Cherreads

Chapter 6 - [6] A Pissed Off Fan's Learning

{A/N: I'm putting this at the top of the chapter to stop complaints early. The next few chapters are going to be detailing the MC's progress and learning, so basically a training arc. That means there will be a lot of info dumps since I need to explain how some powers work so that you guys can understand what's going on. If you don't like that, you can skip this, though I wouldn't recommend it.}

-----(Amir POV)-----

Soft music rang out through the library as I sat by the iconic windowsill, a book on the different mechanisms contained within Scala Ad Caelum in my hands.

Despite all that determination to begin training and start the powering up process, I have yet to do any such thing since my arrival. All I've been doing is reading the same book I got when I first came here while listening to music from my old playlist. Considering some of these songs haven't even come out yet, I'd go out on a limb and say this is another boon given to me by my not-so-mysterious benefactor, or rather director considering my life is just a show for it, alongside the gummiphone.

I've spent the last ten days living inside the library so I can finish reading this book, ordering Larxene to bring me food and water whenever I need it.

Thankfully, there are some rooms close to the library, so I've been able to shower and have even found clothes that fit me. I'm pretty sure the room I've been staying in belonged to the younger version of Eraqus since the all-white clothes are a signature of his.

Back to more important matters, the book is very interesting and has revealed much about how Scala Ad Caelum was built, the facilities present, and even the things I can do with my control over it.

For starters, the entirety of Scala Ad Caelum is composed of thirteen islands, which I believe inspired the number for the members of Organization XIII, all arranged like a clock. I'm currently on the most important island, which stands in the center and acts as the housing for those who once lived here. All the others are smaller islands that act as districts, each placed around the central one in a clock-like pattern.

Medicine, crafting, fighting and military, market. Everything one can think of is here, on one of these many islands. It makes it a lot easier to navigate and also explains why I haven't seen the rest of the phantoms. They're probably all residing on Island 6, the one specialized in military facilities.

The book says this place was created by the first Keyblade Masters and their allies in order to give future generations a place to train while keeping their hearts pure and full of light. Explains all the greenery and the white aesthetic. It continues by saying they used a mix of technology from other worlds and magic to construct buildings that blend both concepts perfectly while maintaining harmony as a way to show that one cannot become a Master by using only one thing.

Basically, don't be a one-trick pony.

While all of that is intriguing, it wouldn't help me much since this is the DxD universe, so I skipped over it and got to the part that mattered most.

The Tricks of the Isles.

Quite an interesting name, and inside were even more interesting facts.

The first and most obvious trick is the illusion that makes people walk forever on the ocean surrounding the islands. It even explained how the illusion was created, which I will come back to once I have enough mastery over magic to use it.

Can't really cast a spell that affects an entire ocean as big as the Pacific yet.

And wasn't that a flabbergasting discovery.

The second trick is control over doors. I can control where doors lead, which means I don't even need to use the elevator. I can open the door of the library, think about going outside, and I'm done. If I cross through it, I'll find myself exiting the main door of the tower.

The third, fourth, and fifth tricks are all similar. They allow different versions of orientation. That would be the best way to explain it. The third trick allows me to change the structure of buildings, similar to the magic of that one character in Black Clover. The fourth lets me switch the places of the thirteen islands, like making the Central Island and Island 6 swap positions.

The fifth is the real kicker, since it's the one I know of and saw during the final fight of the game. I can switch the orientation of the entire dimension. I can make up become down or flip the entire dimension sideways with a wave of my hand.

Insane.

And now here I am, getting to the final parts of the book and realizing once more that these people have a certain obsession with clocks and the numbers twelve and thirteen.

I flipped the book open to the bookmark I placed and began reading out loud.

The sixth trick allows one to change the weather. While this may sound deceptively simple, all tricks are placed in order to protect the islands, and this one is no different. A rainstorm would be so violent that the drops of water would pierce flesh due to their speed. Thunderstorms and heat storms would send lightning and scorching sunlight down onto intruders respectively. Snowstorms would freeze all those who wish to do harm and fogs would place several curses on those same people. This trick was created to deal with armies and is meant to do so.

Damn.

These people were hardcore. They really weren't messing around.

I flipped the page and looked at the next one, excited and a tiny bit scared.

The seventh trick is born from technology more than magic and was created for protection. In the towers on each island resides a beacon that, when lit, will cover its respective island in a forcefield made of electromagnetic waves. What makes this trick special is that if all the beacons are lit at once, they converge upon the Central Island and create a stronger shield that can hold against the strongest attacks.

The eighth trick supplements the seventh and was created similarly. Instead of a shield, this trick is a spear. In each tower is also a weapon that can fire concentrated beams of magic at all those who attack the shield. They can also be controlled manually, of course.

That's cool. A perfect defense mechanism. It will probably work even against the stronger beings on Earth, but I wouldn't bet on these two doing anything to Sirzechs or maybe even Ajuka.

Who says he can't just calculate his way through the shield? That man, devil, monster, whatever he is, is a living cheat.

The ninth trick was created by placing large magic circles at the bottom of the islands. These circles create metaphorical bubbles that surround the entire islands. One can control these circles to affect time and gravity within the bubbles. Time can be slowed down to a ratio of at maximum 1:7, and gravity can either be cancelled or enhanced up to fifty times. This trick can act as a defense mechanism but should mostly be used to train apprentices.

This trick overlaps with my already existing power, so it isn't really helpful, but it's good to know.

The final three tricks are a last resort, to be used only in emergencies when all else fails.

The tenth trick is the first means of escape. If all else fails, the islands will submerge themselves in order to hide and allow the ocean to act as a deterrent.

The eleventh trick is the second means of escape. If even the ocean fails to repel the enemy, the surrounding isles will self-destruct. In emergencies, all inhabitants should be on the Central Island, so the other twelve will act as the ultimate weapon.

The twelfth and final trick is the worst possible scenario, and one I hope you never reach. Once invoked, space will rupture and the Central Island will be absorbed and discarded within the Realm of Darkness, a realm belonging to the Heartless and one that can easily corrupt noble hearts.

Whoever is reading this, you are most likely the new leader of our home, and that is enough for myself and all who are with me to entrust our hopes to you. If you ever find yourself in the situation outlined above, do not despair. May you keep your heart pure, for if you do, if even one person does, Scala Ad Caelum shall rise again, and with it, the pure-hearted shall be victorious.

.

.

.

Damn.

What a speech. That was badass. Kind of sad, but badass nonetheless. It's inspiring how much trust the creators put into the future generations, how much belief they had in whoever would lead this... Heaven. It's like they knew, with certainty, that whoever was chosen as governor or leader of this place would be pure of heart. And in Kingdom Hearts, that doesn't mean a saint, but simply someone who wishes to protect others.

Sadly, I doubt I'll ever reach that level of commitment. I don't think I'll ever be a defender of the innocent or someone who helps others for the sake of it. Even so, I'll try my best to get close, even if it won't work.

As I finished that thought, I turned the page only to be greeted by the names of all those who contributed.

I'm done.

Finally.

I stood up and stretched with a groan before snapping my fingers. In a moment, Larxene appeared in front of me, ready to receive my orders.

It took some getting used to, but I think I've been adapting well.

"Larxene, could you bring my food, please? A steak this time would be great."

The puppet nodded before flashing away again.

I began walking to the dining room as I repeated what I read in my head, music still playing and helping me relax.

Alright, a quick meal and then back to studying, sadly.

-----(Switch)-----

A magic circle is literally a bunch of mathematical formulas mixed together.

Who would've thought?

Apparently, a magic circle is a mix of mathematical equations placed in a certain way within a circle, and that's it.

Well, it's more complicated than that.

After finishing lunch, I came straight back here to get started on magic. The coolest thing in existence. So I started with a beginner book, obviously.

What's frustrating is that ordering the library to give me a magic beginner book buried me under a mountain of them, so I had to specify more.

