am Light and 
relieve you of all your burdens. Do not pretend. Retribution for forgiveness, betrayal for trust, 
despair for hope, darkness for light, death for the living.
	Relief is in my hands. I will add oil to your sins and leave a mark.
Eternal life is given through death. Ask for forgiveness here. I, the incarnation, 
will swear." - Kotomine Kirei
As spoken above, Kyrie Eleison is the key of providence that eliminates wandering spirits (undead).

======================
Houjutsu ( 方術/法術) - Yin-Yang Science
It is the predominant system of 
Magecraft in Asia and is ideologically incompatible with Western schools. It excels at 
divination, curses, and the like. 

Edict of Binding (禁縛の勅 - Kibaku no Mikotonori )
This rite can restrain non-humans, but it is useless against humans and creatures which have 
been hybridized with humans. 
System: Power Level 4 (Casting Time: Recitation (+1), Medium Duration (+0), Major Harm (Reduces Movement by 
2 per Success Level (+3), Noticeable Scope (+1), Limited Target Selection (No Half/Quarter Humans 
or Humans) (-1)) 12 MP to cast. 

Kongyouyaku - Shuku (金剛訳・粛)
This spell was used by Araya Souren on the Ogawa Mansion apartment complex. It is capable of crushing an area of space after 
the recitation of a one-word aria followed by a clenching of the fist. 
System: Power Level 9 (Casting Time: Recitation (+1), Quick Cast (+1), Severe Scope (+2), Awesome Harm: 
Causes 3 x WILL x Success Levels in damage (+5)), 27 MP to cast.  

Shikigami Extension (式神行使)
This brings into existence a Shikigami, a being which is similiar to the familiars of the Western system of Magecraft. 
The Shikigami retains a spiritual connection to its master. Shikigami can not be seen by most people. They either look 
like magical servant creatures made out of folded or cut paper or  child-sized Oni demons. Once formed, they will remain unless they 
run out of power (like Familiars, they suffer constant Mana loss). 
System: Power Level 7 (Casting Time: Lengthy Ritual (-1), Noticeable Scope (+1), Permanent Duration (+3), 
Major Summoning (+3)), 21 MP to cast.  

Shikigami PCs and NPCs can be built using the Familiar Class package. If the Storyteller does not like the idea of the Player 
Characters whistling up a lot of them, he can total their Primary Statistics and then charge them that in Experience Points to 
"form the contract" with the Shikigami. 

Taizouyaku - Ten (胎蔵訳・転)
A spell used by Araya Souren, its effect is unknown. 
======================
Numerology (数紋法) - Mathematical Magic 
This Magecraft was utilized by Michael Roa Valdamjong, and is closely related to Kabbalah Thaumaturgical Theory. 

Set (セット )
This spell could entrap victims, making them incapable of moving or attacking. 
System: Power Level 6 ( Casting Time: Quick Cast (+1),  Medium Duration (+0), Severe Scope (+2), 
Severe Harm (reduces DEX by one per Success Level) (+2)), 18 MP to cast. 

Snap  (スナップ)
A magical projection attack. 
System: Power Level 5 (Casting Time: Quick Cast (+1), Noticeable Scope (+1)
Major Harm (3 x WILL x Sucess Levels in Damage) [Lethal] (+3)), 15 MP to cast. 

Square (スクウェア )
This spell increases the damage output of other spells, allowing them to cause EX-Class damage. If invoked, Roa's
Reality Marble causes this to be applied over all of his spells  as he casts them. 
System: Power Level 6 (Casting Time: Quick Cast (+1), Noticeable Scope (+1), Awesome Transformation (Adds +12
to the damage multiplier for succeeding spells (+5), Short Duration (-1)) 

======================
Formalcraft (フォーマルクラフト ) -Magecraft based on conversion of elements (元素変換 Genso henkan). 
It is popular with mages who have weak Magic Circuits. Under Formalcraft, many material sacrifices are 
made to compensate for the lack of power on the caster's part. Magic circles are also a common part of 
this thaumaturgy. 

Emiya Kiritsugu was known to use Formalcraft. 
======================
Witchcraft (ウィッチクラフト) - Common mysticism. 
This is the common term used for practices one would expect from traditional (cliché) witches and shamans. Naturally, 
cursing techniques (呪術 Jujutsu) are part of  this discipline. This Magecraft produces a variety of potions, medicines, 
spiritual exorcisms, and curses that use materials (straw dolls). It has a strong presence among the Western and Japanese
spiritual world. 

An unnamed example includes the curse put upon Zouken's body and the Crest Worms that form it. 
It causes rapid deterioration of anything that harms the body/Worms, dissolving the item in a matter of 
seconds. 
System:  Power Level 7 ( Casting Time: Very Lengthy Ritual (-2), Noticeable Scope (+1), 
Causes 5 x WILL x Success Levels in Lethal damage to whatever tries to hurt him through
physical contact)(+5), Permanent Duration (+3)), 21 MP to cast.  

Mana Balance (Witchcraft) - This ritual can be done as an automatic action by Synchronizers, in which case
each success level restores 20% of the subject's maximum Life Points or suppresses 1 Level of a Flaw. 
This rite allows a being with a depleted and shrinking Mana store to be restored to relative Mana health. The spell requires
intense contact (donation of blood or sex) between the performer of the rite and the subject. The caster
must do 1D4 x 3 Life Points of damage if he is donating blood, but loses no Life Points if he chooses to 
restore the Mana through sex. When performing the rite, the caster rolls his Will + Magic Circuit + 2 +
1D10. Each success restores 20% of the subject's maximum Mana. This spell can only be "cast" once
per day. 
System: Power Level 3. 

