User:Perchan/Magics

Dragorize
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Dragorize

Dragorise (竜化 (「ＤＲＡＧＯＲＩＳＥ」ドラゴライズ), Dragoraizu lit. Turn Into A Dragon) is a Lost Magic and ability of Dragon Slayers. It enables the user to _.

Trivia

 * This article is going to be the official Fairy Tail Fanon wiki representation of Natsu's new power in the upcoming Fairy Tail movie; until then, this article will remain unfinished.
 * }

Ice Devil Slayer Magic
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Ice Devil Slayer Magic Ice Devil Slayer Magic (氷の滅悪魔法, Kōri no Metsuaku Mahō) is a Caster Magic, Lost Magic, and lastly, a Slayer Magic of the Devil Slayer Magic Kind that grants the user absolute dominance over the element of ice, capable of manipulating it in any way that they wish.

Description
The Ice Devil Slayer Magic is activated by reducing the kinetic energy of their magical energy and reducing temperature to absolute zero, freezing it over, becoming ice; in addition, in order to assist, the user is capable of freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere; lastly, a master is capable of manipulating the water in the atmosphere and then halt the movements of the molecules that compose it while hardening it, turning it into ice in a matter of moments. In any case, the Ice Devil Slayer Magic enables the user to create and absorb the element of ice; capable of manifesting it in many forms beyond the norm; as it allows them to produce and control ice from any part of their body, which can be used in melee by the user saturating their body with ice-element magical energy, allowing them to transform their body into a makeshift weapon in order to enhance their hand-to-hand combat abilities; this is a unique feature of the Slayer Line. A testament to the strength of the ice created by this Magic is that Natsu, a Fire Dragon Slayer, was incapable of melting the ice and was later instantaneously frozen solid.

The generated ice can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency. The ice produced by the Ice Devil Slayer Magic is far colder than a standard one, with even the user’s body temperature being capable of freezing magma. Primarily, the Ice Devil Slayer Magic is used to freeze others in place or to create a sheen of ice over an intended target. The user can also use the Ice Devil Slayer Magic to summon gusts of super-cold air, with which they can use to hurl frozen objects (usually ice daggers) at specified targets. The user is also able to generate ice once even a single drop of water has been made contact with, or it has been touched by a single drop of water. The user is capable of harnessing the Ice Devil Slayer Magic to disable and immobilize enemies, freezing their bodies solid just by touching them, and threatening to shatter their fragile forms, and the ice can be formed into any object of their choosing: the only limitations are the user's own imagination, and the ambient air temperature which determines how long their ice sculpture will stay icy. The user does not have to hold the ice physically with their hands in order to shape it, as they can simply direct the waves of coldness they project in certain ways so as to create ice in the shape that they desire.

Thanks to this element, the user gains a certain constantly-activated supplementary power; the power to give the user extreme resistance to cold, however, unlike regular Ice Magic, the user is resistant to absolute zero. Just like any other elemental power, the Ice Devil Slayer Magic possesses a body transformation spell; as the user is capable of breaking themselves into their particular element to avoid damage from most physical attacks. Interestingly, the user is capable of making numerous hand gestures while harnessing the power of the Ice Devil Slayer Magic, to make it appear as if they can project ice directly from their fingertips. This is not necessary however, and is done mostly for theatrical effect. In addition, the user can consume external sources of ice to restore their body to a healthy state and regain their reserves of strength, something that also makes them immune to most types of ice, due to their capability of nullifying ice-based attacks by sucking them in and eating them; the consumed ice also seems to possess a different "taste" according to its "quality"; the Ice Devil Slayer Magic is capable of easily devouring the ice of Ice Dragon Slayer Magic and Ice God Slayer Magic, being the strongest of the three.
 * Ice Devil's Rage (氷魔の激昂, Hyōma no Gekikō):
 * Ice Devil Blade (氷魔刃, Hyōmajin):
 * Ice Devil's Blizzard Claw (氷魔の吹雪爪, Hyōma no Fubukisō): Ice Devil's Blizzard Claw is a Ice Devil Slayer Magic technique; and widely considered to be this user's signature ability. When performing Ice Devil's Blizzard Claw, the user charges elemental magical energy within one of their arms and refines it, utilizing the Ice Devil Slayer Magic upon their arm in order to convert it into a large, jagged claw that is fearsome in appearance. This claw has immense cutting power; capable of cleaving through many materials; and the user can, with some excess ice, launch Ice Devil's Blizzard Claw in the form of a pillar of ice towards the opponent. However, it's deadliest aspect is when the user manages to cut the opponent with it, releasing hundreds of sharpened swords that flow forth from their claw, emitting a distinctive and intimidating howling sound upon generation. The attack's actual threat lies within its fragility, which results in the production of numerous razor-sharp shards that descend downwards when disturbed by the adversaries' magical energy, subsequently mincing the enemy to pieces. A single shard is capable of tearing through defenses and destroying weak foes with a singular strike; essentially becoming an overwhelming hail of absolute destruction, spreading out for miles, ensuring that nothing is left standing; a beautiful geometric curtain of death. The attack, in any form, is so powerful that is capable of tearing through six buildings in a single blow.
 * Ice Barrier (氷結界, Hyōkekkai): Ice Barrier is a simple Ice Devil Slayer Magic technique that is exactly as it says on the tin—when performing the technique, the user reduces the kinetic energy of their magical energy and reducing temperature to absolute zero, freezing it over, before projecting it outwards in the form of a barrier that surrounds the user's entirety. The barrier resembles the form of geometric shapes that connect to form the overall shape of tessellating hexagons. Spinning around at high speeds, these hexagons gather energy by drawing it from the user and the surroundings for a split second, before quickly counterattacking by reflecting said projectile at such a speed that it seems that the user has access to the opposing attack; instead of blocking the opposing attack with a higher concentration of energy, it is capable of bending the opposing projectile away from the user, as well as some physical attacks. Ice Barrier appears to be immovable by any outside force. The barriers are strong enough to defend against even a Sword Magic spell. The shield can also be used for offensive purposes, launching forward to create powerful forces to strike the targets, or to deflect forces sent by enemies right back at them. However, the technique is difficult to use as it can only manipulate so many magical particles at a time and it required precise timing. Thus, this grants the user immunity to most attacks, and the user can defend other allies with Ice Barrier. The user had mentioned how difficult it is to use it and the chances of successfully using it are near impossible and that they would never use it unless they had no other choice.
 * Ice Devil Wing (氷魔翼, Hyōmayoku):
 * Devil Slayer's Secret Art (滅悪奥義, Metsuaku Ōgi): The strongest techniques of a Devil Slayer.
 * HeimdallDS.jpgHeimdall (凍流星 (ヘイムダル), Heimudaru lit. Frozen Meteor): Heimdall is the strongest Devil Slayer's Secret Art of the Ice Devil Slayer Magic; it is a two-part cold-based attack; when unleashing Heimdall, the user bows down and points their hands downwards, with all the fingers closed except the index and middle fingers. The user then begins to slowly move their right hand until it points upwards, causing the clouds above them to begin circling around, forming a hail as the skies darken. From the center of the swirling formation, a glowing orb of ice begins to form, growing in size as the user draws in water from the atmosphere, whether it be the rain or in any body of it upwards; there, the user coats their magical energy around the water and compresses it to it's utmost limit, forming a casing around the water which then freezes instantly into the exact visage of a giant floating iceberg. From there, the user decompresses the magical energy casing to provide a rocket boost of sorts hurling it downwards the target of choice at high speeds; falling quickly to earth from the upper atmosphere down towards a specific location on the ground. As it descends along a linear trajectory, it moves at such a speed that evasion is near impossible; as even though it is extremely telegraphed, the iceberg is so large that it is extremely difficult to dodge it. The user can also summon another iceberg which will then collide with the first, ensuring that they crash into their intended destination. When the iceberg hits, the force is strong enough to create a large explosion, which engulfs a wide area and releases a wave of ice that freezes almost anything that comes into contact with it completely solid. The actual extent of the ice can stretch for miles and last for over a week. After impact, the iceberg dissipates into snow to prevent the risk of a tsunami. Since it deals physical damage, it is difficult for anyone to cancel. It also places a heavy strain on the user's body. Heimdall is a god from the Norse mythology.
 * Frozen Devil Ice Dance (凍魔氷舞, Tōma Hyōbu)
 * }

