Territory

History
As a child, Aedre was used as a test subject by a group of scientists who were experimenting with the properties of One Magic. They were trying to test whether this potent all-father of magic could be utilized by a human mage; and Aedre was offered by her family, since they apparently saw magical potential in her at an age when she used to believe that magic was nothing more than colorful fireworks. A couple of years of experiment only brought disappointment and in the end, Aedre's memory was wiped clean and she was left to live her life as normally as possible. Throughout this process, the One Magic had been fused into her body so many times, that her body had gotten a hang of it and started developing some special abilities to utilize it--- slowly, but surely. The people who experimented on her weren't able to comprehend that the process took time to take effect and gave up on the idea and termed it as a lost cause. It was only after several years that they came face to face with this fact; but till then it had been too late and the abilities had matured completely within Aedre- who, had actually ripened quite well as a user of magic. The activation of this magic took place during her S Rank examination, in which her opponent happened to inject a powerful poison into her that blocked away the magical channels within her body. She was unable to use her Torrent God Slayer magic, unable to summon or manipulate water anymore. However, pure ethernano still coursed through her body and it all flocked to different extremities, enabling the nodes that had become used to the One Magic treatment. This caused a spark within her body, as the ethernano changed itself into an ambiguous magic, rather than the element of water (like it usually did). Within a span of minutes, Aedre could feel the Space around her shift and pulse around her- as her senses flared with the identification and control of the Space. After that exam was done and over, she trained herself enough and researched enough to completely grasp this new magic in which she had no formal training from a mentor.

Basics
Absolute Territory (絶対領域, Zettai Ryōiki; lit. Complete Space Manipulation) allows Arthur to control all the Space around him, which generally counts any open area. He is allowed to compress this space, expand it, make it explode (which is done by compressing and then expanding it all of a sudden). It is interesting to note that Absolute Territory works on the principle of law of conservation of energy; thus implying that Space can neither be created nor destroyed. To be put simply, Arthur cannot create Space - he can only manipulate it and make it bend to his will. He can use Space as a form of offense, defense and even make use of it for utility purposes. He can go as far as generating heat with this magic, which is achieved by bringing the particles of Space close to each other and thus creating friction; further resulting onto the birth of heat. However, it is to be noted that the heat is nowhere near causing a fire and cannot even be consumed by Fire Slayers or anything; no matter how high the temperature would be. The reason behind this is simple; the unavailability of anything solid that would burn - since Space certainly cannot burn with flames. However, the greatest potential that this Magic offers lies in its trapping and damaging capacities; as Arthur has the option to imprison any living being of his choice inside the Space that surrounds them, and if Arthur desires so, can sap their ethernano away. The sapping is done by utilizing the vacuoles within each and every cell of his opponent's body. Arthur, as an S Rank mage has spread the tentacles of his magic deep enough to perform such feats. The sapping is visualized in the same way any other magic would be; by creating some sort of an orb around the opponent and sucking away the ethernano depending the purpose and strength of the spell used.

There's some science working behind every magic out there; or at least a semblance of science. In the case of Absolute Territory, this magic is associated with Molecule Magic and Air Magic (the latter being a usually misinterpreted conclusion by opponents). Molecule Magic is nothing other than the science of molecular and atomic physics; and Territory is highly similar to this. However, what irks even logic is the fact that Territory magic seems to be controlling the atoms and molecules of Space. The question is, does Space really have atoms or molecules. For the sake of clarification, lets say it does - since that is the only way an ambiguous magic like Territory could be explained. Albeit, it is to be noted that Space is not the air in the open space, since Territory magic can be used with the same effectiveness even in conditions with vacuum. Understanding the real science behind this magic is near to impossible unless one understands what Arthur is controlling in the name of Space. To be honest, he himself doesn't have any idea how to put the magic's element. All he understands is that he can feel, and control the area around him and bring about a plethora of effects for his opponents - thus transforming into the worst nightmare for them, a nightmare wielding the power of nightmares; complete ambivalence under a different name.