Mana Draw (Witchcraft)
This can not be quick cast. In to perform this rite, the mage must first concentrate and then  perform a series of actions. 
The rite consists of these actions, and may involve objects such as symbols, numbers, and places of power. The rite 
should be defined by the player. If Mana Draw is successfully performed, every Success Level will give a +1 to the next 
casting roll for any necromantic or summoning (invocation) magic the caster wants to perform. The extra energy manifests as 
 radiant flames or a beautiful halo. If the energy is not discharged within four minutes, it begins to burn the caster's
flesh, causing 2 Life Points per turn (Aggravated) until it is discharged. 
System:  Power Level 2. 
==================================================================

While not part of any school, Bounded Fields have been an area of great discussion amongs
the fans of the Nausverse. Here is a discussion of how they function and rules for constructing them. 
A Bounded Field exists when a wizard infuses a base area, such as a piece
of land or a building, with sigils/runes and Mana to enchant it. Once the Bounded Field exists, the inside of the area is mystically
charged and seperate from the outside of the area. Removing a sigil by a third party is possible as long as the technique to engrave
it is not too advanced. A Bounded Field can also be weakened by draining the Mana stored within it, but in this case its creator can
simply add more Mana back into it. Most Bounded Fields exist as protective "safe havens" for mages. There are offensive varieties of 
Bounded Fields. While a Bounded Field is normally immovable, the immortal wizard Araya Souren had several mobile ones that travelled
with his body.   


Dead Apostle  Territorial Fields
Layers of Bounded Fields that the Dead Apostle use to hide their lairs, said to be able to fool even nature itself. Similar to the ones 
that hide away the world of the fairies, it makes the lair accessible only by those who are invited in.
System: Power Level 10 (Casting Time: Ritual (+0), Major Scope (+4),  Permanent Duration (+3), Major Illusions (+3)), 30 MP to cast.  


Emiya Residential Barrier 衛宮邸の結界 - Emiyatei no kekkai
A Bounded Field around Emiya Shirou's property that warns the owner of the house about individuals with malicious 
intentions entering its perimeter through a ringing bell. Very well made, possesses neither offensive nor defensive capabilities, 
but its detection powers are excellent. Unlike the one set on the Tohsaka residence, it is possible to feel a human quality from it. 
Constructed by Emiya Kiritsugu.
System: Power Level 5 (Casting Time: Ritual (+0), Severe Scope (+2), Permanent Duration (+3), Minor Illusion (+0)), 15 MP to cast. 


Hounouden Rokujyuyonshou (奉納殿六十四層)
A Bounded Field created as part of ten-floor apartment building with a roundabout structure, although constructed by 
Araya Souren the original architect was Aozaki Tohko. A shrine for the Taikyokuzu, the diagram of the supreme ultimate. 
Though he does not have a Reality Marble, Araya managed to produce with this what can be called the embodiment of 
his internal world. People within this artificial world were created and then died within a day, a cycle that would repeat
itself endlessly. Araya could also control these beings as zombie puppets if he needed to remove an unwanted visitor.  
Araya hoped to understand the meaning of death and thereby gain an entranceway to Akasha at the center of the universe. 
System: I'm not going to list this here as it this ritual is all kinds of evil. Assume it is at least Power Level 12.  

Rokudou Kyoukai (六道境界 - Rokudou Kyoukai)
Six Bounded Fields spread in a layered pattern around the caster; it “freezes” the movement of those within the perimeter 
as well as hides the presence of its user. Araya Souren could literally carry this with him. It crumbles away with the passing of time 
and recreation takes time. The names of the layers, starting from the outermost to the inner most, are: Fugu (不倶), Kongou (金剛), 
Dakatsu (蛇蝎), Taiten (戴天), Chougyou (頂経) and Ouken (王顕).
System: to be revealed later. 

Taiten (戴天): This Bounded Field protects Araya's body from damage. Once brought into action, this bounded field immediately heals 
the damage his body has suffered. 
System: Power Level 9 (Casting Time: Recitation (+1), Quick Cast (+1), Noticeable Scope (+1), Duration (Until Activated)(+3),  
Healing: Restores  Mage's WILL x 3 x Success Level in Life Points (works against Aggravated Damage)(+3)), 27 MP to cast. 

Ryuudouji’s Barrier (柳桐寺結界 - Ryuudouji Kekkai)
A Bounded Field that rejects unnatural spirits set around the temple of Ryuudouji, a Servant trying to cross it will have his 
powers reduced. Effects extend itself only on the area of the boundary line, but not within the Bounded Field itself. 
Probably was set when the temple was first constructed.
	A connecting point with the outer world that functions as a focal point for the leylines exist, as completely 
closing off the temple with a Bounded Field would result in the leylines halting, thus rendering them unusuable. 
That connection point is the temple’s front gate and the path leading to it, so that is the only location that the 
Bounded Field does not cover. This specific location was chosen due a policy of the temple’s monks in which 
they do not refuse entrance to anyone who walks through their front door.
	As the greatest spiritual land of Fuyuki City, Ryuudouji was chosen as one of the four summoning grounds 
of the Holy Grail War, where the ritual of advent of the Holy Grail takes place. Once past its Bounded Field, the 
temple is a suitable place to sustain spiritual entities, which was the reason why Caster managed to avoid 
disappearing even without a Master. 
System: Power Level 5 (Casting Time: Lengthy Ritual (-1), Limitation: Dual Casters (-1), Severe Harm (Reduces a Servant by one "Rank") (+2), 
Major Scope (+4),  Permanent Duration (+3),  Only Within the Boundary (-2)), 15 MP to cast.