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Alice Kuonji (久遠寺 有珠, Kuonji Arisu?) is one of the main characters of Mahou Tsukai no Yoru.

ProfileEdit

BackgroundEdit

Alice is the current generation's witch who controls the Ploy Kickshaw. Alice's abilities as a magus stems not from her father but from her mother Meinster (マインスター, Mainsutā?), who was the previous generation's witch. The elder son of the Kuonji tycoons met and fell in love with a witch while studying abroad. He loved her, and while she accepted that love with some confusion, she was also afraid at the same time. No matter how blessed their wedding may be, the daughter to be born will be a witch. Just as she herself was one, the child of a witch will bear the destiny of inheriting the blood and history of their line without any exceptions.

It is said that a witch must not fall in love with the male that becomes the father of her child because the more they love each other, the sadder the conclusion. While still knowing and accepting this, the Kuonji boy married her and returned to Japan to build a happy family. After Alice was born, her mother died, as if she had fulfilled her duty. Her father, while suffering from the criticism of those around him, deeply loved his daughter and several years later, passed away. All alone, Alice only kept the mansion her parents lived in and chose to live the same path as her mother did. She has been acquainted with the Aozaki family since her mother became a naturalized citizen of Japan. She has been associated with Touko for no less than ten years, and she has only been living together with Aoko for just one year.

AppearanceEdit

PersonalityEdit

While she appears to be a "modern magus" like Aoko at a glance, she is actually the opposite. She is fixated on the one memento of her family, she sees the way of living of a magus as absolute, and everyday life is only being continued because witches "hide their identities to practice sorcery". Solitary, restrained, and stubbornly protective of her pride, she is a girl left behind by time. She is not rich in emotion, but she is surprisingly psychologically unstable and self-abusive. She will fulfill her role as a magus dwelling in town by repelling any external threats together with Aoko, but she normally locks herself up in the Kuonji vacation home, a memento of her father, and rarely goes outside.

She fundamentally doesn't like others, and doesn't maintain contact with anyone besides Aoko. She developed a friendship with Aoko due to her duty rather than personal initiative, but before they knew it, Aoko became Alice's one friend. She is both a teacher and partner to Aoko, and Alice views her in the same manner as well. While Aoko is a friend, Touko is somebody able to understand her. Despite being friendly with both, she doesn't appear willing to stop them from killing each other. She has confusing feelings towards Soujuurou Shizuki.

RoleEdit

Mahou Tsukai no YoruEdit

Mahou Tsukai no Yoru is the story of a princess that locked herself in a castle. It is a tale of three people living together. She has completely ignored the third person that tumbled into her mansion, Soujuurou, and attempted to get him to leave as soon as possible. While Aoko and Soujuurou attend an average high school, Alice goes to a wealthy all-girls school.

AbilitiesEdit

Alice is a magus in hiding in the present that can be called a witch and lady of eternity. She was bound to be a witch before she was born, so she is already a perfected magus by the age of sixteen. While Aoko ages over time, Alice cannot. She is enlightened both in human matters and in capability, and hence the strongest of the characters appearing, but this also makes her the frailest of them. She is a mage who uses spells from story books, while turning wonderlands into reality, she is an existence that gradually disappears as the world modernizes. Alice able to freely levitate and possess an invisible shield around her to protect her from projectiles spells, like Aoko's bullets.

Ploy KickshawEdit

Alice is a wonderland type of witch specializing in the type of witchcraft found in fairy tales. She uses various familiars kneaded from fantasy, the Ploy Kickshaw (プロイキッシャー, Puroi Kisshā?), or Ploys (プロイ, Puroi?). Ploy Kickshaw as a thaumaturgical system were originally conceived over a thousand years ago, making them an extremely rare article that may or may not have two of its kind in the whole world. However, Ploys are not from the Age of Gods, so they cannot be assigned a number/rank in Regression to the Age of Gods.[2] For Tradition Protection (伝承防御, Denshō bōgyo?), if an attack does not follow specific rules it will not connect. This is possessed by Alice Kuonji's Ploy Kickshaw, for example. Basically, it's not an actual defense, per se, but something with restrictive conditions.[3]

