Keine Tachibana

"In the heat of battle, there is no "right" or "wrong", more correctly, at the climax of the moment, if you win, you are "justice", but if you lose, you are "evil". That's why people like me have to continue to win, no matter what."

- Keine Tachibana

Keine Tachibana (立花・刑根, Tachibana Keine; lit. Standing Flowers of the Origin of Punishment) is one of the Ten Wizard Saints, known as Armed Azure Keine (武蒼の刑根, Busō no Keine) for her absolute mastery over the element of lightning. Born in the kingdom of Bosco to the royal Delcroix family by the name of Astraea Delcroix (アストライアー・デルクロワ, Asutoraiā Derukurowa), dissatisfied by everything being handed to her naturally ("spoonfeeding", as Keine refers to it as), Keine soon left to Fiore and fought many powerful magicians, both legal and dark, eventually working her way up the ranks of the magic world, making a name for herself as an individual, not a member of a royal family.

Keine soon found herself in good favour with the Magic Council for her deeds, leading her to be nominated and later become a fully-fledged member of the Ten Wizard Saints; a title that she relishes possessing. With an intense drive for independence, natural dislike of outside help –within reason-, and a might makes right philosophy, Keine is one of the more outgoing members of the Ten Wizard Saints—despite being extremely cavalier, her burning desire for justice sears through her negative traits; and she will go out of her way to protect people in need.

Indeed, Keine Tachibana is one of the more popular Wizard Saints, and perhaps one of the most beloved authority figures in the world of magic of all—Keine is a celebrity war hero and one of the poster girls for the Wizard Saints; unless in one is in a specific region, all one would hear about in terms of the Wizard Saints is gossip about the famed Armed Azure Keine.

Appearance
Keine is a slender, petite young woman who is in her late teens; one wouldn't suspect that she's anything more than an ordinary college student at first glance. She is stated to have "the height of your average schoolgirl"; her skin is also said to be so white and smooth that it appears almost like she's made of porcelain. Her facial features are very child-like to the point that when she smiles, it is completely radiant. She has snow-white skin that is akin to a princess's; along with a beautiful figure—moderately large breasts, long, slender legs, and a shapely rear. Her eyes are the shades of amethysts, completely pure and clear of any ulterior motive; she possesses a wondrous beauty that scarcely feels real. Keine's finely textured golden hair, which seems as if it is sprinkled with gold-dust, and while everything from the nape of her neck onwards is styled neatly, the rest is cut like it's a bother and just left without any tending to, though its most notable feature is how her bangs are parted in the middle to slightly expose her forehead, as two long clumps trail downwards to frame her youthful face. There is a trio of bundles of blonde hair exposed in the very middle of her forehead, with the longest extending down to reach her nose. Keine's hair is tied in a long braid at the back, which extends down to her rear.

When not dressed in her usual white armoured attire, Keine's dress is quite glamorous, fitting for her occupation so-to-speak. It is very long, and holds numerous layers that makes it seem akin to the dresses worn by those in medieval times. Its first layer is an obsidian black, having no sleeves, and cutting at her chest with thick golden lining, exposing a moderate amount of cleavage. With this, she wears a pair of detached sleeves that begin from her forearm down to her wrist, where she wears a ring on her right hand, apparently made out of ruby. At the lower portion of her dress, it is noted to become excessively flamboyant: firstly, the edges of the dress are quite wavy, with numerous layers of colour behind it, including deep purple, rose and silver. As well as this, around and below her waist are two large ribbons, one of which holds a golden colour akin to that of the lining of the dress - also apparent in the golden bow on her back - along with a larger rose ribbon, finishing off the attire.

Personality and Traits
Keine herself is a shining paragon—an inspiration to everyone around her. She is described as a living incarnation of the Sun; warm and friendly, cheering people up and making their days all the more livelier. She will go out of her way to assist people in any way that she can—she's not going to ever let her popularity stop her from helping others; she enjoys helping people in need, especially children, whom she has a fondness for, and in the case of her friends, she can been seen as a figure akin to a mother. Indeed, Keine doesn't like for a lot of attention to be drawn towards her, as shown when she told an associate she didn't want people to think she was special after becoming a Wizard Saint. This is odd seeing as how becoming a member of the Ten Wizard Saints would effectively put her in the spotlight. But because of her nature, it is increasingly obvious that Keine is doing this to become the best she can be in order to best help others; saying that "you don't need a reason to help somebody". She can be unabashedly enthusiastic about trying to socialize; prone to becoming very animated and talkative, gesturing broadly and providing sound effects; people have called her "adorably dorky".

She is a strong advocate for the concept of justice, and always utilizes her full power in order to enforce the fact that evil will never prevail. She is a hard worker, often losing sleep over the fact that she spends most of her time either; training to become stronger, or by challenging other magicians, no matter their power level in comparison to hers, so that she can learn even more about the world of magic and improve from there. Keine wishes to make friends with everyone whom has not committed an evil deed; seeing everyone, even the dreaded Etherious, as equals—noting that "the moment that everyone can walk hand-in-hand, we will achieve peace". She is willing to go the extra mile and do truly amazing things to get to know someone she wants to befriend better. Keine values every friend that she has, to the point of crying hard whenever she hears a sad story of someone she considers a friend. Keine is one of the few people on Earth Land whom sees the Etherious as something other than demons—believing that everyone, even people of another race entirely, are born equal; and it shouldn't matter the origin of the person, but it's what they do in the present that counts.

Even so, Keine Tachibana believes in a 'might makes right' policy. The reason for this is due to her childhood as the daughter of a noble family—whom were fairly elitist and looked down on commoners for their birth, attempting to justify their corruption with the words "we are stronger than you, therefore we make all the rules". Even though Keine had distanced herself from her birth name and kingdom, this philosophy remains indoctrinated within her psyche—however, she has a far more virtuous take upon such a thing that would normally be considered extremely cynical. Keine has twisted the aphorism to mean "Because I'm so powerful, I can afford to be human". Indeed, she has repeatedly stated that there is no such thing as "right" or "wrong", but rather, those with the power can be considered to be given the privilege to be human; showing emotions whereas others would have sealed their hearts away to the cold, unfeeling world. In fact, the entire idea of the concept of "knight in shining armour" is to encourage the virtuous utilization of power. Keine speaks the truth, in that the idea of "might" is very much a weapon like any other; its effects depend on the person wielding it—and as such, Keine herself utilizes her might for good.

However, Keine Tachibana does have quite a few negative traits. Keeping with her comparison to the Sun, Keine is often called a "radiant figure of great power and intellect whose stubbornness can harm those who are closest to her". Indeed, Keine can be extremely stubborn in many cases—due to her seething hatred towards her upbringing where everything she wanted was placed right in her lap, Keine has a major dislike of being assisted in any way, believing that she has to achieve her goals by her lonesome no matter what. Strongly independent, Keine has often done occasional missions by herself whereas normally a regular magician would need to take their team with them. That is not to say that she is a loner however; as she does enjoy the company of others, but working with them is another story entirely. Despite this, Keine knows her –admittedly very few- limitations, and will accept help without a second thought if she believes that it would be beneficial to do so, or if the situation is dire enough.

Humble Beginnings
Keine Tachibana, birth name Astraea Delcroix (アストライアー・デルクロワ, Asutoraiā Derukurowa), was born in the kingdom of Bosco in the year X761, on the date of April the 4th. Astraea was the fourth child of the royal Delcroix family, a notorious clan of magicians whom were known for believing in an almost Darwinistic philosophy of 'might makes right'. Despite their infamy, the entire family loved each other with all of their hearts—though naturally, they tended to despise those whom lacked power. Astraea herself was cared for 24/7, with a dozen maids tending to her every want and need—truly, she never had to put any effort into anything that she did; something that would slowly eat away at her heart until a desire for independence surfaced.

Even though she knew about the corruption of her family and their poor treatment of others, Astraea still adored them; though she was put off by their Darwinist philosophy. However, being of a rather skewed morality, Astraea soon grew tired of being given everything on a silver platter. While she was disgusted with their treatment of others, the mere thought of being able to breeze through life without any problems pissed her off to no end. In the middle of the night, without alerting anyone of her desired actions, at the tender age of fourteen, Astraea left the Delcroix household and became a stowaway on a ship heading to Fiore.

Magic
Once Astraea had arrived at her destination of Fiore, she immediately saw it as a brand new start. Having heard about the supernatural power known as "magic", but never having experienced it herself, she immediately wandered around the harbour where she was let off the boat, asking everyone whom she could find about it. Nearly having given up, an older figure approached her, whom was the definitive grandmaster of Lightning Magic, Tabitha Tachibana, also known as the Armed Azure. While at first, Tabitha wasn't willing to mentor Astraea at all, the young girl continued to follow her around, pestering her until she eventually caved in.

Tabitha taught Astraea many things—how to take care of herself, how to behave informally, and what Astraea coveted most, how to utilize Lightning Magic. Even though she didn't initially understand the entire situation, seeing it as simply a 'way to gain power', she eventually came to love Tabitha as if she were a mother. Slowly, Astraea got the hang of harnessing the Lightning Magic, and, as her power progressed, her lightning went from the usual yellow colour to that of a pulsating azure—she had become the second Armed Azure. Tabitha adopted Astraea, and she took up the name of Keine Tachibana (立花・刑根, Tachibana Keine lit. Standing Flowers of the Origin of Punishment).

Azure
Soon after, Astraea, now Keine, left her new home in order to "find her true self", make a name for herself and show the world the beliefs she learnt from her adopted mother. As the successor to Tabitha's legacy, Armed Azure Keine (武蒼の刑根, Busō no Keine) set off. Wandering from town to town, Keine travelled Fiore, fighting against anyone who was willing- while doing a little research from time to time, finding her way to the "evil" known as Dark Guilds and annihilating them. Soon, her reputation spread, and she was recommended to the Magic Council and eventually became a member of the Ten Wizard Saints.

Equipment
Chastiefol (, Shasutiforu lit. Sword of Promised Victory): Chastiefol is the name of Keine's sword; which was given to her as a parting gift from a town called Myra in Seven, as Keine had cleared out a group of bandits from the smithing town. Chastiefol is an exquisite blade, designed to be a longsword—it has a shimmering golden blade, with a quartet of rubies encrusted within the blade. The sword itself seems to be forged from gold—with two prongs curling upwards on the hand-guard and a three-pointed pommel; interestingly modeled after a vajra. Chastiefol was forged from the fang of an unknown dragon, and it is regarded as the greatest weapon produced by the town. Due to being forged from such a rare material, Chastiefol is positively swimming with magical power—the blade itself simply radiates magical energy, so much so that it's actually visible. Indeed, this property, along with its natural sharpness, is what makes it so amazingly powerful—the sharpness is reinforced by the fact that the fang of a dragon is capable of slicing through almost anything—magical barriers included. The reason for this is that the moment that Keine pumps magical energy into her blade to utilize its power, it becomes superheated to become hot enough to sear anything that it comes into contact with. The Chastiefol is known as a "Magic Killer" (魔導殺し, Madō Koroshi), which is actually the effect of breaking the bonds of magical energy; specifically that of the magical aura utilized when harnessing the power of Caster Magic, making it extremely deadly against Caster Magicians. Indeed, Keine has joked once that "just looking at the sword could cut you", and while it is in jest, make no doubt—it can cleave through the toughest of metals, even though reinforced by magical power- such as armour, and the cold steel of the blade will reflect light-based attacks. Striking, cutting, and thrusting attacks are performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge used as a clubbing weapon. Keine is able to channel magic into her sword, endowing it with a bright red aura and causing runic symbols to appear along its length. Keine makes liberal use of magic and uses spells with shocking appearances. Indeed, due to her magical aura flowing to the dragon tooth of the blade, Chastiefol allows Keine to control and regulate her power better. Even if it can't cut the opponent, they can be burned by the energy it emits. However, the weapon is so powerful, even wielding it is almost impossible as it shocks (maybe even kill) anyone who tries to so much as grasp it; indeed, only Keine is capable of drawing out its true power and able to wield it effectively.