Celestial Spirit Magic
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Celestial Spirit Magic Celestial Spirit Magic (星霊魔法, Seirei Mahō): Celestial Spirit Magic is a Holder Magic used by Celestial Spirit Mages that involves the summoning of Celestial Spirits. Celestial Spirit Magic is a Magic in which the user summons Celestial Spirits by opening their gates through the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the rarer Gold Keys. Keys for Celestial Spirits are counted in Units (collectively without regard of Gold or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained. When a Celestial Spirit Mage receives a Key and opens its Celestial Gate for the first time, they have to set up a contract with the respective Spirit. This contract consists of asking the Spirit which days it can be summoned by its contractor. This simple agreement leads to a dedicated and serious bond between the Spirit and summoner. However, under certain circumstances, i.e. during battle, and a Spirit is summoned for the first time, the making of a contract may be suspended on a later date. Contracts can be broken if the Mage gets arrested, releases the Spirit by themselves, or dies. When a Celestial Spirit Mage summons a Spirit, it appears directly next to them, as that's where the gates to the Spirit world had been opened. It's impossible to summon spirits elsewhere.

Celestial Spirits are Magical beings from their own separate universe, the Celestial Spirit World. Some Mages, called Celestial Spirit Mages due to their specialization in Celestial Spirit Magic, are able to summon Spirits by opening their Gates via the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the extremely rare Gold Keys. Keys for Celestial Spirits are counted in Units (collectively without regard of Gold or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained. All Celestial Spirits are each named after a different astronomical constellation. When a Celestial Spirit Mage receives a key and opens its Celestial Gate for the first time, they have to set up a contract with the respective Spirit. This contract consists of asking the Spirit which days it can be summoned by the Mage. This simple agreement, forms a dedicated and serious bond between the Spirit and summoner. However, under certain circumstances, i.e. during battle, a contract can be asked to be completed later. Contracts can be broken if the Mage is arrested, releases the Spirit by him/herself, or dies. When a Celestial Spirit Mage summons a Spirit, it appears directly next to them, as that's where the Gates to the Spirit World have been opened. It's impossible to summon Spirits elsewhere. The Spirits must also abide by certain rules enforced by the Celestial Spirit King. A Spirit may not directly or indirectly kill its summoner under any circumstances. When the Gates are closed, it is required from both the summoner and the Spirit to agree upon the Gate's closure. However, Spirits can also be "forced closed" in battle, which means they can be forced back into the Celestial World by the summoner's will, though not every Celestial Spirit Mage is capable of doing that.

The Spirits must also abide by certain rules enforced by the Celestial Spirit King. The only rule that has been introduced so far is that a Spirit may not directly or indirectly kill its summoner under any circumstances. When the Gates are closed, it is required from both the summoner and the Spirit to agree upon the gate's closure. However, Spirits can also be "forced closed" in battle, which means they can be forced back into the Celestial World by the summoner's will, though not every Celestial Spirit Mage is capable of doing such. Celestial Spirits also have different categories of sorts that fall under the basic summoning conditions from their owner. Also, if the trust between the Celestial Spirit and the owner is not an issue, contracts can be temporarily dissolved. It also seems that if the Celestial Spirit is strong enough, they can employ their own Magic to stay in the Human World, when/if the contract is not in action. The strength of the Celestial Spirits is affected by the Magical strength of their summoner. Celestial Spirits, like regular mages, have powerful magic. Their magical levels are charged by giving and taking damage in battle, or avoiding an attack. After the respective spirit's magic is launched, the magic levels returns to the state it was in prior to the summon, meaning if the level was full before the spirit was summoned, the spirit can launch two spells in a row. When a spirit is defeated the level is reset to zero. Celestial Spirits also have different categories of sorts, which fall under the basic summoning conditions from their owner. It also seems that if the Celestial Spirit is strong enough, they can use their own Magic to stay in the Human World, when or if the contract is not in action. The strength of the Celestial Spirits is affected by the Magical strength of their summoner.