Arthur is able to conjure a wave-like matter that resembles a tomoe and is generally what the Space looks like when it is compressed due to his powers. This wave of Space generally comes in translucent rainbow shades, with a higher vibrancy of the color green. There is no particular reason for the green shade, but is something that is associated with Arthur only - just like many Fire mages can have purple or red flames. No big deal. Other than that, the spells of Territory have incantations that come in a strange and unusual language, a language Arthur picked up during his training with Celestial Spirits and took a great fascination to. He ended up naming the spells of his new magic after certain words in this less-spoken, but ominous sounding language. Occasionally, Arthur has to make use of various hand-signs and stances for activation of certain higher-ranked spells. These acts are similar to how molding mages have stances or how Slayers tend to bellow their spell names to induce a higher level of concentration and, in some cases, even fear.

It could be a potential doubt as to what happens when Arthur compresses the Space around him and utilizes it for his own purposes. Here, we have to see Space as air. Air is in a constant flux of motion and the particles of air keep changing positions - replacing each other's positions randomly. Similarly, when Arthur happens to compress or expand the Space, the Space all around in that particular area would replace the compressed space and if the Space is allowed to expand, then the particles of Space in some other part of Arthur's Territory would come closer; thus keeping the amount of Space in the atmosphere at more or less at constant levels.

The aura released from Arthur's body is usually an array of spectrum colors; with a slight greenish tinge to it, however in its uncontrolled state it turns into a more vibrant shade of crimson and slight hints of other colors. The effects of his Aura can be felt at a distance of maximum radius of one kilometer; and coming within its span can make people feel dizzy, disoriented and a little nauseous. To explain why this happens, Arthur starts sapping ethernano of anyone in his vicinity and the amount of ethernano sapped depends on their strength differences. Note that this includes his allies as well; since Absolute Territory is a highly uncontrollable magic and it affects anyone and everyone within his Territory, there's not much Arthur can do regarding this aspect of it.

Territory is devastating and tears things apart with extreme prejudice whenever its user wishes, being a magic focusing on delivering death and destruction in Arthur's hands. All spells of this magic are inherently more damaging in effect, with hardly any higher-ranked spell that does not deal damage. Arthur is an almost literal living nuke now, packed with devastating potential to untold levels of collateral damage. Using Territory is not a precise art and engaging the wielder of such a magic should not be done lightly. He is sure to wreck havoc on the surrounding terrain and civilians, while also pounding the ground around him into rubble.

Versatility is the name of the game in the mage world, and Absolute Territory provides heaps of it. Arthur is capable of using the the Space around him in any shape and form that he wishes and it works brilliantly well- bending to him ever will and command. Arthur is enabled to project his magic (that is, the Space that he marks as his Territory) in the form of beams, whip-like attacks, or alternatively multiple missile-like barrages.He can also warp, compress or reduce the Space around him to provide himself with physical enhancements such as flight or alternatively materialize the Space into tentacle-like appendages which can restrain his opponent to a location, thus making them potentially more vulnerable to him attacks.

Absolute Territory is a completely non-elemental magic, so it does not posses any element based weaknesses. This means that Arthur's spells do the same, undeviating damage to all mages - regardless of their elemental affinity. This is an exquisite strength against most magic(s); since a majority of mages utilize elements; be it multiple or singular.