Flag of Triumph (, Furaggu Ofu Toraianfu lit. Angel's Feathered Flag of Promised Victory):

Armour of Chaldeas (, Āmā obu Karudeasu lit. Holy King Knight's Heaven-sent Defense): The Armour of Chaldeas is the main garment worn by Keine Tachibana – it's her personalized Shielder Suit (, Shīrudā Sūtsu lit. Combat Protective Clothing); which is an extremely versatile and ubiquitous field-type defensive spell that summons a construct woven by a magician's magical energy utilizing Shape Transformation once they have projected their magical energy outwards as to enclose around their own body, forming a compact magical armour which is capable of protecting a magician from external harm, in Keine's case, her Shielder Suit, the Armour of Chaldeas, forms a compact battle-dress. The Armour of Chaldeas takes the form of a darkly coloured outfit which has puffy sleeves and a darker piece of cloth held by a silver chain and collar-sort-of-thing which drapes Keine's chest, conveniently covering her (already covered) ample bosom. Clad around her stomach area is a metal covering that extends outwards and downwards to her hips, spreading out on both sides while a belt attached to this holds her scabbard. From this flows a waist-mounted half-cape which reaches down to her ankles, and she wears thigh-high socks and armoured shoes with matching armoured greaves. The Armour of Chaldeas also has a silver M-shaped visor adorning Keine's forehead. The Armour of Chaldeas acts as an impregnable defense made from magical energy overpowering others.

Ways of Combat
Master Swordsmanship Specialist: Keine is renowned as one of the toughest swordsmen to ever exist. Indeed, Keine has shown incredible proficiency in handling her blade—however, her foster mother Tabitha was quick to inform her during her training that "a sword is a tool meant to defend the weak—and yourself. It's never to be used in anger, never in vengeance." Keine took these words to heart, and created an almost completely defensive fighting style known as "Vajra" (金剛, Kongō, meaning Indestructible and Thunderbolt); which, when using it, Keine more often than not relies upon her tight swordsmanship maneuvering and dodging in a subtle way in order to enforce a maximum defensive coverage upon herself, minimizing her exposure to opposing attacks; in essence, her fighting style is the embodiment of Tabitha's beliefs regarding weaponry. Keine generally holds her sword to the side as to easily deflect magical attacks with its large blade while stationary; solely because of this stance, Keine is quite adept at blocking. Indeed, her fighting style is incredibly reliant upon the fact that Keine wastes no time with unnecessary movements such as stupid combat rolls, keeping the energy utilized in the swing of her weapon efficient, keeping up a constant movement of the Chastiefol in order to build up momentum and minimize the expenditure of her energy. When in the heat of battle, Keine focuses upon strong defensive maneuvers in order to outlast her enemy, waiting for the exact moments where they begin to slip up due to a number of various factors, unrelated or not, before utilizing these lapses in order to launch a spectacular counterattack. When utilizing Vajra, Keine more often than not relies upon her tight swordsmanship maneuvering and dodging in a subtle way in order to enforce a maximum defensive coverage upon herself, minimizing her exposure to opposing attacks; in essence, Vajra is the embodiment of Tabitha's beliefs regarding the blade.

Indeed, Vajra is incredibly reliant upon the fact that Keine wastes no time with unnecessary movements, keeping the energy utilized in her swordplay efficient, keeping up a constant movement of her blade in order to build up momentum and minimize the expenditure of her energy. When in the heat of battle, Keine focuses upon strong defensive maneuvers in order to outlast her enemy, waiting for the exact moments where they begin to slip up due to a number of various factors, unrelated or not, before utilizing these lapses in order to launch a spectacular counterattack. Vajra is almost completely defensive, utilizing the sword in such a way that Keine seemingly creates a near-total defensive barrier around herself, while expending very little energy. This allows her to overcome the rapidity with which many of her adversaries attack, minimizing her body's exposure. Due to her highly defensive fighting style, she is considered almost Indestructible as the name suggests, and the focus on long-term survival allows her to be effective against both single enemies and a multitude of opponents. She seems supremely confident in combat, immobilizing an enemy for a moment to calmly assess the battlefield and other enemies before destroying her current target. Lastly, Vajra enables Keine to be extra observant and she is capable of learning as much as possible about the techniques of her opponent while in combat. Because of this, it's become apparent than the best offense is an ass-kicking defense. Thanks to her expertise, Keine has great range on her attacks, which can give her enemies great difficulty when trying to get in on her. Her swings, thanks to her great physical strength, have the potential to split the very earth with each swing, bringing mass devastation to every direction that the weapon lands.

Because of Keine's sword skills, her sword is considered to be an invincible wall; that will deflect any and all attacks aimed at her while giving her a distinct advantage.Her fighting style is almost completely defensive, utilizing the sword in such a way that Keine seemingly creates a near three-hundred-and-sixty degree defensive barrier around herself, while expending very little energy. This allows her to overcome the rapidity with which many of her adversaries attack, minimizing her body's exposure. Due to her highly defensive fighting style, she is considered almost Indestructible as the name suggests, and the focus on long-term survival allows her to be effective against both single enemies and a multitude of opponents. She seems supremely confident in combat, immobilizing an enemy for a moment to calmly assess the battlefield and other enemies before destroying her current target; lastly, her fighting style enables Keine to be extra observant and she is capable of learning as much as possible about the techniques of her opponent while in combat. Keine is more than capable of using her keen eye order to grant herself flawless precision and to inflict lethal attacks without much effort. Thanks to her expertise, Keine has great range on her attacks, which can give her enemies great difficulty when trying to get in on her. Because of Keine's prowess in swordsmanship, her sword is considered to be an invincible wall; that will deflect any and all attacks aimed at her while giving her a distinct advantage. Because of this, it's become apparent than the best offense is an ass-kicking defense.

Despite not really focusing on it, Keine's attacking power is simply overwhelming—capable of ripping up the ground with every strike, while simultaneously being faster than the eye could register her movements. Keine can slice multiple enemies with her weapon from the ground or in the air through a whirling attack. She can grapple other opponents or objects from medium range, bringing them into melee distance. Her swings, thanks to her great physical strength, have the potential to split the very earth with each swing, bringing mass devastation to every direction that the weapon lands; meaning that it often spells the end for her enemy once she begins to counterattack unless she's feeling rather sadistic. Keine is capable of slicing away at multiple opponents with blurring speed and accurately slashing upon close- and long-range targets. She appears to be extremely quick to begin with, but her already high agility is further increased by utilizing her weapon's recoil; she can cleave through both armoured knights and their vehicles with ease; her weapon can slice through regular weapons and armour in a single slash. Keine is also known to be extreme proficiency in regards to throwing the sword like a javelin, able to hit an opponent from across a city with the lance lining up exactly with her free hand and using her thumb as a reference point.