Spells

 * Summon (召喚, Shōkan): A Celestial Spirit Mage is able to summon Celestial Spirits from another dimension by using the Celestial Spirit Gate Keys; as Celestial Spirits are supernatural beings from another dimension that can be used to fight their contractor's opponents, to do chores or just to hang around with. When summoning a Celestial Spirit, laming green orbs float out or encircle the user preceding the selected summon's appearance; as they converge into the form of a golden gate which opens, allowing the Celestial Spirit to leap out of the gate. Depending on how much magical energy that the user expunges into the Celestial Spirit, the summoned Celestial Spirit attacks and then leaves, or it will stay and continue to attack until defeated or its time runs out. In addition, summoning more than one Celestial Spirit uses up a lot of the summoner's Magic ability which may even lead to their death. However, some Celestial Spirit Mages have shown the unique capability to summon multiple spirits at the same time. Closing the gates requires a mutual agreement from both the summoner and the spirit. However, some Celestial Spirit Mages have demonstrated the ability to force the gates to close in battle, compelling the Spirits to return back to the Celestial Spirit World.
 * Ability Instant Summon: An unnamed ability, and a strategic alternative to the regular Celestial Spirit summoning. When performing this ability, the user only performs half of the physical motions required to summon their Celestial Spirit with the Celestial Spirit Gate Key of choice; this, in turn, sends a notification to the Celestial Spirit in the Celestial Spirit World as to simply not appear, but send their power instead. In an instant, the Celestial Spirit Gate will manifest out of thin air, but when it opens, the Celestial Spirit does not leap out—instead, a powerful spell of the Celestial Spirit's choice will burst out, aimed at the enemy. This ability grants a user with low magical power more choices in battle, as the magical power cost is reduced to a quarter of the original cost, allowing them to summon multiple attacks at once. Interestingly, this ability can be combined with any other type of summoning, including the Wrought Iron Summon, and the gates used to summon the Celestial Spirits, when summoned by this ability, can be strategically moved telekinetically by the Celestial Spirit Gate Key of choice, allowing them to be used as makeshift shields or even battering rams.
 * Wrought Iron Summon (錬鉄召喚, Rentetsu Shōkan): Wrought Iron Summon is a special variant of the regular Summon spell; when performing it, the user generates a "band" of light that waxes and wanes, extending in front of the user for as long as they wish—the "band" is completely composed of celestial energy, from the same type that Celestial Spirits generate. When Wrought Iron Summon is manifested, the user inserts as many of their Celestial Spirit Gate Keys into the "band" of light, before turning them all—the "band" acts as a conduit for the Celestial Spirit gates, and seems to be from the Celestial Spirit World, meaning that it costs the caster absolutely zero percent of their own magical power. In any case, when Wrought Iron Summon is activated, the user summons as many of their Celestial Spirits of any kind as they wish for, overwhelming the enemy through strength in numbers. However, this does have one tiny drawback—the Celestial Spirit Gate Keys which are used in the "band" of light on the far left and far right hand sides absolutely have to be that of a Gold Key, or else the Wrought Iron Summon will not work as a powerful presence can only uphold said celestial energy.
 * Celestial Unison Raid (合体魔法・星霊流 (セレスチアル・ユニゾン・レイド), Seresutiaru Yunizon Reido lit. Fusion Magic: Celestial Spirit Style): Celestial Unison Raid is a special Subspecies Magic of Unison Raid that is completely exclusive to Celestial Spirits and their summoner. Using Celestial Unison Raid—and Unison Raid in general, two or more users are capable of synchronizing their magical energies, allowing them to fuse their spells in order to generate a far more powerful attack. In the case of Celestial Spirits and their summoners, this grants them far greater flexibility as they are capable of merging the attacks of their spirits in order to form new and more powerful ones—in addition to this, a summoner can also utilize their own magic in combination with another spirit in order to increase the power of a spell.
 * Celestial Cross Fuse (星歌・一心同体 (セレスチアル・クロス・ヒューズ), Seresutiaru Kurosu Hyūzu lit. Celestial Elegy: Two Hearts Beating As One): A unique spell; not a magic proper, that makes full use of a Celestial Spirit Mage's link with their spirits. Due to the user holding a contract with them, the sprit has a special "magic link" with the user, essentially a contract of sorts that they can annul at any time. By synchronizing their magical power frequency with that of the spirit's when the two are in close proximity, with the spirit's approval, the user can perform this spell; which merges the mage and the spirit, integrating the spirit within their body. This allows the mage to replicate the powers of the spirit; filtering out magic (known as drawing) from the spirit and storing it ready to be used by the user. This allows the user to possess near superhuman abilities, such as increased speed and strength, as well as being able to use the spirit's magic. When the mage and their spirit are merged, two kinds of beings are brought together, and since the user possesses a comparable consciousness, the spirit will lose their solid form and can only manifest for limited periods of time while the merging is occurring; giving the user superhuman strength and enhancing their body functions. The merger grants the user an extreme boost in power; giving them access to new abilities, including executing powered-up spells; and when entering fusion mode, a pair of white feathered wings will emerge from the user's back. The merger can only be executed when the user gathers enough eternano; however. In order to activate the merger, the spell has an "limit meter" that fills as the user collects eternano; which are glowing orbs of light that appears whenever an attack is landed or an attack is blocked; the user automatically absorbs eternano as they move around the area, but not while attacking or being attacked. When the user can enter the