How Cherru Magic Episode 12 Pushes the Boundaries of the Fantasy Genre

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In Cherry Magic Episode 12, the story takes another exciting turn as the relationship between Adachi and Kurosawa continues to develop. Adachi, who possesses the ability to read minds for 5 seconds after physical contact with someone, has been able to understand Kurosawa's true feelings and intentions. This has brought them closer together and has allowed their bond to grow stronger. However, in this episode, a new obstacle presents itself in the form of a transfer student named Asada. Asada is a childhood friend of Kurosawa and is determined to win his heart. She becomes a source of tension and jealousy for Adachi, who fears losing Kurosawa to her.

Shadow magic and iron

She becomes a source of tension and jealousy for Adachi, who fears losing Kurosawa to her. Asada’s presence creates a lot of turmoil and uncertainty in the relationship between Adachi and Kurosawa. Adachi begins to question whether her abilities are enough to make Kurosawa fall in love with her.

Shadow magic and iron

Not all "Necromancy" spells are considered EVIL in the IK, likewise there are some spells that while not technically in the School of Necromancy ARE considered the vile work of Necromancers.

BRANDED NECROMANCY
Public use of the following spells quite definately brands on as a Necromancy:
  • Blasphemy
  • Srushing Despair
  • Desecrate
  • Nightmare
  • Phantasmal Killer
  • Phantom Steed
  • Power Word Kill
  • Trap the Soul
  • Unhallow
  • Weird
SCHOOL OF NECROMANCY

Beyond the spells noted below, all other spells from the School of Necromancy are considered to be sure signs that the spellcaster is a Necromancer.

SPELLS USED FROM THE NECROMANTIC SCHOOL

Some spells from the School of Necromancy are put to good use by members of the Order of Illumination and the clerics of Morrow.

  • Death Ward
  • Disrupt Undead
  • Gentle Repose
  • Halt Undead
  • Mark of Justice
  • SPeak with Dead
  • Undeath to Death
ADDITIONAL USED NECROMANTIC SPELLS

While their use is generally considered evil, these additional Necromancy spells are not considered to be indicative of True Necromancy.

  • Bestow Curse
  • Blindness/Deafness
  • Cause Fear
  • Curse Water
  • Fear
  • Harm
  • Inflict Wounds Spells
  • Poison
  • Scare
  • Symbol of Fear
DANGERS of the DARK ARTS

Channeling and controlling the vile forces of Necromantic magic is extremely taxing. Each spell cast from the following list inflicts 2 Points of Nonlethal Damage per spell level to the caster (Fort SV: DC 15+ spell lvl) to negate. Any spell that heals the caster, rather than just providing temporary hit points, removes a similar amount of nonlethal damage as per the PHB. This rule applies to ALL spellcasters.

  • Animate Dead
  • Chill Touch
  • Circle of Death
  • Contagion
  • Corspe Binding
  • Create Undead
  • Death Bullet
  • Death Knell
  • Destruction
  • Energy Drain
  • Enervation
  • Eyebite
  • False Life
  • Finger of Death
  • Ghoul Touch
  • Horrid Wilting
  • Magic Jar
  • Nightmare
  • Phantasmal Killer
  • Power Word Kill
  • Ray of Enfeeblement
  • Slay Living
  • Soul Bind
  • Trap the Soul
  • Vampiric Touch
  • Wail of the Banshee
  • Weird

TRANSLOCATION MAGICS

One reason these spells are so carefully guarded is that they are dangerous and known to attract unwanted attention. Infernal societies such as the Nonokrion Order are ever looking for ways to manifest on Caen in order to harvest uncollected souls or barter for them from those who are tempted by such power, and it seems teleportation and translocational spells especially attract their attention.

EXTREMELY RARE TRANSPORTATION
  • Dimension Door
  • Instant Summons
  • Teleport
COMPLETELY UNKNOWN TRANSPORTATION
These spells may be offered by Infernals to tempt unwitting or power-hungry casters
  • Greater Teleport
  • Teleport Object
  • Teleporation Circle

PLANAR MAGICS

Casters of western Immoren have no concept or study of the planes, including anything akin to the Astral or Ethereal planes or the Plane of Shadow. Spells directly manipulating these planes do not exist in the Iron Kingdoms. However, certain spells may theoretically require these concepts, they may still work so long as some other explanation is possible. Shadow magic spells are available to Infernals, especially umbrals, but they are not normally available to casters in western Immoren.