 * Sword Pressure (剣圧, Ken'atsu): Sword Pressure is a basic ability which can be learned by almost everyone and their mother, but it sure is deadly if utilized properly; it is the most basic techniques that one can perform with their sword. When performing the Sword Pressure technique, the user swings forward with their sword, swinging the blade so swiftly that it seems that the user is able to utilize air itself to slice enemies, focusing a current of wind to the point where it takes on a sharp edge, which the user launches at foes; sending it through the air towards the user's enemy. It is a powerful blade of pressure that appears as faint ripples of wind that is launched towards the foe at high speeds; this attack enables the user to assault things which are out of their sword's range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash. The person struck by the sword pressure is assaulted by countless invisible blades which happens so fast that they would normally be unable to properly react in time, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet; this technique possesses enough power to slice down many trees in a forest. This technique can deflect both physical and sound wave attacks and attack at the same time, making it both an offensive and defensive technique. These blades of wind possess incredible range and devastating power; and at its highest level of mastery, the sword pressure is capable of cutting through barriers of magical energy; and they can even remain floating within the air until the right minute to slash.
 * Sword Pressure: Sky-piercing Fang (剣圧・穿空牙, Ken'atsu: Senkūga): Sword Pressure: Sky-piercing Fang is an extension of the Sword Pressure ability; when performing it, Keine swings her blade around above her head momentarily, gathering wind upon her blade—in an instant, Keine thrusts her blade forward, having molded the wind into a "coat" upon her blade. This releases the wind in the form of a slowly but surely expanding bullet that shoots forth at incredible speeds, blasting into the opponent; moving so fast that the bullet's movement is invisible, and it truly seems like she shoots her opponent, except that the resulting impact is not akin to an actual pistol, but to a small hand-held cannon and powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge; connecting instantly with the target. This attack possesses incredible power, able to tear through non-magical armours with relative ease. The shape of this technique is derived from a jagged bullet, hence the hit of this technique will have more of an impact on actual magical defenses since it is sharper than the round bullet and resembles more modern bullets. It is a very useful technique that can connect rapidly and accurately, which works well with her impressive speed and agile techniques.
 * Spellblade ( 魔法煎剣(スペルブレード) , Superuburēdo lit. Magic Infusion Sword): Spellblade is a specialized Subspecies Magic of Sword Magic which is easy to perform for almost any Sword Magic user with any experience; Spellblade is a powerful hybrid technique combining both sword skills and magic. When initiating this style of combat, the user infuses their raw magical power within their blade, giving it elemental properties, in addition to unrestrained cutting power. It was originally designed as a magic technique which creates an exceedingly thin layer of eternano capable of cutting through almost anything. The eternano can easily be switched to their spells, ensuring the cutting power remains; but also allowing the user to utilize their own individual style. When the user's blade is infused with their raw magical power, it replaces the hard, metal blade of the sword with a blade of light, similar to a laser. When Spellblade is in effect, it turns the user's attack into a power on the physical and magical side. This makes it incredibly useful for fighting demons, who do not have physical bodies and therefore can only be hurt with magic. It can also be used against foes whose magic bodies are sealed off or missing, and thus are immune to most magic. The Spellblade is powerful enough to destroy lesser demons in a single blow if the wielder can manage to hit them. Even middle-ranking demons can be seriously wounded or killed by this attack. High-ranking demons, however, often display near immunity to the weapon's power, requiring more powerful techniques to kill. It enables the user to break down the basic elements of various spells and then focus them upon their blade; this essentially combines magical energy with their sword in order to cause various effects, in addition to merely strengthening blows. The size and length of the blade appears to correspond with the amount of the user's raw magical power that they poured into it. At its fullest, Spellblade can result in a long blade of light, while when exhausted from magical energy, the user creates smaller, sometimes flickering blades. Due to the blade now being composed of magical energy, Spellblade can also be used to channel and amplify spells, increasing their power as they are released from the blade. The sword can also absorb spells to become stronger for short periods of time; and the magic itself can also be controlled and fired at opponents from the user's sword, resulting in powerful explosions of pressurized magic. Especially skilled practitioners can control the influx of magical energy, making even lower-leveled spells potentially fatal when directed through the user's sword.
 * Spellblade: Thundercracker (魔法煎剣・雷刃 (スペルブレード・サンダークラッカー), Superuburēdo: Sandāurakkā lit. Magic Infusion Sword: Thunderblade): The Thundercracker is a powerful Spellblade spell which is born from merging Lightning Magic into the Spellblade, that leaves the user capable of storing the electrical energy of a lightning strike within their sword, using the power of lightning to their advantage. Thanks to the positive energy of lightning, the element is attracted to the negative energy that is emitted by the metal of the blade; as iron, like most metals, consists in the solid phase of a lattice of atoms that are bound together with a "cloud" of freely moving electrons in what is called the conduction energy band. The free moving electrons conduct electricity. When even the smallest voltage, or energy drop, across copper is applied, the electrons simply pass through the iron with very little resistance. In essence, the lack of electrical resistance is what allows the iron to conduct the lightning; and any conductor of electricity must provide some way for charge to move, thus it requires mobility of an electrical charge, such as an electron. Thundercracker makes the user's sword nearly unblockable as the radiating blade can easily cut through steel. Furthermore, if an opponent is stabbed, their body goes numb due to an electrical current which causes the muscles to contract, making it impossible for the opponent to move. It also has the advantage of being able to be used for surprise attacks and capturing; additionally, when the enemy's body is pierced, the user can alter the sword's shape into multiple additional blades, increasing the number of wounds. The high discharges of lightning are capable of paralyzing the opponent instantly and it is nearly unblockable as the radiating blade can easily cut through steel. Furthermore, if an opponent is stabbed, their body goes numb due to an electrical current which causes the muscles to contract, making it impossible for the opponent to move.
 * Thundercracker: Jupiter Lance (雷刃・黒龍天翔雷刃 (サンダークラッカー・ジュピター・ランス), Sandāurakkā: Jupitā Ransu lit. Thunderblade: Black Dragon Sky Flying Thunder Blade): Thundercracker: Jupiter Lance is the extension of the Spellblade: Thundercracker spell; and the most powerful Lightning Magic-element Spellblade spell that has been discovered so far. When performing Thundercracker: Jupiter Lance, the user charges their sword with their immense magical power, which flares up and converts into the element of lightning, generating a gigantic blade of electricity which can extend to over one hundred feet in length; this is only enhanced due to Thundercracker already being active upon the user's sword; as a appears below the user, erupting crackling lightning. The glyph then begins sending a tornado of lightning upward, in which the user directs the sword's lightning upward. Once the cyclone vanishes, the user's sword is seen to be in two "parts", with the bottom part becoming pure lightning and the second half highly resembling a feather. From there, gripping the sword with both of their hands, the user swings the sword forward, unleashing that lightning in the form of a powerful slash which obliterates anything that it comes into contact with, dealing a single strike of massive damage. The lightning then spreads out to deal one more hit before finally vanishing afterward.  While the result is always what looks like a massive wave of lightning being launched downwards, only the tip of the attack, which is an arc is capable of doing damage, as the arc is the result of the inversion of everything the attack destroys in its path. Its performance is to the point of being compared to nuclear weapons; being capable of taking down high-ranking demons in this state. The attack of Thundercracker: Jupiter Lance possesses anti-eternano properties, meaning that it doesn't negate ambient magical energy in the atmosphere; it destroys it outright, making it the ultimate bane to mages.

Master Hand-to-Hand Combatant: Keine is almost as proficient in the art of unarmed combat as she is with her swordsmanship—indeed, Keine is extremely vicious in this art. Keine, despite her lithe appearance; is tremendously skilled in hand-to-hand combatant, which often takes her foes offguard. She prefers to bombard her opponent with a flurry of bone-shattering kicks delivered at breakneck speeds, though she will occasionally throw in a punch or two for good measure. While she prefers to utilize her Territory magic, it has been shown that she is able to defeat even S-Class level foes with brute strength alone. For those who do not know, Keine's fighting style focuses on a form of kickboxing, a style she has derived from her special combat training as a super soldier, and is rarely seen using her arms or fists when fighting. When in battle, Keine primarily fights her opponents by using a large number of skillful and specialized kicks to strike blows. Using her agility, Keine can perform moves such as high kicks, side-kicks, spinning kicks etc. striking her opponents with deadly precision and efficiency, and can even send her whole body spinning through the air with her feet first, turning herself into an all-piercing spear. Overall, Keine kicks in a highly fast-paced manner, striking so swiftly and strongly that opponents more often than not will be unable to properly keep up with her attacks, leaving them constantly on the defensive against Keine's vicious onslaught.

Physical Attributes
Immense Strength: Keine possesses phenomenal strength and superior hand-eye coordination, and can break free from almost any attack that binds her and prevents her from moving. She is strong enough to break an enormous tree in half; and she can upturn huge portions of rock floor with a single strike at the ground with her sword. Keine also has enough power to break steel with her bare hands, and break through diamond; her inherent immense power is only amplified by the momentum at which she moves; making her strong enough to cut through enemies (though not all shields), burrow through the ground, smash through surfaces by stomping, or break down walls; and she is able to lift and press ten metric tons, making her one of the most physically powerful characters. Keine has been shown being able to tear parts from robots' bodies with brute force alone. Another testament to Keine's monstrous brute strength is that she is able to split the hydrogen in the air by punching, strike out with her fists or throw objects through the air with such force that she can make them ignite and punch the ground with enough strength to cause fissures, tremors and even kick up small volcanic eruptions over a wide area. In addition, Keine's feats of strength are as simple as carrying around Vortigern on her back, as it is a blade as tall as she is, and possessed of considerable weight, yet Keine is capable of wielding it with one hand. One simple swing of Vortigern is enough to create powerful shockwaves of air, similar to her punches, that produce similar destructive feats. She has demonstrated that she is strong enough to enable her to knock out people with normal durability with as little as a tap to the head. Keine's physical strength also extends into her legs, enabling her to be able to jump to a height of several stories in a single bound; she demonstrated this when she leaped over thirty feet vertically into the air when she first leaped out of the way of an oncoming car; and her power has only increased drastically from there; as a note, she is capable of lifting a five ton boulder using a single hand with very little effort exerted.

Immense Speed: Keine possesses excellent physical ability, capable of feats comparable to at least an Olympic-level athlete. Her tremendous raw power, allows her to move fast enough to instantly close a huge gap of space between her and the opponent and even seemingly disappear from sight in the span of a millisecond. She can effectively use her agility to use the battlefield to her advantage, jumping from wall to wall to keep her opponents unsure of her attack patterns. When launched into the air, she can perform several tricks before finally landing on ground. She has also shown on several occasions that she can jump incredibly long distances, up to several hundred meters by applying speed to her jumps. She is capable of moving so fast that she can decapitate an entire army of foes without them even having time to react. She often only appears as a purple shimmer of energy, with only the fastest foes even catching sight of her true figure during a battle. This incredible speed gives her an edge in battle against slower or close-range fighters. Excelling in hit-and-run tactics, Keine has been shown to be able to evade many a combatant in both long and close-range; her movements are so tremendously swift that few would be likely to see an attack take place—this enables her to attack almost a multiple of ten times in a row per second. Not only that, but her movement is fluid and precise, and rarely will she exert effort in movements. Her speed also allows her to follow the movements of faster opponents in the rare chance that she finds one to better analyze their movements or deflect difficult and otherwise fatal strikes with some ease. In addition, Keine is amazingly well coordinated, as she is able to catch bullets in mid-air; her tremendous reflexes, agility and speed usually enables her to dodge many a powerful projectile while balancing herself on one hand. Naturally, with great speed, comes great reflexes. Keine reacts so swiftly to current events in her battles that it seems as if she has a sixth sense of sorts; even being able to react to attacks before they're released; it has been shown time and time again that Keine's reflexes enhance her speed even further, to the point that it seems as if Keine has the ability to teleport with every movement that she makes. She is also incredibly precise, as she is able to remove small objects from a person's skull without damaging the person's brain in any way. Due to being so small and spry, Keine is highly flexible in battle- able to perform one-handed backflips, somersaults, and mid-air cartwheels with little effort in terms of physical strain. Keine is also known for rolling around on the ground to evade foes' attacks, as well as being able to perform multiple spins and tricks in mid-air.
 * Reduced Earth (縮地, Shukuchi) is a basic high-speed movement technique, developed long before magic became commonplace; effectively, through the user slamming their foot upon earth ten times in a split second, they are capable of kicking off the ground in the blink of an eye and live up to the technique's name of "reduced earth" as the technique shrinks the distance between the user and their target in a split second. When performing Reduced Earth, the user focuses the majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where the user is standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel the user forward at incredible speeds, at least akin to a master of High Speed and defying the abilities of Slowing Magic; accelerating at velocities that are almost untraceable to reach short or long distances near instantaneously- it should be taken into consideration that in order to perform the technique at all, the user requires a solid surface to kick into and thus produce enough thrust. According to the untrained eyes of those watching on while the user performs this technique, more often than not it appears as if the user has effectively teleported using sheer power and speed alone, moving faster than anyone is capable of following as they seem to reduce the earth between the themselves and the opponent in the blink of an eye. As the Reduced Earth technique is focused entirely on speed, it can be best characterized by 'the velocity at which the user gets from the starting point to the finishing point in the least amount of movements', attempting to waste no unnecessary motions while attempting to achieve its goal. Generally, in regards to how much any user is capable of getting out of the Reduced Earth technique, things like racial traits such as perhaps elves being faster than humans do not factor into the end result- rather, it relies solely on the user's training and skill to determine how fast they can actually move, and it is mentioned that if the user neglects the skill and rarely harnesses it or practices with it, they would move at a slightly slower pace as the body would have to be accustomed to undergoing the motions of the technique regularly- this is something that could quite possibly lead to a theoretically weaker user of Reduced Earth accelerating towards their point of choice at a swifter pace than somebody who was previously deemed stronger. However, despite being heavily compared to "true" Teleportation Magic, a user of Reduced Earth is capable of being stopped in their tracks if anyone who is in the vicinity of the distance between the user and their destination calculates the miles-per-hour as well as the ending phase of the technique that the user is accelerating at and takes steps to intercept the movement accordingly, and as such it can be quite predictable in comparison to actual movement-type magics, as it doesn't use supernatural energies to prevent any sort of interruption- indeed, with Reduced Earth, an opponent with swift enough reflexes can properly counterattack the burst of speed simply by blasting them with a higher-speed projectile no matter its origin, as in the case of most users, it is near impossible to stop and turn on a dime, requiring great effort of simply stop before reaching the destination, meaning that while in motion, a user can be seen as almost powerless against an opponent's attacks- however, commonly, it is shown that due to the speeds that they move at, this generally isn't a serious concern.