merger, the user begins to glow orange. Once the merger is entered, the user's magical power slowly drains, and the merger ends when it is depleted. The rate at which the power drains can be lowered by using certain accessories and equipment pieces. While in the merger, the character can still collect eternano, refilling their power as it depleted. While in the merger, the user slowly begins regenerating their stamina; while they gain a higher chance of obtaining a critical hit; as well as generic bonuses as special attacks, increased damage, and other enhancements. Entering the merger blocks any spell the opponent is striking the user with and knocks them back; however, this can be a double-edged sword, as the user's current magic is cancelled out when activating the mode; but despite this, this drawback can be morphed into a blessing, letting attacks be chained together in new ways. During a successful merge, striking hair or pupil colour changes become apparent, and it will even change the colour of clothing the user is wearing at the time. The mage can always initiate telepathic contact with the spirit. However, in the case that that the user loses consciousness or the spirit for any other reason has to assume full control over their shared body the spirit creates a so-called "Internal Space" (内部空間, Naibu Kūkan, pocket dimension), where the user can communicate with the spirit in safety and even recuperate.
 * Apostle Cooldown (使徒・冷え込み, Shito Hiekomi): In a partial use, Celestial Cross Fuse completely drains the user's full magical power to recover from a foe's attack and slow down the opponent for six seconds, or until a spell is landed. The duration of this period can be adjusted by the user's magical power levels. During this time the user's attack cooldown is reduced to nothing, allowing the user to link together several powerful spells one after another; even spamming what would be considered spells with a normally long casting time. Also, if the opponent is evading, the user can still continue their assault against them, as the foe doesn't receive temporarily invulnerability during this method.
 * Spirit Convergence (スピリット・コンバージェンス, Supiritto Konbājensu): Spirit Convergence is a special Celestial Spirit Magic spell that enables the user to combine their Celestial Spirit Gate Keys into a new key—and thus, a new spirit. When performing the Spirit Convergence, the user shrouds their Celestial Spirit Gate Keys in their magical energy, before using it to break down the physical matter that the keys are composed of temporarily and merging the eternano particles that the spirits are made out of which is stored inside the keys, merging all contracts into a single, great one, resulting in a larger, uniquely coloured key. This results in a chimerical mish-mash of the spirits, possessing all of their magic with enhanced speed, strength, and durability—however, obviously, as a severe drawback, the resulting spirit won't be too happy with the summoner, thanks to forcibly jumbling their original forms together without a care in the world. As a side note, it is impossible to merge Golden Celestial Spirits belonging to the Twelve Zodiac—as they are composed of purer energy that is impossible to break down, and in addition to this, it is said that the Golden Celestial Spirit Gate Keys are almost indestructible.
 * Twelve Gold Spirits, Immediate Killing By Heaven's Blade (十二金霊瞬天殺, Jūnikinrei Shuntensatsu): Twelve Gold Spirits, Immediate Killing by Heaven's Blade is an overwhelmingly powerful Celestial Spirit Magic spell; and as the name indicates, it is only available to a Celestial Spirit Magic user who had collected all twelve of the Gold Zodiac Celestial Spirit Keys. When using the spell, the user takes out all of their Gold Zodiac Celestial Spirit Keys, levitating them in a circular pattern around their body, as they gather their magical energy within their body and spread it out through the tips of their fingers, allowing the user to assort them in a barrier-esque pattern which places all of them in twelve directions, erecting a ritual shrine with the user as a medium. This allows the Gold Key Celestial Spirits to send their respective magics out and merge with the user momentarily, granting them amazing power as celestial energies gather and converge upon their person. Beginning to chant a lengthy incantation, which is; "Establish the Altar. The keys of gold will now remove the corruption on the eight-sided Altar. (Watch out you idiots, witness and behold a magic full of fun little tricks and mysteries!) Designate the boundary. The twelve sides of the seal protected, treasures to be obtained from the twelve realms. (The stage is set! Let me begin with this pain in the arse preparation!) The keys of gold will be the basis of this spell that's to be supported by the spirits (Hehe, allow me to introduce my comrades!) Commanding the twelve gods. Lion, Crab, Archer, Scales, Water Bearer, Ram, Goat, Paired Fish, Maiden, Golden Bull! (Work faster, you bastards! Leo, Cancer, Sagittarius, Libra, Aquarius, Aries, Capricorn, Pisces, Virgo, Taurus!) Offering the Altar. Summoning the force to stabilize the Altar. (Alright! The cannon's complete, now it's time to load this thing!) At the early hours of 1-3, the wicked and wild witch with the nail will provide the motivation. (This blast…It'll blow you to smithereens!) Using this boundary to replace the concept of the magic. (I'll place a seal on this cannon!) Using thy Celestial Spirit King to replace the nail (A spell will be cast on the ammo! Go!)" Twelve Gold Spirits, Immediate Killing By Heaven's Blade transforms the user's magical energy and adds it onto the gathered celestial energy, as the Twelve Gold Spirits converge their energy above the user. Once enough energy has been gathered, the user and the Twelve Zodiac Spirits manifest a Celestial Summon Gate in front of the user which points towards the foe—it is a glyph of celestial energy that draws the foe in, damaging the foe as the gate slowly opens. All of a sudden, from the gate, a single, powerful beam of celestial energy which is shaped somewhat like the blade of a sword is launched forward at incomprehensible speeds; after a certain distance, the blade splits into any amount of smaller beams to cover more ground. When it impacts, it is capable of causing a huge explosion, which is enough create an enormous crater in the surroundings.