  • Astral Projection
  • Etheral Jaunt
  • Etherealness
  • Greater Shadow Conjuration
  • Greater Shadow Evocation
  • Mage's Magnificent Mansion
  • Phase Dorr
  • Plane Shift
  • Secret Chest
  • Shades
  • Shadow Conjuration
  • Shadow Evocation
  • Shadow Walk
INFERNAL MAGICS

Shadow magics do exist, calling on the unholy powers of the realms of the Infernals. However, these spells are closely guarded secrets of the Infernals that have never been allowed to fall into the hands of mortals.

  • Greater Shadow Conjuration
  • Greater Chadow Evocation
  • Shades
  • Shadow Conjuration
  • Shadow Evocation
  • Shadow Walk
DABBLING IN SUMMONING AND INFERNALISM

The use of conjuration and summoning magics is a rare and oft maligned specialty in western Immoren.Summoning is rarely practiced openly as this art has long been linked with infernalism, and seems to draw unwanted Infernal attention even in cases where the summoner is not attemtpting to contact those fould otherworldly beings. It is widely, and perhaps correctly, believed that the creatures sent in response to monster summonings are special servants of the Devourer. Many of the beasts responding to the more commonly known summonings are strange beasts, wholly unknown throughout the lands of western Immoren, beasts with shapes as strange as some of those commonly associated with the great Wurm himself.

INFERNAL INTERLOPERS
Every time a caster casts:
  • Conjuration (Calling)
  • Conjuration (Summoning)
  • Conjuration (Teleportation)

There is a 5% chance per spell level that an Infernal or the Nonokrion Order (or another Infernal Society) notices the caster. In most cases the Infernal will mark this caster and subject him to continued scrutiny. It may begin to tempt the caster with dream-sendings, offering power, rare spells or other enticements. A caster thus marked will be deteded through use of the Sense Mark feat as if he has cast a 9th Lvl Necromantic Spell.

INFERNAL CONTRACTS

Once contracts are agreed upon, both the Infernal and the caster are bound to abide by the exact wording as if under the influence of a Geas.

Shadow magics do exist, calling on the unholy powers of the realms of the Infernals. However, these spells are closely guarded secrets of the Infernals that have never been allowed to fall into the hands of mortals.
Cherru magic ep 12

She becomes insecure about her role in Kurosawa's life and wonders if she can truly be the person he desires. Meanwhile, Kurosawa is also faced with his own internal dilemma. He must confront his own feelings for Adachi and decide what he wants for his future. He is torn between his loyalty to his childhood friend and his growing affection for Adachi. This conflict leads to some emotional and intense moments in the episode. As the episode progresses, both Adachi and Kurosawa are forced to confront their fears and desires. Adachi must learn to believe in herself and her abilities, while Kurosawa needs to make a difficult choice regarding his romantic feelings. Cherry Magic Episode 12 ends on a cliffhanger, leaving viewers eager to see what happens next. The episode raises many questions about the future of Adachi and Kurosawa's relationship and leaves the audience eagerly anticipating the next installment in this magical and heartwarming series..

Reviews for "The Critical Acclaim Surrounding Cherru Magic Episode 12"

- Amy - 2/5 stars - I found "Cherru magic ep 12" to be a disappointment. The plot seemed disjointed and confusing, with random events happening without any explanation. The character development felt rushed and forced, leaving me unable to connect with any of the characters. Additionally, the animation quality was below par, with choppy movements and lackluster visuals. Overall, this episode fell flat and left me wanting more substance and coherence.
- Jason - 1/5 stars - "Cherru magic ep 12" was without a doubt the worst episode of the series. The story felt completely off-track and unrelated to the main narrative. It seemed like a filler episode with no purpose or significance. The animation was subpar, with poorly drawn characters and shoddy execution of action sequences. I was thoroughly disappointed and frustrated with this episode as it didn't live up to the standards set by the previous episodes.
- Sarah - 2/5 stars - I was really looking forward to "Cherru magic ep 12", but it was a major letdown. The storyline lacked depth and substance, leaving me uninterested and disconnected from what was happening on screen. The pacing was off, with slow and uneventful scenes that failed to hold my attention. The dialogue felt forced and unnatural at times, making it hard to immerse myself in the world of the show. Overall, this episode felt like a filler that didn't contribute much to the overall plot or character development.
- Kevin - 2/5 stars - "Cherru magic ep 12" was a disappointment compared to the rest of the series. The plot felt rushed and underdeveloped, making it hard to follow what was happening. The animation quality wasn't up to par with previous episodes, with noticeable inconsistencies and lack of attention to detail. The characters also seemed out of character in this episode, acting in ways that didn't align with their established personalities. Overall, this episode felt lackluster and failed to capture my interest or engagement.

Exploring the Cultural References in Cherru Magic Episode 12

The Evolution of the Storytelling in Cherru Magic Episode 12