Indifference to Pain and Amazing Invulnerability: Keine's physical and mental durability and stamina is truly mind-boggling; capable of withstanding nearly any and all onslaughts thrown in her direction. Her durability enables her rise from attack after attack after attack on numerous occasions, more often than not surprising and confounding her foe, striking fear into their hearts. She can smash several barriers of magical energy with her fist without showing any sign of pain or injury. This is due to her special skill, which is described below—and she can smash several robots with her fist without showing any sign of pain or injury. It is also worth noting that, for nearly all the battles Keine has endured, she has never been crippled, nor has she displayed any serious injuries. Additionally, she can survive free-falls from extreme heights, falling face-first from a high point in a skyscraper twice, merely shaking it off after landing. She is durable enough to the point that if a person beats her with a thick wooden stick, the stick would eventually break and Keine would show little discomfort. This level of durability is how she survived other forms of extensive punishment throughout the story, such as falls from several stories like when she landed on a car from six thousand centimeters with no discomfort. Keine's durability is high enough to where she can take blows from beings with magic-enhanced strength and not be fatally injured. She is also capable of going extended periods of time without sleep, being fully capable of fully resting with not much over an hour of sleep. This durability makes even her soft tissues extremely durable, and more than up to the task of rendering her virtually immune to firearms. In addition, Keine's body eliminates the excessive build-up of fatigue-producing chemicals in her muscles, granting her exceptional endurance and lung capacity. She can exert herself at peak capacity for an hour without any rest and before showing any signs of fatigue. Keine can, when necessary, expand her muscle areas to enhance her speed, agility, and strength. She is strong enough to forcibly move a pair of turrets, lift a tree with little effort, and even temporarily halt a large bus in its tracks. If she is penetrated by certain projectiles, the internal pressure could be utilized to propel them outwards from the body, as demonstrated by her against throwing knives. Keine not wholly but feels prickly pain when hurt and will not receive any serious damage when she is shot or pierced in the heart. She also is able to catch a magical blast with the teeth; she possesses near-maximized physical endurance to match her strength, and is capable of taking as much major punishment as she is able to deal out. Keine is as well strong enough to hold out against an army of robots without rest.

Magical Abilities
Immense Magical Power: As a member of the Ten Wizard Saints, Keine is in possession of a completely enormous amount of magical power that almost constantly lays dormant within her middling frame; the sheer depth of these arcane powers dwelling within her body are only rivaled by fellow Wizard Saints - of course, she wouldn't have been chosen for the position if she wasn't so incredibly powerful in the first place. Keine has absolute mastery over the usage of her magical energy, which is only bolstered by her situation as a member of the royal family; as she can treat it as an extension of her own body. It is so great it can be felt from a great distance and it has the tendency to make people perspire in fear. Keine's magical pressure has the secondary effect of drawing entire areas under its influence to the point of disrupting energy attacks from enemies, as well as affecting others from what is quite possibly miles away. This, combined with her already incredible combat skills and power, makes her one of the most formidable characters in the story. People in the immediate vicinity can be brought to their knees by its mere presence. When angered, Keine can shape her magical energy into that of a much more darker and frightening form, establishing a link between Keine's emotions and the emotions of those around her. In a way, this technique is hypnosis, or even a mental influence. Additionally, the sheer aura radiating from her person has the additional effect of affecting entire areas to the point of disrupting spells from enemies, as well as affecting others from seemingly miles away. Magic originates from a Magic Origin (魔原, Magen), which is exactly what the wording indicates—it is a special organ that is located within the body of a magician, that absorbs eternano and bunches it up into clusters, which is processed into magical power. Every Mage has a container inside their body that determines the limits of their Magic Power; this is precisely what a Magic Origin is. If the case becomes empty, eternano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored. Keine is noted to have a larger Magic Origin than most other people—enough to the point that she seemingly never runs out of magical power—though Keine does use Eternano Haste to recharge herself every now and again within the heat of battle.
 * Second Origin Activation (二番原解放, Nibangen Kaihō) is a spell exclusively mastered by those who possess the control and power to summon their Second Origin without it passively inducing its effects. It was first shown by a Fairy Tail magician, though other mages had commenced the practice as well. The rumored Second Origin (二原, Nigen) is, in fact, wrongly named. When considering the nature of the Magic Origin (魔原, Magen), the Second Origin and its activation is simply unlocking the full extent of one's Magic Origin and power. There are a number of ways one can go about unlocking it: it can be a natural process that takes a considerable number of ways, a sudden surge of willpower during a situation of crisis or accelerating the process through magic such as the Arc of Time. However, all of these cause the passive effects of unlocking one's Second Origin to be visible. In the case of Dragon Slayers, it appears to dramatically improve one's physical prowess, but also the intensity of their magical power. However, in the case of standard mages, it vastly increases the quantity of magic they may use in any given situation for a brief period of time, giving them access to magic and equipment that can potentially, though the claim itself is debatable. In order to unlock one's Second Origin without inducing its passive effects all the time, one must firstly impose a sealing condition onto the said portion of the Magic Origin. Due to magical energy being so closely aligned with one's willpower and conviction, this is done so through a rather unique method: the Pact (盟約, Meiyaku). The Pact, in this case, is one that the user makes upon reaching the full level of potential within one's Magic Origin, which in itself takes a considerable amount of time, or emotional upheaval, to achieve. When doing so, the Pact automatically causes this portion of one's magical power to be sealed in a series of magical seals that can only be unlocked with the fulfillment of the Pact; in the case of , it appeared to be when the life of herself and her friends were in mortal danger, which enabled her to wield the fabled . However, due to the strain of the sudden outpour of magical energy within the body, this state causes one to be heavily drained following its immediate use, despite causing a notable increase in the capacity of one's magical power. However, considering that the sudden outburst of magical power within one's body is caused due to the extreme sealing caused by the Pact, one is since unable to recreate the same seal due to the strictness of the requirements. As a result, the portion of magical power sealed is then assimilated to the natural reservoir of magical energy they can access within themselves. While this causes a considerable increase in their base capabilities, given that they can induce the passive effects of the Second Origin "state", they are since incapable of such a large outburst of magical energy through natural means.
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains, or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections. A standard aura is produced by mages with a moderate level of magical power within their body. By exerting it outward, it forms a thin layer of pressure that can cause one to be intimidated if they aren't a mage, or if they are a rather weak mage. This is generally demonstrated by individuals of S-Class strength when they are holding back, or when standard mages are showing that they are entering their full reserves of power. It should be noted that the density of this aura, by a S-Class mage, can cause physical attacks to be repelled with notable ease; Keine's aura almost consumes her in its colour, leaving nothing but a phantom-like apparition to remain. It should also be noted that the aura is far wider, and is generally uncontrolled by Keine. However, her aura isn't limited to intimidation, and can be used for the preparation of a spell. It is also worth noting that the pressure exhibited from such an aura can form a large column of energy, leaving the pressure enough to visibly cause strain on people even from a considerable distance away from the exertion of the aura, indicating at the sheer level of power within this aura.
 * Magic Skill: Eternano Haste (, Majikku Sukiru: Ēterunano Heisuto lit. Internalized Magic Arts: Magic Power Restoration): The Magic Skill known as Eternano Haste is a rather rare skill that only the most powerful of magicians are born with, or they develop later in life. However, firstly, as it has been discovered, some magicians, once they have mastered the art of magic, are capable of manipulating eternano, or just plain showing off unique ways to utilize magic, far beyond the norm. These skills are collectively known as Magic Skills (, Majikku Sukiru lit. Internalized Magic Arts) instead of magic proper; thanks to being simply a manipulation and extension of the basics, as opposed to using magic to create a new function entirely. In this case, while normally, eternano flows into the magician's Magic Origin from the atmosphere after their magical power has been expended. However, if the magician has access to Eternano Haste, then eternano will enter the magician's body much quicker; it works by converting half of the nearby eternano into magical power, which the user's Magic Origin absorbs, thereby cutting the cost of regular spells by half the amount, as the name suggests, enabling them to gather magical energy much faster than many other magicians who even use less magic; especially when they have been recently drained of power, allowing the user to get back to casting powerful spells easily, in addition to this, when they are half out of energy, the user's Magic Origin initiates a suction effect, absorbing any ambient eternano from the atmosphere and drawing it into the user's body, restoring their magical power. However, this can only be done five times per battle, as after that, the area will be devoid of eternano, rendering both magicians' magic effectively useless.
 * Combination Spell (, Konbinēshon Superu lit. Fusion between Two Magics): A Combination Spell is exactly as it says on the tin—it is a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell. A Combination Spell is forged when the user focuses their first spell upon one of their hands or one of their fingers, before doing the same with the second. When this is done, the user brings them together, either by clasping their hands together, or intertwining their fingers—this causes the eternano that composes the twin spells to interact in a volatile manner, exchanging numerous particles before instantly bringing both spells together, forging a fusion of both which the user then casts at the opponent like normal. While this does fuse the two spells in order to produce a far more powerful spell, the user is capable of mixing it up a fair bit—they can choose not to combine the spells, but instead, cause the spells to impact upon their target simultaneously, causing their effects to activate right after each other—this is done by molding the eternano particles to allow them to surge chaotically; causing the twin spells to launch through the atmosphere, randomly crashing into one another to cause a violent surging rise of magical energy numerous times before striking the opponent with amazing power. With the Combination Spell Magic Skill, the user is able to combine standard magical spells of any type, whether it be elemental or otherwise, with any spell which they have forged by themselves, enabling the user to perform enormously powerful attacks and allowing them to create almost endless combinations, keeping the opponent guessing each time.
 * Steal Spell (, Suteīru Superu lit. Fusion between Two Magics- Enemy Edition): Steal Spell is a variant of the Combination Spell Magic Skill, which is exclusive to Keine. Steal Spell does exactly what the name says it does—when the user is about to attack Keine with a spell, she is capable of focusing her first spell upon one of her hands—and then, she exerts her magical aura, which extends outwards and momentarily phases through the opposing spell, forging a replica of it in Keine's other hand; at which point the aura dissipates. From this point, Keine is capable of using this replica of the opponent's spell in order to initiate the regular Combination Spell. Because of this ability, it makes Keine all the more deadly. However, it does have a few weaknesses—even if Keine copies the opposing spell, it will not stop the enemy's attack—as Steal Spell doesn't stop the opposing spell at all. In addition, Steal Spell can only be utilized on normal spells; Lost Magic, Ancient Spells, and Black Arts are unaffected by Steal Spell, making the ability extremely situational.