Celestial Spirit Gate Keys
Celestial Spirit Gate Keys (星霊関鍵, Seirei Sekikagi): Celestial Spirit Gate Keys are Magic Items used by Celestial Spirit Mages to summon Celestial Spirits from the Celestial Spirit World. Celestial Spirit Gate Keys are Magical keys that can be used to summon Celestial Spirits, beings from another dimension that can be used to fight their contractor's opponents, to do chores or just to hang around with. There are two different types of Celestial Spirit Gate Keys: the Silver Keys and the Gold Keys. The Silver Keys are common keys that can be bought from stores while the Gold Keys are very rare keys that can be used to summon the Zodiac Spirits. According to Yukino, it is said that when all twelve Zodiac Keys are gathered, one is able to "open the gate to changing the world".

Gold Keys

 * Gate of the Water Bearer Key (水使いの鍵, Suitsukai no Kagi): The Gate of the Water Bearer Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Water Bearer, Aquarius. The key is depicted to be an ordinary golden key that is designed similar to that of an upside down urn with two handles on either side. The center of the bow is white, stamped with the crest of the Water Bearer, colored in blue, with a heart on its base. The blade of the key is designed similar to that of a mermaid tail, with "fins" sprouting out of either side of the base of the bow, and four more at the tip, curling towards the center. While in possession of the key, a Celestial Spirit Mage may be able to summon the Water Bearer Aquarius by reciting the quote, "Open the Gate of the Water Bearer! Aquarius!", preferably near a body of water. This summons Aquarius who is able to use her Water Magic to send opponents flying with a gigantic wave.
 * Gate of the Archer Key (射手の鍵, Ite no Kagi): The Gate of the Archer Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Archer, Sagittarius. In the Manga, the key is depicted to be an ordinary golden key with the crest of the Archer, an arrow crossed with a line near the triangular tail, stamped on its bow. The bow of the key is circular with a white circle in the middle, stamped with the crest of the Archer, colored in green while the handle and blade are designed to look like an arrow. While in possession of the key, a Celestial Spirit Mage may be able to summon the Archer Sagittarius by reciting the quote, "Open the Gate of the Archer! Sagittarius!". This summons Sagittarius, a man wearing a horse suit, carrying a bow with a quiver of arrows strapped on his back.
 * Gate of the Giant Crab Key (大蟹の鍵, Daikani no Kagi): The Gate of the Giant Crab Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Giant Crab, Cancer. In the Manga, the key is depicted to be an ordinary golden key with the crest of the Giant Crab, a symbol similar to the number 69, stamped on its bow. Similar to the other keys, the center of the bow is white, stamped with the crest of the Giant Crab, colored in maroon, and two spikes sprouting from each side. The base of the bow is sculpted similar to that of the head of a crab while the top is that of a crab's pincer. The blade of the key ends with a crab shaped design, with four legs sprouting out of each side and the tip designed with two pincers. While in possession of the key, a Celestial Spirit Mage may be able to summon the Giant Crab Cancer by reciting the quote, "Open the Gate of the Giant Crab! Cancer!". This summons Cancer, a man carrying two pairs of scissors that can be used to attack the opponents as well as design hairstyles.
 * Gate of the Goat Key (山羊の鍵, Yagi no Kagi): The Gate of the Goat Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Goat, Capricorn. The Gate of the Goat Key is a golden Celestial Spirit Key bearing the crest of the Goat; it has a white center bearing the crest of the goat. The blade is sculpted to appear similar to a goat's head with horns sprouting out of each side and curling towards the center. While in possession of the key, a Celestial Spirit Mage may be able to summon the Goat Capricorn by reciting the quote, "Open the Gate of the Goat! Capricorn!". This summons Capricorn, a humanoid goat wearing a formal attire who is capable of hand to hand combat.
 * Gate of the Golden Bull Key (金牛の鍵, Kingyū no Kagi): The Gate of the Golden Bull Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Golden Bull, Taurus. The key is depicted to be a golden key with the crest of the Golden Bull, a circle with two horns sprouting on either side, stamped on its bow. A head of a bull is carved in the base of the bow with two horns sprouting out on its side, surrounding a white center with the crest of the Golden Bull, colored in black. The blade of the key is designed similar to that of a two-sided axe, each side designed with an S facing the opposite direction. The blade then finishes off with a pointed tip. While in possession of the key, a Celestial Spirit Mage may be able to summon the Golden Bull Taurus by reciting the quote, "Open the Gate of the Golden Bull! Taurus!". This summons Taurus, a perverted humanoid bull wielding a giant Labrys.
 * Gate of the Lion Key (獅子の鍵, Shishi no Kagi): The Gate of the Lion Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Lion, Leo. The key is depicted to be an ordinary golden key with the crest of the Lion, a small circle with a "tail" sprouting out of the top and curling towards the left, stamped on its bow. The bow of the key is sculpted similar to a lion's head, with the face on the bow's base, complete with two fangs facing downward. The center of the bow is a white arc with the crest of the Lion, colored in dark orange, and surrounded by the lion's "mane". The end of the key's blade is similar to a lion's tail with a crescent moon at the tip. While in possession of the key, a Celestial Spirit Mage may be able to summon the Lion Leo by reciting the quote, "Open the Gate of the Lion! Leo!". This summons Leo, an expert combatant who employs the Light Magic, Regulus.
 * Gate of the Maiden Key (少女の鍵, Otome no Kagi): The Gate of the Maiden Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Maiden, Virgo. The key is depicted to be an ordinary golden key with the crest of the Maiden, a symbol reminiscent to the letters M and J combined together, stamped on its bow.. Similar to the other keys, the center of the bow is white, stamped with the crest of the Maiden, colored in purple. Surrounding the heart-shaped center on either side are simple curves, spiraling on the top and bottom. The blade's end is shaped like a heart. While in possession of the key, a Celestial Spirit Mage may be able to summon the Maiden Virgo by reciting the quote, "Open the Gate of the Maiden! Virgo!". This summons Virgo, a woman dressed as a maid, capable of using Earth Magic to attack opponents, or dig holes.
 * Gate of the Ram Key (牡羊の鍵, Ohitsuji no Kagi): The Gate of the Ram Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Ram, Aries. The key is depicted to be an ordinary golden key with the crest of the Ram, a symbol reminiscent of a ram's head with horns sprouting out of its head, stamped on its bow; with the top of the bow of the key sculpted to look similar to a ram's head with horns sprouting out of either side. The center of the bow is a white heart stamped with the crest of the Ram, colored pink. The blade of the key's design seems to be derived from a ram's curled horns, with the very bottom appearing to be a hoof. While in possession of the key, a Celestial Spirit Mage may be able to summon the Ram Aries by reciting the quote, "Open the Gate of the Ram! Aries!". This key summons Aries, a woman dressed in wooly clothing and attacks the opponents with Wool Magic.
 * Gate of the Scorpion Key (蠍の鍵, Sasori no Kagi): The Gate of the Scorpion Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Scorpion, Scorpio. The key is depicted to be a golden key with the crest of the Scorpion, a symbol reminiscent to a cursive letter M, stamped on its bow with the blade of the key ending with a shovel-like design. Similar to the other keys, the bow of the key contains a white center, bearing the crest of the Scorpion, colored in dark red. The blade of the key is forked at the end, similar to a scorpion's claw. While in possession of the key, a Celestial Spirit Mage may be able to summon the Scorpion Scorpio by reciting the quote, "Open the Gate of the Scorpion! Scorpio!". This summons Scorpio, a man with a stinger-shaped gun that can be used to attack with Sand Magic.
 * Gate of the Paired Fish Key (双魚の鍵, Sōgyo no Kagi): The Gate of the Paired Fish Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Paired Fish, Pisces. Pisces' key is characterized by its marine design, in reference to the Celestial Spirit whose power it harnesses. The center of the bow of the key bears the symbol of the Pisces constellation on a dark background, flanked by two elongated fishes with large and visible fins and tails, overlapping in correspondence to their small heads and to the tails themselves. The end of the key's blade takes the shape of an anchor. While in possession of the key, a Celestial Spirit Mage may be able to summon the Paired Fish Pisces by reciting the quote, "Open Gate of the Paired Fish! Pisces!". The user could also choose whether to summon Pisces as a pair of giant fish Celestial Spirit that charges towards the opponent(s) or in their true form of a mother and her son.
 * Gate of the Heavenly Scales Key (天鱗の鍵, Tenrin no Kagi): The Gate of the Heavenly Scales Key is one of the twelve Zodiac Gate keys used by Celestial Spirit Mages to summon the Heavenly Scales, Libra. Libra's key is a gold key with a very decorative bow. The center of the bow features the crest of the heavenly scales. The end of the key's blade appears to be a thicker variation of the symbol, also resembling a horseshoe. The derivative of the design of gleaming circles on the sides of the bow and the top of the handle appear to be the pans of scales, which is what Libra utilizes in combat. While in possession of the key, a Celestial Spirit Mage may be able to summon the Heavenly Scales Libra by reciting the quote, "Open the Gate of the Heavenly Scales! Libra!". This summons Libra, who is able to use Gravity Change, allowing her to alter the gravity surrounding her target(s).