 * Portal Genesis (ドア生成魔法, Tobira Seisei Kahō, lit. Gateway Creation Magic) is a basic spell derived from Absolute Territory that revolves around the creation of portals for various, offensive, defensive and transportation purposes. In order to make a portal, the user must be bare handed. With this magic, a user can open a hole in the universe connecting two non-adjacent location by breaking a rift in the space-time continuum, allowing the said user to move either himself, others or various objects to a point in space different than the one he is currently situated simply by passing through the hole, also know as the Portal (扉, Tobira). The longer the portal is opened, the more energy is drained from the user. It's important to mention that either one of the portals can be opened under a certain angle, granting the users opportunity for versatile uses. The size of the said portals can vary, based on the amount of magical energy put into the creation of it, more energy creating a bigger portal and vice versa. However, regardless of the size, every one of the portals shares several common traits — every portal is flat and elliptical, although, as the mastery over the magic improves, the portals will start gaining more of a circular shape, reaching the state of a perfect circle upon a complete mastery over said magic. Additionally, each one of the portals seems to radiate some sort of light, and the legend says that every user's portal is unique and holds the magical trait of the caster and is often said to represent one's intentions, meaning that those with light-based colours can more likely be trusted than their darker counterparts. In addition to a normal set of portals, more skilled users, such as Arthur himself, are capable of creating the so-called Unstable Portals (壊れた扉, Kowareto Tobira; lit. Broken Gateway). The former are known for being unstable as neither one of the portals have an end, that is, they are just a form of magical energy. Although, one can still enter the portal and will find themselves in an empty space, possibly another dimension. It is rumoured that every user, upon generating their first portal, is granted a miniature pocket dimension that can be accessed through the unstable portals. However, the unstable portals are said to drain the user more than their regular counterparts. The most basic and common use of this magic is for transportation purposes, as the portals allow people and inanimate objects to instantly change their location. However, with some cleverness and tactical sense, the users may use this magic for various purposes, but the most common and significant secondary use of this magic is in a defensive manner, allowing the said user to conjure a larger portal in front of himself, or even possibly by his side, acting as a form of ultimate defense, even enabling the user to use enemies' own attacks against themselves. Additionally, the user may simply close portals down with an object passing through it, resulting in permanent dividation of the said object, allowing the user to break anything passing through the portals. The said portals can easily be altered and modified by user's will, allowing them to change its properties, size, and even colour; possibly shaping them to the necessary needs, or even rounding them, ultimately shaping them into a perfect sphere that can then be used as a cocoon of some sort. The said cocoon is a form of an unstable portal. Additionally, after practicing for some time, Arthur has demonstrated a unique ability to move portals around freely, seemingly without restrictions at amazing speeds, allowing him to use the portals in an offensive manner, allowing him to fire minor portals at targets with ease. Arthur has spent quite an amount of time practicing and mastering this magic and as such, is quite adept at it. The reason why Arthur chose this specific magic remains unknown, but on several occasions has stated that this magic works well in a tandem with his Celestial Spirit Magic, as it allows him to summon celestial spirits on various locations, not limiting him to the traditional has-to-summon-the-spirit-in-front-of-himself technique. His mastery over this magic can clearly be seen while keeping more than one set of portals opened at the same time, quite an achievement. The portals Arthur creates seem to be glowing in various shades of green and blue, creating an effect similar to the one of Aurora Borealis, or the Northern Lights if you may. Every portal Arthur creates also expels a small amount of the said light, but has no effect on the portal what-so-ever, As Arthur mainly uses it for aesthetic purposes and can easily 'shut the lights off'. So far, the biggest portal Arthur has created was five meters tall and he was able to keep it open for seven minutes straight, as his magical reserves started draining rapidly.
 * Basic Portal Creation (関門の作成, Kanmon no sakusei): The whole process of creating a set of portals is pretty simple, but takes a lot of practice to master. This whole process can easily be divided into three phases. The first phase lasts for about half a second and begins with the user has channelling ethernano throughout their body towards their hands and start accumulating it within. The amount of energy has to be the same in the hands, as the ethernano stored within will be used for breaking the space-time continuum. In the second phase, the user has to think of the locations to where the portals will be situated, opening their fists at each location. This is probably the most complex about this magic, as the user has to know the place they want the portals to be. In the final phase, the user simply has to keep the balance between the two portals because if the balance were to be overthrown, the frequencies among the portals would change and thus, the two wouldn't be connected. There are several basic types of portals listed below:
 * Reflective Portal (反射的な 関門, Hansha-tekina kanmon): A defensive type of Portal; These portals allow Arthur to reposition projectiles coming towards him, enabling him to alter its direction and velocity, granting him the ability to use enemies' own attacks against themselves. Additionally, there seems to be a melee version of this portal, whereas Arthur creates a pair of portals, one of them being in front of him, allowing him to evade almost every melee attack and give him time to step away from his enemies.