Lightning Magic
Lightning Magic: Azurite Striker (, Raitoningu Majikku: Azuraito Sutoraikā lit. Various Lightning Magic: Armed Azure Lightning God): Lightning Magic is an Elemental Magic and Caster Magic that utilizes the element of lightning. In order to manifest Lightning Magic, the user is able to modify their eternano and magical energy into that of electrons, which they can alter the movement of, allowing them to use almost any electricity based power; controlling, generating, and absorbing electric fields; utilizing electricity, but more specifically, lightning, as a form of offense and defense. The user is able to generate these elements from their body, and manipulate them, giving them the ability to channel and manipulate electricity through their body. However, unlike other types of Elemental Magic, users of Lightning Magic are also capable of utilizing lightning from a distance, such as from the ground near them, or down from the sky. Lightning attacks work by electrocuting the opponents to various degrees, and there are spells that are said to be capable of completely paralyzing enemies, due to the extremely high voltage of the electricity employed in their use. Because of the high amounts of light produced with its use, Lightning Magic can also be utilized to blind opponents, albeit for a short amount of time.

By generating electricity on different parts of their body, the user is capable of causing their attacks in melee to become far deadlier; even capable of propelling themselves around at high speeds in order to gain extra momentum; as the user can create lightning orbs around their arms and legs before connecting punches and kicks, increasing their striking power in a way similar to most other elemental mages, allowing them move around much faster, propelling themselves towards their opponents, by surrounding their entire body with lightning, and empowering their connecting strikes by summoning forth lightning from the sky to accompany their motions. In addition to these properties, the bright light from the lightning can be also used to momentarily blind enemies. Similar to other types of Elemental Magic, Lightning Magic allows the user to transform their body into the element they control: by transforming into a lightning bolt, the user is able to avoid physical attacks, and have the added advantage of traveling around at very high speeds and damaging everyone or everything they come in contact with, much like real lightning. This is a very powerful Elemental Magic, having many avenues for usage. It can also be inserted into Magical Lacrima crystals, as seen with Laxus Dreyar's Thunder Palace spell.

Interestingly, there has been a new discovery in how to manifest Lightning Magic by the same scientists that discovered the new way to utilize Light Magic, the artificial light of might. It is said that this way of using Lightning Magic is incredibly dangerous as it has a great risk of hurting the user's own body, especially their nervous system, and can even result in death. Nevertheless, to utilize this form of Lightning Magic, the user will amplify the bio-eclectic currents that exist within all aspects of their body, primarily in the nervous system, heart and muscles, to the point that they will force electricity to manifest around their very being and is fueled by their body and magic. By doing this, they are able to channel what has now been named bio-electricity (生体電気, Seitai Denki) in various ways: unleashing burst of bio-electricity that can fry a person from the inside-out and even being able to drain the bio-electical energies that may dwell within another being, in a way that is similar to Lightning Dragon Slayer Magic. The user is also able to form constructs out of the bio-electricity drained or stored, find persons by sensing their bioelectrical presence and even scramble personal bio-electric rhythms to shock others. This method of Lightning Magic is best reserved for master of said magic as they have the understanding to fully performing and using this method to its maximum potential.

Keine is known as the Azurite Striker, a high title infamous amongst the magic world—indicating Keine as one of the most powerful to ever exist. As such, she has complete and absolute control over any and all source of lightning, even from other magicians and the environment itself. Keine's Lightning Magic is specifically attuned to her personal preferences; that being that the colouration of the lightning is deep azure and it pulses and crackles violently. Aside from this, it seems that Keine's Lightning Magic is far swifter and powerful than any normal Lightning Magic, even superior to that of the user of a Lightning Slayer in both power and potential; meaning that it seems that Keine is the most powerful lightning-ability user alive. In addition, it seems that Keine's Lightning Magic is capable of absorbing opposing sources of lightning in order to make it both phenomenally faster and stronger; making it near-invincible and making Keine an absolute terror to fight against. No lightning-based Lost Magic, Slayer Magic, or even a Curse is safe from the absorption ability of Keine's Lightning Magic, as for the latter, the moment that the demon particles that compose the Etherious ability come into contact with Keine's lightning, Keine's hyper aura converts the particles into eternano before absorbing it and using it to enhance Keine's next attack. What should be noted is that Keine's Lightning Magic is unable to be consumed by any lightning-element Slayer, no matter their type of Slayer Magic, as when a foolish Slayer attempts to consume the elemental magic, it will seep into their bloodstream and then paralyze them. There is no actual way to consume this version of Lightning Magic; a fact that will never change.

As the Azurite Striker, Keine is so naturally in-tune with her element, that the lightning can be considered an extension of her body- a part of her very being itself. This has granted her a level of manipulation of the lightning beyond anyone else- perhaps even moreso than Etherious or demons in general. As long as she can put her mind to it, her Lightning Magic essentially functions as an imagination-based magic- akin to a much lesser Arc of Embodiment. For this, Keine's level of control over the lightning is regarded to be nothing but a pipe-dream for other lightning-manipulating magicians to achieve. As a final note, Keine's Lightning Magic is unable to consumed by a user of Slayer Magic as the sheer voltage of her personalized lightning would cause it to overwhelm the opponent's lungs, making it even deadlier to the opponent than it normally is—there is no way to properly consume Keine's Lightning Magic.

Supplementary Abilities and Lightning Forms

 * Electromagnetism (電磁気, Denjiki): A sub-ability of Lightning Magic is the ability to manipulate magnetic fields; and indirectly through them control anything that is affected/connected/by/to them. When initiating Electromagnetism, Keine focuses her magical energy outwards; this is signified by violet sparks being emitted from her body, using earthen elements in order to convert the projected magical energy into magnetic waves which can be utilized to manipulate ferrous objects and materials, which are used to levitate, utilize, or control metallic objects; effectively, Keine is capable of generating, controlling and manipulating magnetism in all its forms, effectively allowing her to become an electromagnet; because of this, Keine has comprehensive control over all forms of magnetism, utilizing that control to manipulate ferrous metals and it can be used to levitate, utilize, or control metallic objects in order to achieve countless varieties of effects which can wreak havoc on the fields of battle. Indeed, with Electromagnetism, Keine can manipulate scores of metallic objects simultaneously and accelerate them to high velocities; once Keine comes into contact with a magnetic object, she can remotely move it in any way that she wishes, both natural, such as planetary, solar, lunar, stellar, magnetosphere, and magnetic materials/ferromagnetism, organic, which is generated by the electric currents of living beings, or artificial, which is everything creating/using electricity; of course, since this form of magnetism is electromagnetism, this means, with exception of gravitation, the power accounts for almost all physical phenomena observable to the unaided human senses, including light and other electromagnetic radiation, all of chemistry, most of mechanics, and of course, electricity, being capable of inducing electrocution, heat generation, computer and mind hacking, and electrolysis alongside those mentioned above. Keine is also capable of affecting any matter that is magnetic, such as iron, nickel, cobalt and their alloys, some rare earth metals, naturally-occurring minerals such as lodestone, manipulating and controlling them as she wills and indirectly use them to manipulate other things. Effectively, this grants Keine a wide amount of options to choose from, though very few users manage to gain full dominance over every sort of magnetism out there. Keine is also capable of manipulating normally non-magnetic metals, such as Aluminum. Electromagnetism can be utilized in order to shut down all sorts of electrical equipment in addition to being an electric sensor which can detect nearby electronics, effectively ensuring that any technological advantage against Keine is rendered moot. Adding onto this, Keine has a certain dominance over any sort of metallic-based weaponry and defenses, as, with a single hand movement, she can simply tear them off of the enemy's figure with the opponent being incapable of any sort of resistance. Naturally, Keine is capable of repelling metallic objects away from herself, such as reflecting a bullet back towards its shooter. She can also draw metallic objects towards herself and form them into objects, her most frequent use of this being to form a giant arm made of hundreds of metallic weapons and objects and connecting it to her right hand; though Electromagnetism has countless other uses; one of the more dangerous aspects of the magic is magnetizing the target through the iron in their blood, leaving them open for more and more onslaughts.
 * Iron Sand (砂鉄, Satetsu): An extension of Keine's Electromagnetism born from her mastery of Lightning Magic in the first place is the ability to generate and manipulate iron sand, which is a type of sand with heavy concentrations of iron that is typically dark grey or blackish in colour. By using Electromagnetism in order to tear portions of metal off of a preexisting structure or by targeting scrap iron in the vicinity, Keine is capable of focusing her magical energies in order to break these hunks of metal down to an iron powder which she then magnetizes with Electromagnetism, turning it into iron sand, which is composed of mainly magnetite, Fe3O4, and also contains small amounts of titanium, silica, manganese, calcium and vanadium; the iron sand is said to vibrate ten times stronger than a chainsaw, granting it absolutely immense cutting force no matter how it is used. Manipulating this iron sand as naturally as she does her Lightning Magic, Keine is capable of shaping it into a variety of forms for different purposes, whether it be offense, defense, and supplementary usage - as with her Lightning Magic and other powers related to it, as long as she can imagine the iron sand doing such a thing, the sky is the limit. Commonly, Keine molds the iron sand into various weapons in a similar manner to that of Iron-Make to serve as diversions more often than not, releasing them from the ground like spikes or manifesting makeshift defenses to protect herself while she's preparing a more powerful attack; though bullets and large structures aren't unheard off, often combining multiple casting methods to ensure that her attacks encompass every method available as the opponent is bombarded by immeasurable quantities of iron sand in all shapes and sizes, striking from multiple branches at once - all of these iron sand creations possess ample amounts of electricity coursing throughout their very compositions, granting them a high voltage level that can pierce and electrocute a foe. Using the iron sand, Keine is able to clot up the joints of various user-operated guardians such as puppets and mechanical menaces, rendering them completely useless as long as she's still using Electromagnetism - the iron sand structures possess enough piercing force to completely bypass a Defenser barrier, busting straight through it as if it were naught but papier-mâché, leaving those whom she fights against completely defenseless.
 * Plasma Generation:
 * Electro-perception (電勘, Denkan): Electro-perception is a special Lightning Magic spell that enables the user to witness electric and magnetic field lines in their environment, even able to sense electromagnetic phenomena; granting them the ability to follow the electric and magnetic field lines using their eyes as a form of 'sixth sense'. It warns the user of potential immediate danger; warning their of potential immediate danger by the manifestation of a tingling sensation in the back of their skull, and links with their body, enabling them to evade most any injuries, unless the user cognitively overrides their automatic reflexes. The user has the ability to anticipate their opponent's action at a greater level by sensing the area all around them; in fact, the user claims that they can see the entire world. The sense also can create a general response on the order of several minutes: the user cannot discern the nature of the threat by the sensation. They can, however, discern the severity of the danger by the strength of their response to it. The clairvoyance is directional and can guide the user to or away from hidden weapons and enemies. Sudden and extreme threats can cause the sense to react with painful intensity. Using Electro-perception to time their enhanced reflexes through adrenaline, Electro-perception can casually dodge attacks up to and including automatic-weapons fire, provided there is sufficient distance. The Electro-perception is sufficiently well-linked to the user's reflexes to the point that a threat can trigger them even when the user is asleep or stunned; and clairvoyance does react to those who the user does not consider to be a threat, such as allies or weaker enemies. The user's fighting style incorporates the advantage that Electro-perception provides them; their body begins to produce more adrenaline after the sense is triggered, an extension of the 'fight or flight syndrome.' A large weakness of Electro-perception is thanks to the heightened senses granted by the spell, the user is incapable of enduring anything that's too severe to their other senses.
 * Red Lightning (, Akamikazuchi lit. Red Lightning): Red Lightning is a Lightning Magic ability; it is said to be one of the most powerful lightning-based spells in the history of lightning-centered magic; a shocking power without equal. Red Lightning is a special Lightning Magic "sub mode" which is easily one of the most difficult to come across; by referring to Red Lightning as a "sub mode", it can easily be compared to the Steel Mode of, yet not for Slayer Magic (obviously). Indeed, the Red Lightning is said to be born from achieving mastery over the element of lightning, mastering the magic to the point that the user has hit a wall in regards to their magical development. Once reaching a position where they can no longer advance, the user's skill and their magical energy resonate with their lightning, morphing within the presence of Magic Barrier Particles no matter the source in order to adapt for the need for evolution, giving the user's lightning several demonic traits, causing it to take upon a sickly scarlet sheen- and voila, Red Lightning is born. Once activated for the first time, the user is capable of activating Red Lightning in the same way as regular Lightning Magic; by modifying their eternano and magical energy into that of electrons, which they can alter the movement of, allowing them to use almost any electricity based power. Red Lightning is a special type of lightning that can be summarized as "lightning that goes beyond lightning"; being faster, stronger, and possessing a much wider area-of-effect in comparison to bog-standard Lightning Magic; it consistently has much more force than the latter- for example, what regular Lightning Magic will simply shock and deal moderate amounts of damage to, Red Lightning will vaporize outright through the sheer voltage and heat released from a single lightning bolt. Like all forms of magic, Red Lightning is powered by the magician's emotions- though Red Lightning takes a step further; the angrier the caster becomes, the stronger and faster the lightning produced by the caster will become, theoretically increasing in power and intensity infinitely as long as their jimmies are rustled, reaching the capacity to destroy a city by just flying by it once maximum over-rustle has been achieved. It has been revealed that Red Lightning is capable of absorbing opposing sources of lightning in order to make it both phenomenally faster and stronger; making it near-invincible and making the user an absolute terror to fight against. Disregarding the fact that metal can function as a lightning rod, the Red Lightning is shown to be able to strike through any metal and land a direct hit at full power anyway- an example of this is when a technical user of Red Lightning was capable of severely damaging a , a race of magic utilizing robots who have displayed immunity to all forms of traditional lightning, be it Dragon Slayer lightning or otherwise. As a final note, Red Lighting is incapable of being devoured by any form or any user of Slayer Magic as the sheer voltage of the crimson lightning would cause it to overwhelm the opponent's lungs, making it even deadlier to the opponent than it normally is. As a side note, any lightning-based magician is capable of performing enhanced versions of any lightning-based spells they have in their arsenal with Red Lightning.