While she boasts that "My Ploys number 108" with her usual vanity, she only has thirty in reality. She has inherited about twenty Familiars from her ancestors, and created about ten herself.[4] The Great Three are the Ploys left behind by the first generation witch. Because Ploys are considered "fantasy" and "illusion," they do not follow normal laws of physics. While magi living in the present are no match on their own against modern weapons because the evolution of weaponry has gone ahead of them due to the various wars, her familiars are monsters that disregard however technology advances. Modern weapons have terrible chemistry with them, so things like automatic pistols won't affect them, likely because they don't understand them, and even rockets won't be able to damage them.

They are unable to communicate with each other, and there's no sharing of order. Whatever doesn't exist in their world of fairy tales and what they don't understand will evaporate without touching them. It is like they're in a conceptual space or conceptual universe, so only magic energy with the same Mystery will work on them. Beyond that protection, they also have a special rule of "tradition protection" that renders simply strong power, strong magic, having little effect. They are unable to be defeated unless their weak point in the fairy tale they were based on is attacked.

Diddle DiddleEdit

  • Diddle Diddle
  • A group of dinner utensils brought to life with Diddle Diddle

Diddle Diddle: Banquet of the Night (夜の饗宴ディドルディドル, Yoru no KyōenDidoru Didoru?) is Alice's most valued Ploy and a Magecraft infinitely close to Magic. Its ability is to deepen the night so that Alice's other Ploys become usable. If conditions for usage are already met, it doubles the abilities of her Ploys.

To activate Diddle Diddle, Alice must drop it onto the ground, where it will then sink into the earth as if it had been dropped in water.

Diddle Diddle is also capable of animating and summoning objects, such as dining utensils, like in fairy tales. It can summon these objects out of the ground to skewer Alice’s foes with knives and forks, or defend its master by surrounding her and guarding her from projectiles by levitating its tools as shields.

Flat SnarkEdit

  • Flat Snark
  • Vial containing Flat Snark

One of the Great Three (グレートスリー, ?), Alice's most powerful Ploys created by the first generation witch over a thousand years ago. Flat Snark: Oil of the Moon (月の油フラットスナーク, Tsuki no AburaFuratto Sunāku?) is a powerful being called a Crown Phantasm: Supreme Illusion (至高の幻想クラウン・ファンタズム, Shikō no GensōKuraun Fantazumu?) created from the abdominal fat of a nomadic god.

Its ability is to create a massive bounded field that converts objects in reality into living creatures from fairy tales and fantasy. Objects related to modern civilization are more difficult to convert, and the larger an object is, the longer it takes to change.

It is a secret art that can be called a treasure of the magic world that would be a priceless super-rare good if put on sale at the Association in London. After Aoko destroys it without a trace, it will never appear again.[5]

It is also called the greatest fiction in the world that split off from the First (The Beginning). Connections to the First Magic are currently unclear.

Lost Robin RondoEdit

Main article: Robin

Scratch DumptyEdit

  • Scratch Dumpty
  • Scratch Dumpty

Scratch Dumpty (スクラッチ・ダンプティ, Sukuracchi Danputi?), appearing to be a large egg, is in reality a time bomb with two separate conditions for its detonation. Alice must first choose a person to be its target and arm the ploy a specific amount of time, the ploy will then hover and pursue the target at a fixed distance above their head, until it can fulfill one of the two conditions for its detonation. The first condition is based on the fairy tale from which it was made, should the person who Alice has marked as its target look away from it for even a moment, the ploy will drop to the ground and explode. The second condition would be reaching the end of its timer, which is noted by how complete the poem on its surface is. Once all of the lines of the poem is etched out, the ploy will curse the target.

Second ticketEdit

  • Second ticket

The Second ticket: Morning Mirror (午睡の鏡セカンドチケット, Gosui no kagamiSekando chiketto?).