Silver Keys

 * Gate of the Chisel Key (鑿の鍵, Nomi no Kagi): The Gate of the Chisel Key is a Celestial Spirit Gate Key used by Celestial Spirit Mages to summon the Chisel, Caelum. The key is depicted to be an ordinary silver key with the crest of the Chisel stamped on its bow. The bow is circular and bears the crest of the Chisel on its center, colored green. The blade of the key ends in a simple design, similar to other silver keys. While in possession of the key, a Celestial Spirit Mage may be able to summon the Chisel Caelum by reciting the quote, "Open Gate of the Chisel! Caelum!". This summons Caelum, a robotic Celestial Spirit that can be used as a sword or laser.
 * Gate of the Compass Key (磁石の鍵, Jishitsu no Kagi): The Gate of the Compass Key is a Celestial Spirit Gate Key used by Celestial Spirit Mages to summon the Compass, Pyxis. The Gate of the Compass key is a silver Celestial Spirit Key bearing the crest of the Compass. While in possession of the key, a Celestial Spirit Mage may be able to summon the Compass Pyxis by reciting the quote, "Open Gate of the Compass! Pyxis!". This summons Pyxis, a Celestial Spirit capable of pointing out the cardinal directions.
 * }

Eternano Powers
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Eternano Powers Shape Transformation (形態変化, Keitai Henka): Shape Transformation is not a spell per-se, but rather, Shape Transformation is a skill that somebody whom possesses mastery in their magic is capable of utilizing—but this can extend to anyone with a good grasp on the concept of eternano and how to harness its power easier. When utilizing Shape Transformation, the user is capable of grasping at the eternano in the atmosphere, grabbing bundles or even thin, minuscule amounts—any predetermined amount will do, as long as it is workable. Once this eternano has been taken ahold of, the user is capable of manipulating it into any form that they see fit; or rather, this seems to only work upon pre-formed spells. When utilizing Shape Transformation upon pre-formed spells, the user is capable of injecting small or large amounts of eternano into the spell, no matter how near or far away the spell is, or even if it's already been launched, enabling the user to modify, alter, or downright re-shape the form and movement of the eternano particles which compose the spell, enabling them to change the spell in any way which they see fit—it is through this method, that a magician is capable of developing variants of spells, or just plain mixing it up with variety in the heat of battle.

Combination Spell (合呪, Aiju): 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.

Transfer Method (移式, Utsushiki): The Transfer Method is a special ability that involves the manipulation of eternano—with it, the user is capable of condensing their eternano which has been focused to cast a spell or strengthen a target, and transfer it to another target; which is any being or object that they desire, granting them a decent support role. Doing so strengthens and augments the target of the user's choice, granting them the aspects and power of the condensed eternano; meaning that they can utilize the Transfer Method as a booster or a way to open up pathways to all new spells. The transfer is initiated by forming a thin line of eternano between the user and the target, sending the condensed eternano along the strands almost instantly as to reach their target immediately; however, it should be noted if the Transfer Method is utilized against a foe, the user can use the lines to swing their target around.