Basic Spells

 * EstellePerSwordSpell.pngSacred Edge (天剣襲雷牙 (サクレッド・エッジ), Sakureddo Ejji lit. Heavenly Sword's Lightning Strike Fang): Sacred Edge is Keine's signature spell—when performing the Sacred Edge, Keine charges electricity into her blade. Holding it in one of her hands, she condenses the lightning to its utmost limit while she raises it clockwise until she is grasping it above her head, the sword piercing the sky. Compressing the lightning, Keine grips her sword tightly, before swiftly swinging down with overwhelming force—unleashing her sword and delivers a single almighty slash that has no peer; this generates an extremely large and destructive sparking blast from his sword; which produces an immense amount of light and is capable of travelling for great distances, wreaking havoc wherever it passes, as shown when it crossed the entire distance of a town, generating a large explosion upon impact with her intended opponent. A side-effect of being hit by this attack is, if the target survives, the lightning paralyzes them, preventing them from escaping Keine's next attack. By moving her blade around as she casts it, Keine can also employ this spell in an arched trajectory, enabling her to hit enemies that may not be in her direct path. Sacred Edge is multi-hitting, the maximum usually being 5 hits, and it has a property that lets it break through any projectile, which usually catches foes by surprise, as well as blow reinforced, solid titanium walls without effort, making it one of Keine's most powerful techniques. It seems that the longer the intervals in not casting the spell, the stronger that Sacred Edge becomes—for instance, while utilizing it in quick succession is good to rush the opponent with; waiting around five minutes before casting it causes Sacred Edge to become a spell worthy of a "finishing move". When used at its full potential, it carries a dangerous ability. While it continues to destroy everything around the attack, the designated opponent is surrounded by the energy of Sacred Edge when hit. The attack requires about 3 seconds to travel a few ten thousand-kilometer distance, and Keine can immediately fire the next attack after confirming a miss, but after 50 attacks, she will run out of magical energy.
 * Thunder Palace (神鳴殿, Kaminari Den): Thunder Palace is a Lightning Magic spell which can be utilized with any form of lightning-based magics; and one of the most powerful of its kind—made famous by a certain Wizard Saint-potential magician whom had turned over a new leaf after a humbling defeat by his guildmates. Technically, Thunder Palace can be classified as a Combination Magic, due to being Lightning Magic Lacrima laced with Organic Link Magic- though it is never specified as such. When initiating Thunder Palace, the user first creates multiple Lacrima filled with large amounts of Lightning Magic—these can be pre-set, in order to give the user an advantage in battle; or they can be manifested via a copying magic; there are multiple ways to get the Lightning Magic Lacrima out into the battlefield. Once the Lightning Magic Lacrima are set out, the user launches them into the air, causing them to become suspended in the air in a circular formation. When all of the orbs are released at once, through the use of hand gestures, the user can direct powerful lightning bolts to strike their opponents from the sky equivalent to the number of Lightning Magic Lacrima within the sky. The tempest lightning orbs are created around the user's location and covers a full four hundred meters, which drags both the user and their opponent into the vortex where the winds lash them both around violently where the lightning flashing all around streaks closer to whichever target happens to be giving off the most magical energy; which is usually the user's opponent as the technique itself requires almost all of their magical energy just to conjure. As a result, the target and potentially the user themselves are subject to potentially extreme damage from the lightning spawned. This spell possesses vast destructive power, with the lightning's voltage being high enough to completely pulverize what it strikes, eradicating it from existence; when Thunder Palace connected with the top part of a building, it created a huge, round hole in it, making all the physical matter previously found there disappear completely. While the power of this technique devastates everything in its path, the technique will not rest until it hits its desired target, drawing power from the atmosphere the longer it is out. Thunder Palace is also highly dangerous to nullify, posing a great risk to those who were to try and dispel it: if any Lacrima was to be destroyed by an outside force, the attacker would instantly be electrocuted through Organic Link Magic. The preparations for the technique, combined with the charging time, makes using Thunder Palace while in battle impractical unless the user has a partner who can stall to buy time or enough strength to create the formation while under attack.
 * Raging Bolt (レイジング・ボルト, Rējingu Boruto): Raging Bolt is a Lightning Magic spell which can be utilized with any form of lightning-based magics; and one of the most powerful of its kind—made famous by a certain Wizard Saint-potential magician whom had turned over a new leaf after a humbling defeat by his guildmates. Raging Bolt is considered an S-Class Lightning Magic spell thanks to needing an incantation in order to utilize properly; and the fact that it deals indiscriminate damage is another factor in this classification. When performing the spell, the user raises their clenched fist in the air chanting the incantation; "Resounding through the air, the roar of thunder, plunge from the heavens and reap destruction! RAGING BOLT!!!" (鳴り響くは召雷の轟き天より落ちて灰燼と化せレイジング・ボルト！！！, Narihibiku ha Shōrai no Todoroki Ten yori Ochite Kaijin to Kase！Rējingu Boruto！！！). Once this is done, the magic words spoken in order to invoke Raging Bolt cause a powerful resonance; manifesting in the form of the user's magic seal manifesting above the opponent from a considerable height, which begins to spin quickly, the magic words taking the form of an enormous bolt of lightning which drops from the seal at amazing speeds, striking the opponent if its horizontal momentum has not carried them out of the way -and if there are no obstructions in the way. Upon hitting the opponent, a large shockwave is created with the potential to knock the foe away, at least as much as the lightning itself. This spell has seemingly infinite vertical range and thus can be often used to score victory when an opponent is in the air; leading to easy wins. The strikes multiple times and has a fair amount of upward knockback; however, the thunder portion of the attack is considered a projectile and can be reflected back at the user by a Wave magician or absorbed for healing by an elemental absorption magician. The explosion generated upon impact cannot, however. Raging Bolt can pass through obstructions that are close enough to the magical seal. An interesting property of this is that if this attack connects with the user in mid-air, it can create a wall of electricity to prevent a recovering opponent, best if they try to go for an edge. In any case, at higher levels, the power of Raging Bolt is capable of completely vaporizing a weaker enemy with this enormous strike of lightning that ends in a vicious explosion.
 * Thousand Raging Bolts (, Sauzando Rējingu Boruto lit. Thousand Nights of Consecutive Lightning Flashes): Thousand Raging Bolts is an improvement of the Raging Bolt spell; a Lightning Magic spell which can be utilized with any form of lightning-based magics. In this case, Thousand Raging Bolts is said to be among the strongest Lightning Magic spells in existence; capable of untold amounts of destruction for a wide-range. When initiating Thousand Raging Bolts, the user modifies their eternano and magical energy into that of electrons, which they can alter the movement of; intensifying the energies by focusing them upon one of their hands- shaping the electrons and expanding them to cover a large area up above the battlefield, molding the electrons into lightning and multiplying that lightning as to manifest countless lightning bolts in the skies which stand stationary for the briefest of moments before they're fired at their opponent with a snap of the user's fingers, raining down in a vicious hail from the heavens above like the wrath of a god of lightning. Unlike other high-tier spells, Thousand Raging Bolts has no inherent area-of-effect, as it strikes from the heavens, crashing down and vaporizing everything that the lightning bolts come into contact with, with the charged particles carrying enough energy to melt anything they come into contact with. This spell possesses vast destructive power, with the lightning's voltage being high enough to completely pulverize what it strikes, eradicating it from existence; and going even further, Thousand Raging Bolts can destroy an entire building, vaporizing it in the timespan of a split second with those still inside being incapable of doing anything to protect themselves from the sheer force of the hailstorm of lightning- the moment of impact also causes the physical matter previously found there disappear completely. The Thousand Raging Bolts' range is vast- at its highest point, the spell is capable of being utilized against an entire town, as well as entire armies or fleets, and like most spells of this tier, the user is capable of removing the 'area-of-effect' properties from this spell in order to launch Thousand Raging Bolts in the form of a single concentrated stream to attack high-level opponents.
 * EstelleperFlagSpell.pngDefenser: Flashfield Flag (, Difensā: Furasshufīrudo Furaggu lit. Magic Barrier: Lightning Scales Safeguard Victory Banner):
 * Lightning Body (, Raitoningu Bodi lit. Lightning Body Transformation) is a staple amongst extremely powerful Lightning Magicians; counting as their 'super mode' of sorts; alongside Heat the Beat of Fire Magic and Sierra of Water Magic. When performing Lightning Body, the user integrates Lightning Magic into their flesh and fuses it with their body. In doing so, they become a mass of electrically charged particles. Once they have become a mass of charged particles, they separate positively charged particles from their body and positions them to create a certain extent of an electrical field. The charged particles and electrical field can be changed at will from a latent state to an active one, and vice versa, by the user, who has taken the Lightning Magic into their body. When the electrical field becomes active, its powerful electric potential difference draws the negatively charged particles that make up their body toward the positively charged particles of the field with tremendous force; turning themselves into a lightning bolt, whose size can vary from mere, fast-moving sparks to large pillars of lightning. Together with the signature intangibility of Elemental Magic, which allows the user to let physical and magical attacks pass harmlessly through their body when they're transformed, this form also grants the user some traits typical of real lightning: they're shown capable of freely moving around at high speed and to travel over long distances, rapidly appearing at their destination from places away from sight as though as they are teleporting, as well as to electrocute everything crossing their path, with the voltage of their bodily electricity being high enough to wreak havoc. Due to the velocity in which the user attacks, the user's attacks are enhanced drastically; however, their attacks become more predictable the more that the battle drags on, and when transporting themselves, the user can only transport to one point of a place per transport, changing a point in space is next to impossible during transport.

