Yuuno Scrya OBD Nanoha
Yuuno

Name: Yuuno Scraya
Origin: Magical Girl Lyrical Nanoha
Gender: Male
Classification: Human, Archaeologist, TSAB Librarian, Mage
Age: 9 at the start of the series, currently 25
Powers and Abilities: Super strength, speed, agility, endurance, durability (with barrier jacket), flight, energy blasts (created with magic energy), magic barriers (resistance to physical, magical, time-space, dimensional, and environmental factors), shapeshifting, sealing and binding spells, healing, matter creation, telekinesis, gravity manipulation, dispel magic, dimensional time-sealing force field creation, teleportation including dimensional travel and BFR, knowledgeable in various forms of combat, passive telepathy, search and scanning, extra sensory perceptions
Weaknesses: He loses his durability without his barrier jacket
Destructive Capacity: At least multi city block level
Range: At least several hundred meters
Speed: Hypersonic+ (mach 61+) with massively hypersonic (triple digits mach) reactions
Durability: Island level (start of A's Nanoha noted his defenses were superior to hers), magic barriers make him hard to kill
Lifting Strength: At least Class M via powerscaling
Striking Strength: At least Class GJ+ via powerscaling, far higher via attacks by barriers (capable of trading blows with Vita)
Stamina: Superhuman
Standard equipment: None notable
Intelligence: Fairly intelligent, skilled combatant
Notable Attacks/Techniques:

- Shield: Defends from attacks by using an opposing magical power. Uses a rebounding effect to defend with.

  • Round Shield: A basic Mid-Childan shield-type defensive spell.
- Barrier: Creates a protective film to offset attacks, allowing the user to gently stop incoming attacks. It is the most commonly used defense.
  • Protection: A basic barrier-type defensive spell of the Mid-Childan system. When used, a barrier appears around the caster, usually in the caster's magic color, and simply wards off attacks. It has higher casting speed, wider effective area and lower mana consumption than other spells, but at the cost of defensive power.
  • Circle Protection: A hemispheric barrier-type defensive spell. Cast in the air, it is cylinder-shaped instead of hemispheric.
  • Sphere Protection: A spheric barrier-type defensive spell, covering the target's every direction. It is mainly cast to defend against area-of-effect attacks.

Sphere Protection
Sphere Protection

- Field: A defense that blocks specific environmental effects (like temperature and so forth) within a certain area. It's commonly used with several layers of different shields and fields to reinforce the defense.

- Physical Armor: Creates strengthened material for physical protection. This does not mean that other types of defense don't defend against physical damage. Just the physical armor has no weakness to the Anti-magic effects, such as the AMF.

- Barrier Jacket: An extremely versatile and ubiquitous defensive spell that summons a magical armor protecting a mage from external harm. A Barrier Jacket is summoned when the mage activates their Device (mages who don't have a Device summon it manually) and is accompanied by a bright flash of light. Whatever normal clothes the mage is wearing at the time disappear until the Barrier Jacket is dismissed. Technically, a Barrier Jacket consists of both barriers and defensive fields (it protects the entire body with an invisible protective field). Like other field-type spells, a Barrier Jacket constantly consumes the caster's mana while active. The more defense the Jacket provides, the higher its mana consumption. A Barrier Jacket increases not only durability but also other parameters such as speed and power, so some mages develop multiple Barrier Jacket configurations and switch between them in combat depending on the situation.

- Shooting: Spells of this type are guided (like Divine Shooter) or aimed (like Photon Lancer) at targets. It also includes the rare material accelerating spells.
  • Shoot Barret: A basic shooting-type spell learned by every mage of the Mid-Childan system. The caster merely compresses mana in the shape of a bullet, accelerates it, and sets it forth.
- Bind: Spells of this type directly inhibit a target's freedom of movement and the use of action triggers by attaching themselves to them. Bind type spells may prevent movement outright, as in Restrict Lock, or contain the target's mobility, as in Chain Bind.
  • Ring Bind: A basic binding spell, in which magic rings are used to hold the target in one place.
  • Chain Bind: Unlike most other binding spells, this type does not seem to lock a target into the one spot at which it was captured, which seems to allow the caster to use the chain to pull the target towards himself or otherwise drag it into a position of his choosing. Chain Bind can additionally cut through physical objects if "pulled" hard enough.
  • Struggle Bind: An extremely powerful binding spell that also acts as a magical "ground". Specifically, it inhibits magical abilities of the target and can even dissolve transformations in use.
- Circle Force field: These force fields originate from a magic circle, which can be placed by the caster at any location.
  • Floater Field: A force field spell to create magic circle-shaped anti-gravity footholds.
  • Round Guarder: A defensive force field spell to generate a stationary defensive barrier.
    • Round Guarder Extend: A field-type spell to generate a stationary defensive barrier, useful for protecting and healing weakened mages. It either creates a constant drain on the caster's mana or requires him to invest a portion of mana into it from the start, but it allows the caster to protect a fallen comrade and still devote his whole attention to the current crisis.
- Area force field: These force fields affect a large region, and generally are much more powerful than circle type fields. In contrast to defensive spells, force field spells apparently have more varied roles, from protecting property and civilians from collateral damage, to confining enemy magic users to a predetermined area.
  • Time-sealing force field: An area-type forcefield spell to alter the flow of time in a localized area, in order to "mask" magical effects from public view.
- Increase: Directly heals or replenishes the target.
  • Physical Heal: A basic healing spell.
- Decline: A spells of this type directly target other magic spells and attempt to deactivate them.
  • Dispel Force Field: A spell which Yuuno and Arf attempts to disfunction the Wolkenritter's Gefängnis der Magie isolation field.
- Transport: Spells of this type include movement enhancement spells, as well as teleportation spells.
  • Dimensional Transfer: A spell to teleport across dimensions.
  • Transporter: A teleportation spell to transport himself and/or persons in the nearby area (e.g. into orbit) whom he permits.
    • Transporter High: A higher-class version of the spell to teleport several persons (who are at different places) to the same place at once.
- Sealing: A spell to seal any magic program from reacting with others. Throughout the series, it is mainly cast to render dangerous (corruptive) magical artifacts safe.

- Shapeshifting: Yuuno can turn into into a ferret.

- Awareness of things: mages can perceive what is happening around them. Due to this ability mages can control the movement of their blasts/bolts inside their "range" where they can not see them, or they can react to movements that they can not see physically.

- Multitasking: the ability of mages (often supported by their devices) to perform several tasks simultaneously or to successfully focus on a few things. Due to this ability, mages can simultaneously read several books, or effectively fight against multiple enemies.

- Search: Mages can use the search system, they can receive data about the objects that lie around them. To show the information (usually an interactive map or an image from a specific location), one or more floating displays appaear.

- Scanning: Mages can scan the area around to locate specific objects or detect stealth and illusion (the time required for discernment of the illusion depends on the complexity of the illusion/degree of protection against scanning). The search for this is based on scanning of the electromagnetic field.

- Telekinesis: Ability to make objects levitate in the air. Normally used only on small things, like books or small artifacts (like Jewel Seeds). Such spells as Floater and Stardust Fall can be nice additions to this ability.

- Telepathy: a magical ability for direct mind-to-mind communication.

Notable OBD Victories:

Notable OBD Losses:

Other: