The Magic of Habit: How Small Change Can Lead to Lasting Transformation

By admin

"Will Do Magic for Small Change" Magic has a unique way of enchanting people, captivating their imaginations and opening up possibilities beyond the constraints of reality. It is an art form that has been passed down through generations, leaving a trail of wonder and awe in its wake. But what if the magic went beyond mere illusions? What if it held the power to create real change? In a world filled with constant challenges and hardships, magic has the potential to bring joy, inspiration, and solace. It can transcend language barriers, cultural differences, and social divides, creating a universal language that unites people from all walks of life. And yet, magic has often been seen as a luxury, an entertainment for the privileged few. But what if we harnessed the power of magic to make a difference, to create change in the lives of those who need it most? What if we used our tricks to bring joy to children in orphanages, to bring smiles to the faces of the elderly in nursing homes, or to bring hope to those struggling with illness or poverty? This is the essence of "Will Do Magic for Small Change" – the idea that magic can be used as a force for good, as a means to make a positive impact on the world around us.



Magic rayearth characters

UMI. Oh my gosh, I love Umi so much she is a perfectly ridiculous fierce little child, and I adore her with every fiber of my being!

Look at this child:

How can you not love her?

Seriously, though, I love Umi for so many reasons. I fell in love with her hard and fast in the first episode when she tried to bargain with Clef’s giant magical flying fish to take her back home. One second she was running away from it and hiding behind a tree like the fish was going to kill her, and then the next she’s contemplating how she can use the fish being tame to her advantage, then promptly starts trying to wheedle her way home. That was such a great establishing character moment for her. And then later when Clef is explaing everything, Umi is 100% fine with leaving the people of Cephiro to deal with their own problems because she wants to go home to participate in her Important Fencing Match™. Even after Clef bestows their powers upon them, Umi is in deep denial. That “What’s this? A little play?” line from her is one of my absolute favorite things from episode one because it’s basically a huge neon sign over Umi’s head shouting”WATCH THIS GIRL, SHE WILL BE GOING THROUGH SOME MAJOR CHARACTER DEVELOPMENT!” So at first, I loved Umi for her potential as a character.

Then, as the series progressed, I loved Umi for her choices and actions. Sure, she’ll march right on into Presea’s house because they’re supposed to be there, Clef told them so. And then all of her actions in that episode are purely for self-preservation reasons. When Hikaru comes up with her plan to defeat the mud monster, Umi goes right along with it even though she has no idea what Hikaru is planning, not because she particularly wants to, but because it’s her only hope of getting out of Presea’s house alive. Even that night, she’s callng Hikaru a hot-head, never mind that she’s just as hot-headed, if not more so. In episode three, after Ferio feeds Umi’s ego and calls her a beauty, her reaction is priceless. She was going to tell him he wasn’t needed, he compliments her, and suddenly she’s changing her tune. It’s the best. I think my all time favorite Umi scene is in episode four. They’re trying to get to the place where the escudo is now that they’re out of the Forest of Silence. Umi’s basically like ‘We can use our magic to take us to the Spring of Eterna,’ never mind that she’s not even learned how to use hers yet. Of course, it ends up not working, but, Umi being Umi, she was just so sure of herself and super confident in that scene that her plan was going to work and nothing so trivial as not knowing how to use her magic was going to stop her.

And that’s what’s really the best thing about Umi. She is supremely self-confident and always sure of herself, sometimes to an absurd degree. But she’s also vain, stubborn, more than a little selfish, and at times obliviously hypocritical (see above example about calling Hikaru hot-headed when she is as well and also in episode 9 when she calls Alcyone persistent, which Umi is in spades when she wants something). But that doesn’t matter because she’s still a kind-hearted girl who is learning to care about the people of Cephiro over her extreme desire to go home. And she will be the best Magic Knight she can be because when Umi commits herself to something she commits to it 1000%.

In summary, have a gif of Umi at her Umi-est:

  • 8 лет назад,
  • 23 заметки
  1. andrey2005 понравилось это

Magic Knight Rayearth

Three teenage girls, from different schools, are on an outing to the Tokyo Tower when they are whisked away to the fantasy land of Cephiro. They are destined to become the Magic Knights, a trio of warriors promised in prophecy, who must save Princess Emeraude from her imprisonment at the hands of her former high priest, Zagato. But there’s a catch…

“You can tell it’s not a simple world,” said writer Nanase Ohkawa in an interview in Animerica, “the kind where there’s a princess, a villain who kidnaps her, and the main character who saves the day and lives happily ever after. Even if the main characters thought that’s the world they got into…”

It’s easy to forget that Rayearth was literally a prime-time anime, broadcast at half past seven in the evenings on Mondays, bearing a tell-tale logo that marked it out as a cultural work that had received funding from the Japanese Arts Council – as if any of the players involved needed a leg-up from the government. The early evening broadcast gives it a conspicuously different tone from many of the shows made in the decades that followed – we are used, now, to late-night broadcasts riddled with fan-service and risqué business, whereas Rayearth belongs to a more innocent age.

Magic Knight Rayearth first appeared in manga form in 1993, the product of a decision at Nakayoshi magazine to hire the all-female collective CLAMP to come up with something that might rival the monster success of the same publication’s earlier Sailor Moon. Ohkawa commented that the collective’s followers had the irritating habit of growing up, so it was always smart to pitch something every now and then for younger readers, in order to capture a new generation of potential CLAMP fans.

This, it seems, was the reasoning behind one of the serial’s odder creative decisions, to name a number of supporting characters, spells and artefacts after prominent Japanese car brands. Ohkawa explained that this was a deliberate decision to help younger Japanese viewers get their heads around all those fantasy names that were inevitably written in katakana. It’s not unlike imagining that all the families in Game of Thrones were named after department stores or DIY franchises.

“Children have a hard time learning names in katakana,” said Ohkawa. “But their fathers tend to be driving cars. If characters bear the same names as the cars in people’s houses, I thought that would be mnemonic enough.” The world of Rayearth itself, however, is not a car name but a calque of the Japanese hikaru no daiichi, the Shining Continent, or “ray-earth.”

Magic Knight Rayearth featured many of the tropes common in magical-girl fiction, starting with the overwhelming positivity of the leading lady Hikaru – unfailingly selfless and ready to help her friends, even when the snooty Umi is complaining and demanding attention, or the specky Fuu is hesitant and dithering. But it also dumps in a skipful of ideas more common in shows aimed at boys, not the least the idea that the girls will fight to save their fantasy world by piloting massive machines (called, er… mashins).

Cephiro, meanwhile, is a fantasy world with a particular kind of magic to it, in which the human will can be made real. In other words, if wishing made it so, dreams can come true in Cephiro, and awesome flights of fantasy and joy enter the realm of possibility. Unfortunately, that carries with it a flipside, since humans overwhelmed with depression or despair can also see their nightmares come true, infesting the land with monsters and bad magic – this becomes a particular issue in the latter half of the Rayearth story, in which the cast have suffered a loss that seems to wound the whole land.

Prefiguring the mixed genres of the later Escaflowne, CLAMP pitched a fantasy quest involving teenage girls piloting giant robots with heavy-handed elemental connections like something out of a sentai team-show. You can even see that in the girls’ names and signature colours – Fire, Air and Sea. But CLAMP also threw in a genre-bending, earth-shattering twist at the end of the first story arc. No spoilers here… but CLAMP’s big revelation created a shock ending, just as the anime adaptation of their series was commissioned for another season. Notably, Ohkawa herself was brought on as a writer on the anime, starting with episode 14, injecting even the serial’s subsequent deviations from the original manga story with a degree of authenticity.

Magic Knight Rayearth is released on UK Blu-ray by Anime Limited.

Magic rayearth characters

Note: In order to have faster loading times, this profile page's pictures are not in the page, but click in the name of the character you want to see an image of him/her.

Age: around 25-30

Occupation: Magic Swordsman. Former leader of Princess Emeraude's personal guard.

Job: Mahou Kenshi (Magic Swordsman). Lantis possesses a variety of magic powers, along with great fighting skills. Klef has stated he is as powerful as his brother Zagato. He also has summoning powers.

Spells: Clefto (Seijyuu Shokan=Creature Summon): As its Japanese name says, it summons a magical creature, in Lantis' case, he summons a black magic horse. Chronos: A powerful lighning attack from his light sword. Cresta (Kakubojyo=Barrier): A Magical Barrier to prevent Magic attacks. Thunders (Inazumashorai=Bolt attack): A powerful bolt comes down and strikes the enemy.

Weapon: A sword which blade is pure light, and disappears when it is not in use. Its name is not mentioned.

Magic Type: Thunder/Summon.

Personality: Lantis is Zagato's younger brother. They look much alike and have almost the same voice. He used to be in charge of Princess Emeraude's personal guard, but he disappeared shortly after he noticed the feelings his brother had towards the Pillar. He understood that no good could come of that, and left for the planet of Auto-zam, where he met Eagle Vision, son of that planet's governor. They became good friends, until one day Lantis returned to Cefiro, right after his brother's demise at the hands of the Magic Knights. His true intent is to destroy the system of the Pillar so nobody will ever have to suffer like his brother and the Princess. In one scene in the manga and the anime, he claims he will "Destroy the legend of the Magic Knights". This must not be misinterpreted, since he is stating he will end the legend, not the girls. He falls in love with Hikaru, who also loves him back in the Anime, but in the Manga, she is in love with Eagle. Quite a taciturn person, Lantis doesn't speak much, and has a small fairy, Primera, always around him, since she claims she loves him. He was, along with Zagato and Alcione, another of Klef's pupils.

Age: ? Impossible to determine.

Job: Senjyo (Fairy) Primera is a fairy with some healing powers.

Spells: Futura: A spell that increases another person's spell's power.

Magic Type: Healing.

Personality: Primera is a bothersome Cephirian fairy who is in love with Lantis. She often tries to stop Hikaru from being close to Lantis, who doesn't care much about her, and only uses her to magnify his attack powers. She often argues and fights with Mokona.

Occupation: Supreme Commander of Auto-zam's army/Captain of the NSX spaceship

Job: None. I think his rank is Cho (captain).

Mashin: FTO, but it is not a Mashin, but a battle robot manufactured in Auto-zam.

Weapon: Eagle has one large metallic glove in each arm which provides him with a variety of weapons, like an energy sword.

Magic Type: None.

Personality: Eagle is the son of Auto-zam's ruler, and he is also the commander of Auto-zam's main attack force. He is quite gentle, but very determined towards his goals. He was quite impressed when he met Lantis in Auto-zam, who defeated him in a robot battle. He suffers from a terminal illness, which varies in the animated version, where it is a tuberculosis of sorts. His motives are also different in the Anime and the Manga. In the Anime, his only motivation is to conquer Cephiro's Pillar since Auto-zam needs mental energy as fast as possible, since that is the force that moves everything in that planet (in case you didn't notice, everyone in Auto-zam has a device attached to their heads with a cable. That is a device that extracts mental energy). In the Manga, he claims that is his real objective, but his true intent is to take control of the Pillar because of what he heard from Lantis about it. Eagle's disease in the Manga is one that comes from the excess use of mental energy, and would render him into a comma-like state in short time. He wants to become the Pillar before that so as to put Cephiro to sleep with him and end the nightmare. He fights Hikaru in the manga because they are both chosen to fight for the Pillar, and is almost killed trying to return to Cephiro, but he is saved in the end thanks to Klef's healing magic. In the Anime, he dies in quite a gory way as his FTO is smashed to pieces by Debonair.

Occupation: Subcommander of the NSX spaceship

Job: None. I don't know his rank.

Mashin: Geo uses the GTO, another robot of Auto-zam origin, thus it is not a Mashin. It is stronger than FTO, but much slower. In the manga, it is not used, just mentioned.

Weapon: None in the manga. In the anime, with GTO, he uses a large gun.

Magic Type: None.

Personality: Geo is the subcommander of the NSX spaceship and one of Eagle's closest friends. He is always by his side and will never disobey an order, nor run away in battle. He also met Lantis when he visited Auto-zam, and heard his stories. Thus, he was as upset as Eagle when they were ordered to take over Cephiro. When he found out about Eagle's illness, he tried to stop him from fighting, but was too late. He is a very capable soldier and pilots his GTO robot with great expertise.

Age: 15 (this is a fact, Zasz says so in the anime)

Occupation: Engineering chief of the NSX spaceship

Job: None. I don't know his rank.

Magic Type: None.

Personality: Zasz is, I gather, a child genius, since he is the Chief engineer of a spaceship being only fifteen. He is quite talented in his job, and takes good care of the ship and the FTO. He is fascinated with machinery and was astonished when he saw the Cephirian Mashins. He is always with Geo and often argues with him.

Occupation: Princess of Farem

Job: Hime (princess) and also whatever Relm's (FF6) was, since she has the same power of summoning creatures from drawings

Spells: Secret Technique of the Artistic Dragon Incarnation (translation, I don't have the actual jap name): Aska sketches something in a piece of pappyrus, and then this spell gives it life. Secret Technique of the Illusory Chain (same here): After this spell is called, Aska gains control over whatever she wants. She used it on Celes, Umi's mashin, and made it dance and do stupid stuff.

Mashin: None, but she creates a gigantic copy of his Aide, Sang Yung.

Weapon: None. maybe her pappyrus or her fan? She handles bow and arrow quite well.

Magic Type: Summon?.

Personality: Aska is the, sometimes annoying, princess of Farem. She commands Farem's mobile battlestation, the Domu and wants to take over Cephiro's pillar for herself, to be beautiful and have everything she wants. She later finds out reality is quite different, as she understands the responsibility of being the Pillar, which she learns from Fuu, of whom she becomes a friend in the Anime. In the Manga, she fights to the end, until Mokona reveals itself as the Creator, and then acknowledges her selfishness. She is quite a spoiled child really, but deep down inside she cares about her people, his Aide, Sang Yung, and his Councilor, Chang.

Occupation: Princess Aska's Aide

Job: None. I guess.

Magic Type: None.

Personality: Sang Yung is Aska's loyal Aide. He does everything she commands him to, but often warns her about the consequences of her reckless actions. He would do anything to protect her, even letting her sketch him to create Kyodai (monster) Sang Yung, a gigantic replica of him. He is in love with the princess, who also shows feelings towards him.

Occupation: Princess Aska's Councilor and tutor

Job: Beats me, you know? It is hard with the non-cephirian characters.

Weapon: None, but he has a large cane.

Magic Type: None.

Personality: Chang is an old Councilor of the Farem Royal Family, who ordered him to take care of Aska. He is also her teacher and if often angry at her for not studying about her neighbouring countries. He cares a lot about Aska and respects her nobility. He is against the invasion of Cephiro, since he thinks it is not wise, and congratulates young Aska when she realizes that.

Eyes: Light Blue

Occupation: Princess of Chizeta

Job: Hime (princess). not much more

Spells: Djinn: Tarta and her sister, Tatra, chant this as they dance and summon their Mystical Genies.

Mashin: None, but she commands one of Chizeta's Mystical Genies: Rakuun.

Weapon: None in the Manga. In the Anime, she has a Scimitarr and a shield.

Magic Type: Summon?.

Personality: Tarta is the youngest of the Princess sisters of Chizeta. She is in command of Bravada, Chizeta's mobile palace. She is quite impulsive and has but one goal: to conquer Cephiro to expand the frontiers of Chizeta's empire, since Chizeta is a very small planet. She and her sister kidnap Umi (like Farem does with Fuu) and afterwards fight her on a duel which Umi wins, so she and her sister stop attacking Cephiro. In the Manga, she acknowledges what Mokona says at the end, and understands she must not conquer Cephiro.

Eyes: Light Blue

Occupation: Princess of Chizeta

Job: Hime (princess). not much more

Spells: Djinn: Tatra and her sister, Tarta, chant this as they dance and summon their Mystical Genies.

Mashin: None, but she commands one of Chizeta's Mystical Genies: Rasheen.

Weapon: None in the manga. In the anime, she has a whip.

Magic Type: Summon?.

Personality: Tatra is the oldest of the two Princess sisters of Chizeta. She also wants to expand Chizeta's borders, but rapidly becomes aware of the situation. She becomes good friends with Umi in the Anime, and ends up fighting her after Tarta. Umi saves her life as she is about to fall from the platform where they were fighting, and she surrenders and states her planet will stop the attack. In the manga, she is curious about Cephiro, and stops only at the very end.

Note: Both of the following characters, Nova and Debonair, were created strictly for the Anime. Since they alter the story significantly, the Anime's plot is quite different than that from the manga. They were indeed designed by Mokona Apapa and Nanase Ohkawa, and the Anime version has more of a CLAMP feel to it thanks to them and their dark looks (although Debonair's nails are ridiculously long).

Age: 1 (This is a fact, since she was born right after Emeraude died)

Occupation: Debonair's "daughter". Hikaru's dark side.

Job: Kuro Mahou Kishi (Dark Magic Knight). I think she can be considered a Magic Knight, since she has almost the same powers as Hikaru

Spells: Hono no Ya (Fire Arrow): Hikaru's trademark move, she spins in the air as many Arrows created from raw fire energy attack the enemy. Akai Inazuma (Red Bolt): Hikaru creates an electric bolt that attacks the enemy directly.

Mashin: Regalia, a black and red Mashin who looks quite a bit like a malefic version of the Rayearth which is a combination of the three Cephirian Mashin. It was created by Debonair.

Weapon: Twin lances made of pure energy.

Magic Type: Light and Fire

Personality: Nova is Hikaru's dark side, who was born and incarnated the moment Emeraude died. She is an evil version of Hikaru, and wants to kill everyone Hikaru loves and cares about. Her behaviour is quite sick and twisted, and often fights Hikaru aboard her Mashin, Regalia, which is far more powerful than any of the Cephirian Mashin, but not of their combination. Following Debonair 's command, she kidnaps Lantis and attaches him to Regalia to drain his life force to give the Mashin more power. When she is finally defeated, she regrets what she has done and Hikaru accepts her as a part of herself, and they both merge and become one again.

Age: 2 (This is a fact, since she was born during the time the Magic Knights were fighting in Cephiro)

Occupation: Supreme Evil. Materialization of the fears and hatred of the Cephirian people.

Job: No concrete Job, but Majyo (witch), and spectre.

Spells: None, but her powers include brainwashing (like she did to Alcione), the creation of Mashin (Regalia), the creation of monsters, and the ability to enter other's dreams, like she did with Hikaru.

Mashin: None, but after Nova is defeated, she fuses with Regalia, becoming a hybrid between a Mashin and a spirit.

Weapon: None, but her long fingernails are scary ^_^.

Magic Type: Darkness, Lightning, and most magic types, I guess.

Personality: Debonair is the incarnation of the darkest thoughts of the people of Cephiro, which began to arise when Emeraude's crisis began. She commands several monsters which she uses to attack the Cephirian Castle and produce even more fear in the people's hearts. She wants to destroy everything and is defeated in the end by a combination of the Magic Knights' power and the goodwill of the people of Cephiro.

But what if we harnessed the power of magic to make a difference, to create change in the lives of those who need it most? What if we used our tricks to bring joy to children in orphanages, to bring smiles to the faces of the elderly in nursing homes, or to bring hope to those struggling with illness or poverty? This is the essence of "Will Do Magic for Small Change" – the idea that magic can be used as a force for good, as a means to make a positive impact on the world around us. It is a call to all magicians, amateur or professional, to use their skills not just for entertainment, but for the betterment of society. Imagine a world where magicians perform on the streets, not for profit, but to raise awareness and funds for charitable causes.

Will do magic for small chznge

Imagine a world where magic shows are held in schools, not just to entertain, but to inspire young minds and ignite their curiosity. Imagine a world where the wonder of magic is shared with those who have never had the opportunity to experience it before. By using our magic to effect change, we can create a ripple effect that extends far beyond the tricks themselves. We can plant seeds of hope, spark creativity, and inspire others to make a difference in their own ways. "Will Do Magic for Small Change" is a movement that aims to empower magicians to use their talents for good and create a more compassionate, inclusive, and magical world. So let us come together, as magicians and magic enthusiasts, to embrace this movement and be the change we wish to see. Let us make a commitment to use our magic not just for personal gain, but to touch the lives of those in need, to inspire others to believe in the impossible, and to create a world where magic truly does make a difference, one small change at a time..

Reviews for "Creating Magic: How Small Change Can Ignite Creativity"

- Sarah - 2 stars - I had high hopes for "Will do magic for small change" based on the positive reviews, but I was sorely disappointed. The plot was confusing and convoluted, and I struggled to connect with any of the characters. The writing style felt disjointed and choppy, making it difficult for me to stay engaged in the story. Overall, I found this book to be a letdown and would not recommend it.
- Michael - 1 star - I cannot understand the appeal of "Will do magic for small change". The story meandered aimlessly, with no clear direction or purpose. The characters were bland and one-dimensional, making it hard to care about their fates. The narrative was filled with unnecessary tangents and irrelevant details, dragging the pacing to a crawl. I found this book to be a complete waste of my time and would not recommend it to anyone.
- Emily - 2 stars - I had such high expectations for "Will do magic for small change" but it fell flat for me. The writing was overly flowery and pretentious, making it hard to follow the story. The author seemed more interested in showcasing their vocabulary and writing prowess than in creating a cohesive and engaging narrative. Additionally, I found the characters to be uninspiring and lacking depth. It's a shame because I really wanted to like this book, but it just didn't live up to its potential.

The Magic of Small Steps: How to Achieve Big Goals

The Power of Small Change: Unlocking Your Full Potential

We recommend