Red Lightning Spells

 * Mercury Fulminate: Red Lightning (, Raikō: Akamikazuchi): The most basic, yet exceedingly powerful, spell in regards to Red Lightning. When performing Mercury Fulminate: Red Lightning, the user focuses, gathering eternano within their hand before modifying their magical energy and the eternano into that of electrons, which they can alter the movement of, allowing the user to change massive amounts of lightning which turns a blazing scarlet. This crimson lightning, being channeled around their fist, takes the form of a high concentration of electrical energy which seems to envelop their arm in its entirety- the crackling energies released by it resembles around one thousand birds chirping for some based aesthetic- if inexperienced users who don't know how to control the wild scarlet lightning attempt to do so, then Red Lightning is shown to be capable of damaging their hand, causing their skin to peel. Once completely gathered upon one of their fists, the user executes an empowered punch at break-neck speeds; the scarlet lightning results in a blow of exceptional strength, blasting a hole in a fortress with a single blow while the lightning illuminates the surrounding area with its force for kilometers, sending a powerful shockwave across the area and it has the potential to shatter an entire town. The move can also be fired at such a great speed that not even an opponent using High Speed is able to land their strike before the user throws the punch. The sheer force of the attack at full strength is more than enough to send the foe not just across the room or even across the yard — across town. Of course, upon contact with the enemy, the Red Lightning focused upon the user's fist results in a massive explosion which deals overwhelming amount of damage, piercing through any and every defense- if it just doesn't vaporize them outright. Mercury Fulminate (properly known as ), is a lesser explosive that was originally used to ignite gunpowder in older firearms.
 * Volteccer: Red Lightning (, Borutekkā: Akamikazuchi lit. Lightning Body Transformation Revision: Red Lightning): Volteccer: Red Lightning is a further enhancement of the standard Lightning Body spell, bolstered by Red Lightning. When performing Volteccer, the user integrates the Red Lightning into their flesh and fuses it with their body. In doing so, they become a mass of electrically charged particles. Once they have become a mass of charged particles, they separate positively charged particles from their body and positions them to create a certain extent of an electrical field. The charged particles and electrical field can be changed at will from a latent state to an active one, and vice versa, by the user, who has taken the Red Lightning into their body. When the electrical field becomes active, its powerful electric potential difference draws the negatively charged particles that make up their body toward the positively charged particles of the field with tremendous force; turning themselves into a lightning bolt, whose size can vary from mere, fast-moving sparks to large pillars of lightning. Thus, the user can move at high speeds via the electrical discharge, traveling at one hundred and fifty kilometers per second, because that is the average progression velocity of the advance discharge when lightning strikes. When using Volteccer, anyone who comes into contact with the user takes heavy damage and is sent flying after being electrocuted, as the user launches thunderbolts in every direction just by being in motion. The spell can deliver significant knockback, creating a large discharge. Volteccer lasts around ten seconds, though the difficulty of controlling it and its short length are major drawbacks. The user cannot control their own movements directly, they instead control a sort of pivot point; the user gravitates towards this point with elastic physics. The pivot point cannot pass through solid terrain, but the user can. The move's elasticity is reduced in its final moments, which is why the user then moves slower and cannot move through walls. This attack causes a small amount of damage per hit. If hit with the lighting, it delivers medium amounts of damage—and while it does not seem like much damage being racked up at the time, as the user attacks at the speed of lightning, this would eventually end up as near fatal amounts of damage after ten seconds; as the spell is difficult to control, the user will be helpless when it finishes. This spell is a direct reference to Voltteccer, the signature move of the titular character of a Genesis/Mega Drive game called Pulseman made by Game Freak, the same developer that made Pokémon.

Advanced Spells

 * OrionDevastation.jpgLightning Magic Extremity: Orion Devastation (, Raitoningu Majikku Ekusutorīmiti: Orion Debasutasīon lit. Various Lightning Magic Secret Art: Tyrant Demon of Roaring Thunder): Lightning Extremity: Orion Devastation is a spell developed by the Sage of Lightning during the Human-Dragon War, but how he discovered it or created it is unknown; however, soon after the war, the Sage of Lightning sealed it away; hoping that it would never see the light of day again—he wrote down the eternano patterns and instructions in order to cast the spell in an ancient tome, which was buried deep within the earth. It can be considered one of the strongest Lightning Magic spells to ever exist; if not the strongest—its power unparalleled throughout the ages. It's power is such that it is unable to be consumed by any Slayer Magic; instead overpowering the foolish magician trying to take its power for their own and devouring their magic in retaliation. When casting Orion Devastation, the user discharges multiple surges of lightning, adding their own eternano into the mixture which binds together, creating a tight harness in order to allow the user to draw power from the thunder clouds above the sky and controlling it with their magical power. The user at first raises both their arms to the heavens and then summons the necessary power and shapes the lightning using their own magical power, forcing it to converge together into the form of a demonic lightning creature; a large dragon with enormous fangs and shining red eyes with a symbol, the lightning bolt, on its forehead, and also holding two lightning bolts in each of its hands. The dragon gives a mighty roar as it charges; the dragon towers over many structures; and due to its size, it is near impossible to avoid the Orion Devastation when it attacks; making it incredibly dangerous. Because the lightning delivers a powerful blow whenever it comes into contact with the opponent, to prevent constant and unnecessary catastrophe, the dragon hardens its exterior and cools the magical particles at its surface, tempering the exterior of the large lightning construct. By doing this, the dragon can move freely and come into contact with an object without exploding into a massive lightning discharge. The immense size of the Orion Devastation enables it to easily get in a position in which the opponent cannot escape the resulting dispersion of lighting such as by constricting the attacker. Because this is also natural lightning, it will travel more quickly than many warriors could dodge. Orion Devastation on the other hand is a trail of carnage carved by brute force. For the entirety of the series, this spell is the user's trump card, saved as a last resort because of its enormous destructive power and consumption of magical energy. It is a frightening spell and is usually undefeatable except by stronger ultimate spells. Because it requires open access to the sky, this spell cannot be used underground and due to its destructive properties it is best not used in a crowded area since anyone within the vicinity will be affected by it. Additionally, the spell can be focused into a stream to attack a single target; or splitting into four separate dragons. However, such focus requires immense proficiency with the spell beforehand. The user can also create a much smaller version of the technique by drawing in less power from the thunder clouds than they usually would, this decreases the power of the technique but in doing so, allows them to use it several times in small amounts. The creature appears much smaller when used in this way. Orion Devastation is capable of defeating an opponent in a single strike, however, by harnessing the spell, Keine will become extremely exhausted and not be able to fight further.

Territory
Territory (, Teritorī lit. Absolute Territory): Territory is a Caster-Type Magic that involves the manipulation of space—basically any spatial region within her line of sight; it is also known as Yakuma's Magic of the Eighteen Gods of War. When using Territory, Keine is able to conjure a kind of wave-like matter that allows her to manipulate the space around any object or substance of her choice, allowing for great versatility; with Territory, Keine is capable of manipulating space as means of defense or offense and she can also teleport people and objects of her choice. This Magic also grants Keine the ability to switch places with other people whom are in close proximity. It can also be used offensively: the waves can harm a human target heavily, being directly sent at target like lead or surrounding the target and causing several attacks at once. She can also change the properties of a space such as producing heat underwater, or creating explosions. The waves are placed under her control, with her being able to manipulate it to her every whim, making it float in the air in wide arcs. Through its use, Keine is capable of carrying out a variety of Magic attacks. The waves are shown to possess explosive properties, with a relatively small amount of it being capable of producing fierce explosions; in addition, larger amounts of it can be shaped into objects of various sizes, again usable for offense.