 * Spying Portal (見 関門, Mieru kanmon): A supportive type of Portal; These portals allow Arthur and his comrades to spy their enemies without getting noticed. Arthur creates a smaller pair of portals and places one in front of his right eye, while placing the other one near the enemies, or a group of people he would like to observe. Neither one of the portals radiate light, as it would most likely expose Arthur, thus decides to keep it incognito. There is a combination of two pairs of portals like these, allowing Arthur to hear what the mentioned group of people are talking about simply by placing one of the portals onto his ear.
 * Teleportation Portal (瞬身 関門, Shun mi kanmon): A utility type of Portal; This is one of the basic and most common uses of Portal Genesis, it allows Arthur to conjure a set of large Portals, big enough to allow him and his comrades to pass through them without any difficulties.
 * Summoning Portal (召喚 関門, Shōkan kanmon): A somewhat offensive type of Portal; Arthur is able to generate a pair of smaller portals, one being next to his right hand, other somewhere on the battlefield. He then puts his right hand through the portal and requips a gate key, allowing him to summon any spirit at a random location, not necessarily in front of him. This ability has shown itself useful as it opens new possibilities to numerous tactics and such.
 * Omnidirection (無指向性, Mu shikō-sei): By creating a set of portals, Arthur is able to link them into a single pattern, allowing him to freely pass through one portal from set A to another portal in set B. He often uses this technique either for tactical manoeuvres or simply to confuse his enemies. However, there is a catch. Arthur is not able to control on what end he will come out, as it rather chooses a path randomly, making a risky technique.
 * Multiple Portal Creation (複数関門の作成, Fukusū kanmon no sakusei): There is nothing really that needs explaining here, Arthur is capable of creating multiple pairs of portals, up to seven at the same time, although it may drain him quicker than usual.
 * Switch! (転向, Tenkō): A modification of a basic portal; Arthur starts the spell with creating a pair of portals, the size of which is irrelevant. During the second phase, he shapes them somewhat differently. Rather than flat and circular portals, the ones created now are shaped like perfect spheres and radiate turquoise and light-green light traces around it. The said portals still have the same function, changing the location of two people and/or objects, but the whole process is a bit different. Instead of freely entering and exiting the said portals, the objects within the spheres will be switched only when neither one of them is empty, meaning that the reposition of one object is impossible with this technique.
 * Cocoon(繭, Mayu): By conjuring a sphere-like portal around himself, Arthur is able to conceal himself in a cocoon-like construction that is quite literally unpenetrable, as anything that would come in contact with it would simply pass through it. Now, you must be wondering how does this work. It's rather simple. The sphere is composed of two portals, although they seem like one. Both of them are identical, semi-spherical and are linked together, acting as if they weren't there, allowing everything to pass through them.
 * Recondite Veil (難解変装, Nankai hensō): One of the most versatile of portals during battle, this comes from the transformation of Arthur's aura into that of his portal magic. This is a full body spell that transforms his aura into that of his portal magic, that reflects what is behind him, effectively making him invisible and let objects pass through him. Effectively this makes him both invisible and invincible to outside forces, but this takes a massive toll on his body so he can only maintain it for an upwards of twenty minutes without having lasting effects on his magic.
 * Unstable Vortex (不安定渦, Fuantei uzu): Unstable Vortex is most likely one of the most offensive abilities this magic can offer; Arthur creates twin unstable portals, roughly the size of his fist that he then throws at his target. The portal will simply explode if anything passes through it, dealing quite an amount of damage. The portals usually travel in an eight-formation, although they can be sent in a straight line as well.