E-Field (Ｅ「エーテルナノ」・フィールド, E-Fīrudo; E standing for Eternano): When scattered in the air, the repulsive forces between eternano particles cause them to spontaneously align; which the user can form, with magical manipulation, into a regular cubic lattice structure called an E-Field. An E-Field will slowly expand and scatter into the area. When eternano particles are spread in large numbers in the open air or in open space, the particles disrupt metal. The eternano also interferes with the operations of magic items due to the eternano particles high charge which act like a continuous electromagnetic pulse on metal objects. The disruption of metal is due to the small lattice of the E-Field creating fringes that long wavelengths cannot penetrate, and that diffract wavelengths that have similar distance with the fringes. This diffraction and polarization process disrupts the alloys. If controlled, the particles can form fringes of different widths and further interfere with alloys and machinery. The E-Field forms an invisible barrier around the magician, protecting them from incoming magical attacks letting only a fraction of the magical force behind them pass through to strike the mage. The E-Field is not a perfect defense, as it can be worn down by repeated blows, or can be broken by a spell as a prelude to an attack. In addition, some people are capable of breaking or bypassing barriers altogether. However, this barrier has no effect against solid objects like swords and projectiles, and magic can still be used at point blank range within the barrier's boundary. However, the E-Field is difficult to use has it can only manipulate so many eternano particles at a time and it required precise timing; and, despite being far more advanced than any other barrier, it still suffers from magical draining. The barrier can only be used for a total of one hundred and five seconds and requires one hundred and twenty seconds to cool down. If the user has no other defensive measures this leaves a window of fifteen seconds where they have no defense against attacks.
 * E-Field Manipulation: A highly skilled user can manipulate the E-Field into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by the user's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: not even the user is able to see the forms that they create. The size of a given magical force projection is also limited by the user's ability to imagine. The smallest force projection they can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about one hundred feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome one foot thick about a mile in diameter -five thousand, two hundred and eighty feet- and a dome one inch in thickness the user can project for about three point two miles. Small objects at high speeds become missiles; large objects at slow speeds become rams. The user can make these objects grow or shrink as desired as much as they wish for it.
 * E-Field Counter: The E-Field is also capable of being utilized as a form of counterattack, allowing the user to deliver damage to the attacker when the user is hit; essentially, it is just as it is labeled; a counterattack. When performing the Heavenly Counterattack, the user kicks their E-Field away from them upon the moment of the E-Field being activated, before returning to them as magnetized. This serves not only as a reflector, but also as an unpredictable approach to opponents. If timed correctly, it will trip opponents, leaving them vulnerable to follow-up attacks. Upon contact with the opposing technique, the E-Field reverses the opponent's attack, whether it be close-range or projectile, upon them, returning it to sender, causing the user to retaliate in any way that they wish as well. If the attack is a projectile, it will simply be deflected behind them and upwards at about a thirty degree angle. It's worth noting explosive projectiles can still explode and will still do damage if they are struck when the E-Field dissipated. If the attack is a powerful spell such as a Secret Art, then the attacker will be knocked back at a ninety degree angle. The user is capable of leaping out of the counterattack, allowing them to take the opponent by surprise. Essentially, an E-Field, when used to counter, multiplies a spell or technique's damage by one point five percent when there is a successful counter. If a projectile is reversed several times, then this method of harnessing the E-Field will be rendered null and void, as the user loses the energy to retain the stance, and the projectile just passes through the stance and damages the user normally. The E-Field is capable of being used for regular offense, as with it, the user is capable of knocking their opponent downwards. The E-Field, when used as a counterattack, weaker when used against airborne opponents, and doesn't become invincible. It can travel through enemies unhindered, though. However, since the user kicks it, they cannot hold it in place, meaning that timing is crucial in reflecting projectiles. Note that when the E-Field comes back to the user, it can also reflect any projectiles back at any angle at the last second.

Reality Shift (リアリティ・シフト, Riariti Shifuto): Reality Shift is a unique Ancient Spell that has its roots ingrained in Black Magic. It is an all-purpose Caster Magic that allows the user to reverse the natural order of the world—that is to say, everything becomes its opposite. When initiating Reality Shift, the user's eyes glow red; as they condense their magical energy into their fists—slamming their fists down on the ground, the magical energy is released into the ground momentarily. After a few seconds, the magical energy erupts violently, shooting into the air before solidifying into the form of a large light blue rectangle with light blue transparent walls and ceiling which appears around the battlefield. Then, the light blue glow fades, and the walls and ceiling becomes invisible. This magical energy which was released is charged with Black Magic; as it is the natural opposite of regular magic, when it is launched into the ground, it causes the properties of the area to be reversed completely when it erupts; as the barrier surrounding the vicinity is forged, it completely inverts every aspect of the people within the area; including the user.

While Reality Shift is in effect, the slower mages move extremely fast; and every time that a new opponent appears, the light blue transparent walls and ceiling appear again to show that it is still in effect. However, attacks which have priority over others, such as High Speed, still possess their original effect. In addition, Reality Shift also switches the offenses and defenses of every person in the barrier, meaning that somebody with high offensive power could become a stone wall, and vice-versa. The effect can be accurately be called "switching around the player's stats in a videogame", only extending to the real world in this case; essentially short-circuiting the foe's body. Up and down, left and right as well as forward and backward are reversed. However, it is not just the sense of direction that is changed; the opponent's eyesight, direction of incoming attacks, and injury locations are also inverted—in addition to this, it can also be used selectively, only reversing some directions.

All of one's attempts in countering the damage from the inverted directions simply by processing it all within the mind is not possible; as no matter how powerful the opponent, even if one is accustomed to fighting in that particular way, their body will not adapt, and will continue to fight by reflex, which causes it to continuously succumb to the power of Reality Shift; in any case, opponents will have a highly difficult time adapting to this sudden and dangerous change; as the user darts around the area swiftly and silently, picking them off, one by one. Lastly, Reality Shift's effect lasts for twenty minutes before it wears off; meaning that it is an 'hour of power' magic, so to speak.

Oversoul Magic
Oversoul Magic (オーバーソウル・マジック, Ōbasōru Majikku): A powerful magic that was borne from numerous experiments; it is said to be a perfect mix of scientific knowledge and magic. When utilizing this magic, the user is able to form and reshape almost any part of their body into various weapons by using the nanomachines in their body; this is done by stimulating the nanomachines with the user's magical power; which causes them to submit to the user's will; granting them complete control over them. All in all, Oversoul Magic allows the user to turn almost any part of their body parts into various objects, preferably weapons or tools used for combat; the nanomachines that circulate through their body allow them to do this. The user usually utilizes their long hair for transformation, occasionally using their arms and feet. When nothing else is within reach, they can form their body or limbs into claws, blades, guns, hammers, etc. In short, their arsenal is limited only by their imagination. Additionally, the user can alter their density to be as malleable or as hard as they wish; they can manipulate and alter skin, nails, fat, muscles, blood, nerves, etc., allowing them to freely alter and manipulate themselves; and they can additional appendages and body-parts, remove them or otherwise manipulate bodies, in visible, chemical and cellular/sub-cellular levels. The user can absorb the organic matter of other living creatures, converting it into more biomass. This process sustains and regenerates the user's health. In addition, the user can consume individuals, absorbing their knowledge, skills, and even their physical form, which they can call upon at will. They can manipulate their physical form to create weapons to attack their enemies, generate armour to defend themselves, and take on the appearance of another person to disguise themselves. A downside to Oversoul Magic is that if the user utilizes the power excessively, the nanomachines in their body overheat, leaving them extremely weak and unable to move; sometimes causing them to pass out.