As the wave is struck between the state of particles and waves, it's magical frequency is wildly fluctuating; Territory can cause a diverse amount of effects ranging from elemental emission to warping; it is assisted by Keine's mental commands flowing through the flow of her magical energy, allowing her to prevent the effects from being randomized and merely controlled. Additionally, Keine can utilize the effects of Territory upon herself; in order to dart around the area as if through an obscure method of teleportation. She can use Territory to fire up to four beams at once, create a defensive shield that can melt/disintegrate steel, and supposedly her ability even grants her the ability to turn into an intangible energy, allowing her to phase through attacks. Keine's fighting style revolves around making heavy use of Territory; and by using it, she can teleport up in front or behind her opponents in battle to launch surprise attacks, or to distort space around her fists and feet to increase the damage she deals to her opponent when striking them, with the latter often resulting in significant forces being released and blowing the opponent away a certain distance away, such as seen with her Surge Jaguar technique. To give herself the advantage over her opponents, Keine will use more powerful spells involving Territory, such as energy bolts or even intense explosions in order to drastically enhance her unarmed blows.
 * Ih Ralgas (イ・ラルガス, I Rarugasu): Ih Ralgas is known as Keine's first, and most versatile Territory spell. Keine holds Beofenrir outwards; causing spatial energy to seep from the tip of the lance and outwards; projecting her Magic Seal in the form of a triad of crystals that are arranged in a trigram formation which rotate around in a circling manner. The crystals possess an eerie black and crimson glow; however, as they circle around; they gather magical energy to fuel the attack, condensing stray energy onto her lance, adding her own power into the mix as darkness erupts; the spatial energy swells around the lance, before converging at a singular point—the tip of the lance; intensifying the kinetic energy that is about to be released by convergence and acceleration. Once the charging is completed, which takes a fraction of a second, the triad of crystals project rays that fuse and converge into a single beam of pure magical energy which shoots forth from Beofenrir, homing in on the target's heat signature; essentially curving until it reaches its destination; actually creating an area of distorted space wherever Keine swings her lance—upon impact, the blast transfigures into a violet, purple, and white spatial rift which blasts the opponent away with high power. After striking the initial target, Ih Ralgas, as a blast of distorted space will begin to float in midair and try to get back to Keine until either an opponent makes contact with it, which will knock the opponent into midair and use up the orb, or Keine performs Ih Ralgas again, thus neutralizing the first blast.
 * Keine can utilize Ih Ralgas in a hand-to-hand manner; by grinding both of her fists by her side while closing her eyes and slightly raising her head as she briefly ascends into the air. While grinding her fists, Keine amasses Territory upon them as she uses the magic to distort space around both of her fists, creating medium-sized violet and purple pulsating spheres around both of her fists, which she can then utilize in hand-to-hand combat in order to increase the power of her unarmed blows drastically—as each and every strike can inflict massive damage while she deals intense internal damage to her opponent; meaning that strikes that would seemingly or normally miss will actually be able to strike the target with relative ease. At its strongest point, a single blow has enough force to cripple and completely finish off her foe easily. The enhanced speed and perception of spatial pressure gained by Ih Ralgas combined with the skillful body movements of Keine's usual fighting style, allow her to evade the attacks of her enemy at the last possible moment.
 * Ih Ragdo (イ・ラーグド, I Rāgudo): Ih Ragdo is a Territory Spell, in which Keine puts her hands together with the left hand clenched leaving only the index and middle finger pointing to the right hand's palm. To activate the spell, Keine then opens her index and middle finger in a "V" formation. This spell entraps any targets that Keine desires with a bubble-like formation; this particular spell can also be used to restrain the movements of the entrapped targets. However, Ih Ragdo has another use; where Keine releases it in the form of geometric shapes that connect to form the overall shape of tessellating hexagons. Spinning around at high speeds, these hexagons gather magical energy by drawing it from Keine and the surroundings for a split second, before quickly counterattacking by reflecting said projectile at such a speed that it seems that Keine has access to the opposing attack. This spell is capable of bending the opposing projectile away from her, as well as some physical attacks. However, the technique is difficult to use has it can only manipulate so many magical particles at a time and it required precise timing. Thus, this grants Keine immunity to most attacks, and can defend other allies with it.
 * Yagdo Rigora (ャグド・リゴォラ, Yagudo Rigōra): Yagdo Rigora is a Territory Spell; when performing it, Keine moves her arms in circular motion while phrasing an incantation and then spreads her arms wide across, summoning a god-like entity with intricate designs on its body; the demon has two right arms, which are conjoined at the elbow, and one left arm, although it is also able to form a second left arm as needed. It is surrounded by a tengu-like layer of armour with jagged teeth around its hood, and wears magatama earrings. The mouth of the armour takes on a beak-like shape, giving it an even more menacing appearance. The skin on the right arm and right hand has armoured plating, which gives the appearance of the skin peeling off and the armour itself is ghastly in appearance. The demon has many dark powers with which it assists Keine with. It also possesses great physical strength, impervious to all damage. While it tends to stay behind Keine, it can be commanded to detach itself from Keine to attack its victims. Able to latch onto these opponents and drain their magical aura, the guardian can also hit them with bursts of energy spawned from its fists, mighty punches, and even spheres of energy. However, it's most devastating ability allows it to sink into the ground, creating massive shockwaves every time it re-emerges. The guardian also has the power to shoot disc-like projectiles at enemies, greatly multiplying Keine's powers with its own as they double-team opponents to ram them with brute force while shining with a dark aura. When Keine recalls the demon, it is capable of releasing a pillar of light capable of destroying the surrounding area.

Take Over
Take Over (接収 (テイク・オーバー), Teiku Ōbā lit. Confiscation): Take Over is an advanced Caster-Type Transformation Magic. Take Over allows the user to, essentially, "take over" the power (or the body, in the case of a Vulcan) of an entity and use it to fight. It can increase the power, strength, and speed of the Caster, sometimes adding a new skill, such as flying, or swimming. While not much is known about Take Over, it has been proven that it is extremely powerful, with multiple high-class mages knowing the magic and utilizing it in order to make a name for themselves. It allows the user to record and seal a monster's body part they have touched into their body, gaining the ability to subsequently transform their body into that of the creature; transformations seem to take place by tearing the user's clothes off and covering parts of their body or their whole body with many flames, which subsequently disappear, revealing the summoned part or transformation. However, it can only draw out the power of beings that the user truly knows.
 * Take Over: Soul (接収・飛竜魂乱舞 (テイク・オーバー・ワイバーン・ソウル): Teiku Ōbā: Waibān Sōru lit. Confiscation: Onslaught of the Wyvern Soul): Take Over: Wyvern Soul is a subset of Take Over, considered the "Strongest Take Over Spell" (最強の接収, Saikyō no Sesshū); which is known to be an Ancient Spell (古代魔法 (エンシェント・スペル), Enshento Superu lit. Magic from Ancient Times), which, as its name implies, is Magic from ancient times. In ancient times, a human was capable of "taking over" a weakened wyvern, granting them the wyvern's form and abilities—however, in most cases, the Take Over mage was unable to utilize the wyvern's special magic. However, by the current time, as the wyverns had vanished or had been hunted to near extinction, there have been not many users of Wyvern Soul—and it is considered "a truly lost magic". Even though it's powers are reduced drastically due to wyverns becoming weaker in current times, leading the user to produce only a moderately powerful Take Over, Take Over: Wyvern Soul is still extraordinarily powerful. Upon activating Wyvern Soul, Take Over temporarily removes the seal placed on the wyvern, thus regaining their former selves, but as a downside, the user will lose their sanity while their life is devoured by this overwhelming, unfathomable power. It should also be taken into consideration that many users cannot activate a full-body Take Over, leading them to only change parts of their physiology into that of separate wyvern limbs; though this doesn't make the ability any less deadly. Unlike other Take Over types, Take Over: Wyvern Soul can only produce a single Take Over form—because a wyvern is difficult to "take over", that means that the Take Over magician would only have enough energy to replicate a single wyvern's powers in their lifetime, as trying to perform Take Over: Wyvern Soul a second time would kill them. In addition, trying to perform Take Over on a wyvern is known to be foolish by even the strongest magicians, so only true masters of Take Over are shown to be capable of performing the deed—but of course, there is a catch; in some cases, the Wyvern Soul replaces all of their other Take Over spells through an unknown method, but this is shown to be somewhat rare.
 * Scale Mail ( 飛竜の鎧(スケイ・ルメイル) , Sukeiru Meiru lit. Armour of the Wyvern): Scale Mail is a Take Over: Wyvern Soul spell, which is not a transformation per-se, but a compression of the Wyvern Overlord spell, which allows the user to transform into the wyvern that they have sealed into their magic origin. When activating the Scale Mail, the user flares their Magical Aura up, as if to surround their enormous wyvern form, before utilizing precise eternano manipulation in order to cover their body in its entirety, compressing to its utmost limit so that it forms a barrier around the user briefly. Once this has been done, the user uses eternano manipulation once more in order to morph their body—now that it is safely contained within the barrier—slimming it down and compressing the enormous wyvern form into that of a wyvern-esque armour that covers their body in its entirety; the armour is known to be inspired by medieval, futuristic, and even mythological armours, but it all depends on the user's tastes. The reason that the Scale Mail spell exists is in order to reduce the collateral damage that taking the form of an enormous wyvern can do—in addition, it allows the user to replicate the powers of the wyvern; storing it ready to be used by the magician. In addition, the armour also allows the user to possess near superhuman abilities, such as increased speed and strength, as well as being able to use the wyvern's magic; albeit in a weakened form.
 * Wyvern Breath ( 飛竜力爆</rb>(</rp>ワイバーン・ブレス</rt>) </rp>, Waibān Buresu lit. Wyvern Power Blast): Wyvern Breath is a basic spell that any wyvern can perform—and a user of Wyvern Soul is no exception to this rule. It is similar to that of the Dragon's Roar of the Dragon Slayers and the God's Bellow of the God Slayers, but the main principles and mechanics of the attack remain the same in any iteration. When performing the Wyvern Breath spell, the user gathers and condenses their element—or even stray eternano—into their mouth, compressing it unto its utmost limit as to thin out the power gathered and make it "pure"—in an instant, they release the energy in the form of a large beam of the element or in the form of a blast of eternano towards their opponent. The whiplash of the attack can be quite huge, usually blowing apart anything behind the user at the time of attack; and it is shown to be powerful enough to strike multiple enemies and even two adjacent foes simultaneously; violently pushing the intended opponent and objects around them away from the user with overwhelming blunt force, even devouring large fragments of rocks and erasing extremely high powered spells with ease. It is capable of blasting through even magical forms of defenses, as the movements of Wyvern Breath swaths through the barriers, and supernatural defenses erected in vain to protect them, striking the foe formidable might, dealing physical damage.
 * DragonicOverlord.pngWyvern Overlord ( 真紅の赫飛竜帝</rb>(</rp>ドラゴニック・オーバーロード</rt>) </rp>, Waibān Ōbārōdo lit. True Crimson Wyvern Emperor): Take Over: Wyvern Overlord is a Take Over: Wyvern Soul spell, which enables the user to release the wyvern that they have "taken over" which has been sealed within their magic origin—in this case, the Wyvern known as Transcendence Wyvern Tiamat (超越飛竜・チアマト, Chōetsuhiryū Tiamato), who was known as the Wyvern Overlord for his immense speed and power; not to mention his flame breath which could raze an entire city. When performing Wyvern Overlord, the user releases Tiamat from their magic origin, manifesting his form around their own body; causing immense amounts of eternano to surround the user as it gathers and converges—shrouding their body as the user transforms; releasing a burst of pure magical energy that covers a wide area, blinding the people in the vicinity as the user emerges in their new form—Tiamat has been stated to look like "a massive, robotic-esque azure glowing wyvern". Instead of wings, Tiamat has a triad of tails which extend outwards in order to lash at his opponents, and he appears vaguely humanoid, with his head possessing five spikes that extend backwards; along with a crimson jewel in the middle of his head which moderates his power. Along with this, he has two organic boosters at his shoulders which emit concentrated particles of eternano in order to provide high-speed movement, overall creating an image of past, present, and future in the wyvern's appearance.
 * Enhanced Physical Capabilities: With Wyvern Overlord active, the user possesses sufficient superhuman strength to lift about nine thousand kilograms. Their physical strength has extended into the muscles of their legs allowing them to leap into the clouds; and it allows the user to fight in first person against other magic and physically destroy them, whereas normally magic can only be dispelled or avoided. In addition, they are capable of carrying a boulder-sized demon head with one finger with little to no effort, and they have Herculean strength, even with only one arm. While transformed, the user can run and move at speeds far greater than that of the finest human athlete, their agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete, and their reflexes are similarly enhanced are superior to those of the finest human athlete. This speed extends to their vision, as they also possess the ability to view things in high speed, enabling them to dodge attacks and predict the actions of others. While transformed, the user's advanced musculature produces considerably less fatigue toxins during physical activity than the musculature of an ordinary human. They can physically exert themselves at peak capacity for indefinite periods; and their skin and superhumanly enhanced bodily tissues provide the user much greater resistance to physical injury than an ordinary human. They can withstand great impact forces, falls from great heights, and small caliber bullets without sustaining injury.

Trivia

 * Keine was created with the purpose of not only showing users how to create a member of the Ten Wizard Saints, but to be a shining example of what users can do without Slayer Magic or Lost Magic.