Here are a few examples of abilities. Might I add that most of them are very strong! Some require a lot of time to perfect such as the technique below. Using a lot of intuition you can build up weaker techniques into signature techniques.
Technique:
Magnetic-Reflection. Meeting the first condition, the user must be at full MP. Meeting the second condition the user must be at low HP. This dual spell ability is used to counter magic techniques, magical autos, and magic styles before, after, and during their use in battle.
Magnega is used on magic instead of physical things. It draws in magic that is about to be used, was just used, or is in still in use within a minute. It must be in visible range of the Magnega spell as if the user was seeing inside the center from all directions. Once that magic has accumulated in the center Reflega sends it outwards to those who cast the spell. The reflected magic is pure, having no element even if one was already present. This is considered a magic projectile therefore has an appearance as white light. Do keep in mind the reflection happens at nearly the speed of light without much room to dodge, react, or counter reflect. This will drain the user of all his current MP.
If additional conditions are met then a new function occurs. That condition is if the user has not yet used a limit or limit-like ability. In such a case this technique can be used again where the user has both low HP and no MP. The magic obtained by Magnetic-Reflection can be stored instead of reflected. The user of this technique can draw upon one of those spells absorbed instead of reflected. This is not an Auto, therefore that magic will be used like normal except without cost nor the knowledge needed to cast it.
Style:
Chain Spells: The user chooses a basic spell, when the user would normally cast that spell it is cast 3 times at the price of 1.
The following condition must be met: the user cannot switch spells of chain spell until he casts the highest known magic spell of that family. Afterwards his MP will be fully drained. If there is an occurrence where the basic spell is the highest then Chain Spells will stop after it first use, draining the user of all MP. If the user runs out of MP before a higher level spell can be used then his HP will be depleted instead, causing him to weaken with each cast. He cannot cause his own fainting thereby when he will reach critical HP the style will nullify itself and the chain ends.
If the user knows any secondary spells they can be cast twice for the price of 1, following the same rules as before.
Passive:
Blood lust: the user, when fighting to kill, has increased speed. When fighting but not trying to kill, his speed is decreased.
Because mental state can change in battle, only the initial motivation will count before the fight begins. Satisfying blood lust will disable the passive until another battle begins. Leaving it unsatisfied will slow the user until the beginning of the next battle. It is possible to stack unsatisfied blood lust stats, thereby slowing down the user considerably over time.
Limit:
Inner Light: The user when his HP is critical low can summon inner light to empower him as a passive and style.
Passive: If his foes have any affiliation* with Darkness, he cannot take damage for a short amount of time.
Style: His actions become light based, dealing additional damage to foes who have any affiliation* with Darkness.
Affiliation: this person has sided with Darkness, used it as a tool, or is under the command of someone who is sided with Darkness.
Auto:
Inner Strength of the Heart: when the user is subject to intimidating, provoking, and/or persuading people he can resist them, and act as normal.