Six Singing ChocolatesEdit

  • Six Singing Chocolates
  • Design draft

The Song of the 6 Pences, Jack in the Box: Six Singing Chocolates (シックス・スィング・チョコレイト6ペンスの歌、ジャック・イン・ザ・ボックス, Shikkusu Swingu Chokoreito6 Pensu no Uta, Jakku in za Bokkusu?) is a storage box that stores twenty-four feathered familiars in the form of chocolates, made using chocolate liquor, cocoa butter, and love. They form a network of birds that monitor Misaki, searching out people about to commit acts of infidelity. The chocolates are infused with magical energy, so they can be melted into wounds as a form of first aid.

Despite being Ploy Kickshaw, they are only at the level of normal familiars, and they have no combat ability. Even a gun is enough to destroy them, and around ten fly into telephone poles and fall to their deaths daily. Should the box be shut, all currently operating birds will immediately turn back into chocolates.[6]

Sweet heartsEdit

  • Sweet hearts

The Sweet hearts: Wishing egg (願掛け卵スイーツハーツ, Gankake tamagosuītsuhātsu?).

Thames TrollEdit

  • Trollwood designed by PFALZ.
  • Trollwood
  • Trollwood
  • Trollstone designed by PFALZ.
  • Trollstone.
  • Trollstone.

One of the Great Three. Thames Troll: Giant of the Bridge (橋の巨人テムズトロル, Hashi no KyojinTemuzu Tororu?) is a massive golem that uses materials from the environment to form its body. The requirement to summon it is proximity to a river. There are four stages to the Thames Troll: Wood, Stone, Metal, and Gold/Silver. The Thames Troll made out of wood is strong enough to be impervious to electric saws, and the Thames Troll made out of stone has a size of 8 meters for its upper body alone.

Alice is uninterested in modern civilization and thus has bad compatibility with Thames, leaving her only able to achieve the first two stages of Wood and Stone. Although no such witch exists in modern times, if someone was able to summon Thames of its fourth stage of Gold and Silver, it would become an indestructible fortress impenetrable even by Aoko wielding the Fifth Magic.

Tweedle Dee & DumEdit

  • Tweedle Dee & Dum.
  • Alice with Tweedle Dee & Dum.

Tweedle Dee & Dum (トゥイードル・ディー&ダム, ?) are a pair of ploys in the shape of human-sized piglets dressed in Victorian suits, with their names etched on their necks. Like the characters from which they are based off, they speak in a giddy and synchronous style. However, their behaviors are just as twisted and mocking as some of Alice’s other ploys.

Their primary form of offense come from using their agility to easily bound through even a heavily wooded forest and then dividing themselves down the middle to become jaw-like scissors, capable of stapling even one of Touko’s puppet in place via a conceptual curse. Once trapped, they can easily sever apart their victims.

Wander SnatchEdit

  • Wander Snatch
  • Wander Snatch
  • Design draft

One of the Great Three (グレートスリー, ?), Alice's most powerful Ploys created by the first generation witch over a thousand years ago. Wander Snatch (薔薇の猟犬ワンダースナッチ, Bara no ryōkenBandā Sunatchi?).

DevelopmentEdit

Creation and ConceptionEdit

Takashi Takeuchi was the character designer for Alice.[7] Kinoko Nasu says fairy tale magic types doesn't fit in well in the TYPE-MOON lore. Nasu wasn't content with that, so he left an exception with Alice. So as a character she has a special place outside TYPE-MOON's rule of magecraft from the very beginning.[8]

ReceptionEdit


ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6
  2. Mahou Tsukai no Yoru - The Flat Snark will never appear again. That super-rare good that would be priceless if you put it on sale at the Association in London, that secret art which is said to be a treasure of the magic world, Aoko destroyed it without a trace.
  3. Character Material - Alice Kuonji, p.010-011
  4. 4Gamer Interview with Mahoutsukai no Yoru Staff