 * Psohoktypos (ソホクティポス, Sohokutiposu; lit. Exploding Sphere): Arthur creates a small, concentrated orb of Territory by compressing the Space around a certain place. This orb is usually translucent, as it is supposed not to be seen, although Arthur can make it radiate iridescent lights. It has a radius of 1.5 centimeter and it can place it anywhere within a range of fifty meters of his position. The orb remains stationary in the air, waiting until some living creature other than Arthur walks within a range of three meters around it. When a person enters the said range, the orb detonates with an explosion of six meters diameter without a second's delay. This explosion can cause moderate bruises on the victim's body, as well as knock them back several meters. The said explosion is rather loud and can be used as a distraction technique.
 * Thenar (テナー, Tenā; lit. Palm of Calamity): Whenever Arthur gets close to his opponent and happens to make physical contact with them with the palm of either of his hands, he'll instantly activate this spell and cause a small red colored explosion on his opponent's skin. The casting and effect of this spell is insanely fast, and the entire process will barely take any more than a second. After the explosion, a moderate bruise will form on the skin of the opponent; along with several cuts topping the bruise. This spell can additionally amplify Arthur's attacks in a simple hand-to-hand combat, as the sensation of the burn, bruise and cuts can possibly disorient his opponents for a moment or two, allowing him to counterattack.
 * Keraiaktis (ケライアクティス, Keraiakutisu; lit. Beam of Judgment): Arthur opens up his palm, while making it face the opponent. Soon after, a red Magic Circle would appear in front of his palm and at its disappearance; a beam of concentrated Space would shoot out in a linear direction towards Arthur's opponent. This beam has a eight centimeter radius and can travel a maximum distance of twenty meters from Arthur. If it comes in contact with the adversary, it can cause moderate bruises and lend a burning and painful sting to the affected area's skin, as well as several cuts. The casting of this spell is rather quick so it can often be used in conjunction with other spells of the similar effect.
 * Miastor (ミアストル, Miasutoru; lit. Hollow Chasm): Arthur lifts one of his legs slightly, so that only the tip of his toes (or shoe) touches the ground. A small, green Magic Circle appears beneath his feet and at its disappearance; he pushes his toes slightly downwards - causing a crater all around him. The crater is formed due to Arthur causing the Space above the ground to exert pressure on it. This crater is shaped in such a way, that it leaves the ground around Arthur unharmed, with the diameter of 30 centimeters, allowing him to stand firmly on both of his feet; and from the outer edge of the unharmed area; you can see the crater. It extends in a circular area with a diameter of up to eight meters and is meter and a half deep. This spell is usually used by Arthur when he wants to create a distraction for his enemy or make them lose their aim for any spell they may be channeling. Since the crater would send them to a lower ground all of a sudden and the earth beneath them would sort of crumble - there is a good chance that their aim falters a bit.
 * Planatape : With nothing but his own thoughts, Arthur manages to create a thick, colorless layer of Space in front of him. This entire layer is completely transparent and enemies would never figure out that there's something in front of Arthur. As light passes through this layer, the property of Refraction starts working and Arthur's "apparent position" changes for his opponents. This can be used to create an illusion of his to the left or right; this successfully hiding his real position. In short, Arthur will appear to be some three or four meters away from his original position. Only when they try to attack the "apparent position" of Arthur, will they realize that he's actually standing to the right or left of that illusion.
 * Agonistolma (アゴニスト, Agonisuto; lit. Weakness Exploitation): Arthur aims one of his hands towards his opponent, his fingers outstretched, and focuses a bit on his opponent's body. During these couple of seconds, his mind romps in coordination with his eyes to successfully figure out the weaker points in the body of his opponent. After he has done so, Arthur closes his fingers sharply into a fist, causing about ten small explosions in the close vicinity of his adversary's body. These explosions are specifically targeted around the parts of the body such as the knees, joints, elbows, etc. where the level of pain would be much greater; thus dealing, what one can call, some critical hits. They occur due to the sharp and sudden compression, followed by an equally devastating release of Space.