I remembered that humans in DxD are supposed to use equations and formulas to use magic, so I went with: A beginner's book on magic circles that are specialized on equations.

That got me two books called:

Magic Circles for Dummies

The Advantage of Crests

Cliché name aside, the first has been teaching me a lot and explains human magic very well.

Magic circles are built in the following way. First are equations based on the desired phenomenon.

If you want to create a fireball, you need an equation that represents the creation of fire, one that dictates how the fire is shaped, and one that gives it the force it needs to actually fly toward a target.

That's simple, but then comes the question of how the fire is being created.

And the answer is... magic.

Literally.

Jokes aside, mana, magicules, magic particles, or whatever one wants to call them, act as a substitute for the materials needed.

Mana, the term I'll be using to denote magic particles instead of the basic Magic Power, is a neutral particle that can be influenced. That's how a magic circle works.

Each equation acts as a sort of code that dictates how mana behaves. The equation that creates fire makes the mana become heated, thus creating fire. The second equation dictates a shape, and the third uses more particles to add the force needed.

Once that's done, you need at least two extra equations to merge all these particles together, and by doing that you get the spell. It's similar to how you would write a chemistry equation.

Reactants add together to create a product.

With all these nuances, you'd think magic is simple, and you'd be wrong. The more equations within a magic circle, the less mana you use, meaning the more precision you have, the better the spell. Take the fireball spell. Increasing the size by just a little adds an equation. Adding heat adds another. Twenty minutes later, one realizes that to create a combat-functional fireball spell, you need at least thirty equations or you won't have enough mana to create the spell.

That's why many mages use foci such as wands or staves. Those things are engraved with magic circles that specialize in conserving mana or applying certain common equations like strength enhancement or size increase.

And that's the first step.

My brain is melting.

I groaned as I fell back onto the wooden floor.

Ajuka and Rossweisse are monsters.

Now I actually understand what the Kankara formula is and how impossible it is to recreate.

The formula is one that changes equations at super-speed to fit whatever Ajuka needs, meaning it's processing thousands of formulas in milliseconds.

Rossweisse is even more ridiculous since she does all of it with no support.

Now that I think about it, runes are probably a form of magical language that work only thanks to Odin and his divinity, which is why they are easier to learn.

Still impressive though.

I sighed as I forced myself upright and continued reading.

To get back to it, the second step is a bit simpler. You have to place the equations in geometric patterns within the circle. This is also to conserve mana and is considered a very important step. You do need to experiment here. The spell I've been using as an example would need to have the equations placed in a triangular formation within the circle to conserve the most mana. Why? It isn't explained, so I'm guessing that's advanced theory.

The third and final step is one I don't think I've seen in DxD, but it might work, and it's inputting numbers in the outer layer of the circle. The numbers are an approximation of exactly how much mana you want to use, so it's usually in the billions or more since mana is a particle as small as an atom. Doing that can help reduce the number of equations you need to use, since it helps the circle recognize how much mana it can use.

Hmm...

I don't think I'll be able to attempt magic soon, not before awakening my devil bloodline.

Speaking of...

I turned my head to the other open book and started reading the section on crests again.

A magic crest is a specialized magic circle containing the equations needed for a family's signature magic. They also contain hundreds of equations that lower mana cost, making spells easier to use by reducing the difficulty of other magic circles.

A crest can only be used by members of the same family, or those inducted, since there's an equation specifically there to prevent outside usage by analyzing blood, DNA, and magic signatures.

That made me think about my own magic crest. Devils in DxD had their own magic crests if I remember correctly, which gave their magic circles the color and design they have.

The Belphegor should have a crest, so should I wait until I get it or learn something else?

I let out a sigh and held my head as I contemplated.

Magic is the coolest thing ever.

But why does it have to be so hard?

{A/N: Here it is. I personally like this chapter despite it being an info dump because I enjoy explaining and outlining how things work. I like sense after all. Don't worry, things like demonic power, holy power, fairy magic, and everything else will be explained later. Hope you enjoyed and see you in the next one.}

 

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