 * Kikloperinkos (キクロペリンコ, Kikuroperinko; lit. Devastating Chakrams): Arthur focuses his magical energy to any two points in the air within an area of 10 meters from himself, regardless of his position or condition. Out of thin air, a single transparent chakram made of condensed Space would appear in both the chosen points; thus making a total of two chakrams. These chakrams have a radius of 7 centimeters and are made of highly pressurized bit of Space, thus giving them sharp edges akin to any knife or sword. They have great cutting skill and can cause decent lacerations to the skin of their victims. For the entire duration of this spell, these Chakrams would move around the battleground and try to hit Arthur's opponents. They are telepathically controlled by Arthur and move at a speed of 10 meters per second.
 * Hiloksaires (ヒロクセール, Hirokusēru; lit. Sapping Tendrils): Arthur focuses his attention at any spot on the ground; which is generally determined by the area around his opponent and how close he wants the spell to take effect. In a split second, a circular diameter of three meters appears at the spot. From within it, two tendrils composed of concentrated Space protrude from the rune, traveling at a speed of 10 meters per second and capable of grabbing a target as far away as 30 meters, pulling them back into the center of the rune, binding them in place, preventing them from moving. Arthur can also telepathically move these tendrils, making this a highly versatile technique. Additionally, each of the tendrils saps a bit of the targets' ethernano and fuels the tendril, or even heals Arthur's nearby allies.
 * Plegeseien (プレガセイン, Puregasein; lit. Waves of Chaos): Charging one of his hands (or both) with condensed Space, Arthur launches himself in the direction of his opponent. Reaching at a minimum distance of one meter away from them, he can put this spell into implementation by throwing the orb of Space (radius of 15 centimeters) at the enemy. On contact with a physical object (the opponent's body, the ground, a wall, a tree or any other damn thing), the orb would explode with a shockwave that spreads to a diameter of three meters. If the orb explodes after hitting the enemy, it would deal quite some damage, which would be followed by some more damage from the shockwave. However, if the enemy dodges and moves away, the orb would explode and the shockwave would still deal some damage to a distance of three meters. The shockwave damage will apply to all people within its range - while the orb only affects the one person, or thing it hits. The power of this spell is almost doubled if Arthur casts it with both the hands. Also, note that the shockwave is circular and doesn't affect Arthur himself; since he disperses the release of the Space away from himself.
 * Klemaradbos (クレマルドボス, Kuremarudobosu; lit. Divine Hands of Chaos): Arthur points one of his hands at a particular place (most likely in a target's direction), thus causing a iridescent coloured Magic Circle with a radius of half a meter to appear beneath them and a swirling mass of Space to coalesce around his outstretched hand. In the very next second, a vortex of condensed, iridescent Space would swirl around them. When the vortex calms down (which would take about another second), the person targeted would've disappeared from plain view. They would, however, be transported right in front of Arthur, thus leaving them vulnerable to a punch (could be a jab, an uppercut, a haymaker or anything that falls in the category of a punch) with the same hand that Arthur pointed them out with. Essentially, Arthur could also swiftly bring an ally or an object he desires right by his location, making this a rather useful technique.
 * Molybdoxeuma (モリブドキセウマ, Moribudokiseuma; lit. Bullets of Judgement): By pointing one or both of his hands in the general direction of his opponents, Arthur causes iridescent Magic Circles to appear for a split second in front of each of his fingers; which causes some amount of Space to coalesce in front of his hands. The circles are quite tiny and as soon as they disappear, bullet-shaped masses of Spatial energy shoot forward in a linear direction towards her adversaries. The bullets move at a speed of 15 meters per second with a maximum capability of ten being shot by Arthur; and maximum travelling distance being 30 meters away from Arthur.