Reverse Soul Magic
Reverse Soul Magic (反魂の魔法, Hangon no Mahō): Reverse Soul Magic is a deadly subsection of the Black Arts; more specifically, that of Living Magic. Whereas Living Magic is a type of Magic that allows the user to bring life to their creations, Reverse Soul Magic is a Magic which affects the user's soul. Casting the magic, the user gathers their magical power within their soul and compresses it; this causes a unique effect where the user's other attributes—including their life energy, magical energy, strength, intelligence and knowledge, agility, and finally, their talent in magic, is split into two even halves. Then, the user's body undergoes a process similar to asexual reproduction; however, instead of the user producing two more of themselves, the user indeed does split into two halves. The skills of the user are split amongst the two halves, as well as their personality traits; additionally, the two beings produced are struck with a bad case of amnesia, not remembering anything about their "original self".

However, in most cases, the personality of the original being is heavily diluted within the duo produced; becoming almost one-dimensional. This is because if a person that the original being once knew attempted to talk to them more than just basic greetings or instructions, they would scream in pain and collapse, as memories slowly begin to surface—if the memories fully emerge, one of the two beings will fade out of existence. Due to the lack of a soul, the two beings cannot truly feel emotions; but in most cases, they often pretend that they can, pretending to be "a real human". Through interacting with others, the two beings are able to "remember" what it was like to have emotions, thus allowing them to respond correctly to specific situations. Although the two beings are born as empty shells, they are capable of developing identity of their own over time.

The body of the two beings may be warped to a degree from its original form, depending on the strength of the user's Reverse Soul Magic. Additionally, the shells can be implanted with the soul of another, becoming a vessel for that soul; magic that the two beings possess is more often than not a split between the powers of the original magic. In most cases, Reverse Soul Magic is irreversible; but if both halves of the original being manage to obtain the Merging Magic "Junction", then the original being will be reborn for short periods of time. In a sense, the original being is never truly fully alive again, and can only exist for mere minutes at a time. People have noted that Reverse Soul Magic is eerily similar to how The Exalted One had split itself into Origin and Varian; indeed, the creator of the magic did study up on the mythos of the world in order to create this magic.


 * }

BLACK DS
Black Dragon Slayer Magic (黒の滅竜魔法, Koku no Metsuryū Mahō) is a Caster Magic, Lost Magic, Slayer Magic, and most obviously, a Dragon Slayer Magic which enables the user to absorb, manipulate, and generate the element of darkness.

Description
During initial training of utilizing Black Dragon Slayer Magic, the dragon who passed on this magic to the user actually created a magical change in how the body's Magic Origin functioned, therefore causing their bodies to possess the magical powers of a Dragon - otherwise known as Dragon Slayer Magic. Continuing with this process, this magical power acts alongside the energy of the body in order to catalyze a variety of bodily processes when younger, therefore allowing the morphing of their physiology to a point where the individual has adopted some physical traits, as well as the element, from the said Dragon. In this case, the dragon who taught the magician Black Dragon Slayer Magic was classified as a "Black Dragon", a highly destructive dragon with dark-aligned powers; this grants the user various characteristics typical of a Black Dragon: lungs capable of spewing darkness, scales that grant protection against dark curses and dark energy in general, and nails immersed in shadow, asserting absolute dominance over the element of shadows; and thus, darkness, night, and any dark-related elements.

Black Dragon Slayer Magic is activated by going the opposite of the 'magic = feelings' concept—by the user fuelling their magic with negative feelings, the user is capable of initiating the usual fusion of eternano and magical power, only manifesting magical power in a dark and malefic nature and using it in the normal way a Slayer Magic is harnessed. Black Dragon Slayer Magic is peculiar amongst the numerous Dragon Slayer styles in that it can be considered an anomaly, since it draws upon the user's negative emotions in order to bolster its own power and manifest their negativity in a physical form, in that way, Black Dragon Slayer Magic could be considered a Dragon Slayer Curse (滅竜の呪法, Metsuryū no Jūhō), as while magic runs off positive emotions, Curses run off the exact opposite, with their power holding an origin in negative emotions displayed by humans, mainly greed, envy and hatred, making it far more powerful as no matter how many people would display positive emotions, negativity would always be there in a greater quantity- Black Dragon Slayer Magic is no different.

The darkness generated by the user is shown to be incapable of being banished, nor is it able to be taken control of by a secondary-source; they move and strike according to the will of the user themselves; they act completely separately to regular darkness, and pursue an enemy relentlessly with great speed, accuracy and strength. When faced with opposing darkness-based magics, the darkness consumes them in order to boost their strength and quantity; making using any sort of darkness ill-advised against the user. As mentioned above, as their negative emotions increase, the darkness produced by a user of Black Dragon Slayer Magic will increase in intensity and mass, as well as this, its properties will become more and more otherworldly, as the darkness begins to display elemental aspects such as burning, freezing, shocking, etc. Because of this, in the hands of a particularly vengeful Dragon Slayer, Black Dragon Slayer Magic can be considered almost apocalyptic in nature when compared to other Dragon Slayer Magics.

In any case, like all Dragon Slayer Magics- and Slayer Magics in general- Black Dragon Slayer Magic enables the user to transform their body with features of darkness, utilizing both offensive and defensive styles, ensuring that their body doubles as a make-shift weapon unique to themselves, thus greatly increasing the damage of their blows. As with most Slayer Magics, Black Dragon Slayer Magic has virtually unlimited customization options in regards to the darkness formed through simple magical manipulation- the colour, properties (not limited to but including heat, smell, and taste), and "feel" is capable of being modified to the user's liking for countless different effects and powers, more often than not being attuned to their own personality and ambitions; their "type" can be changed at will, and they can even be given a material consistency; they are capable of utilizing the darkness in any way they wish, whether for offensive, defensive, evasive, or supplementary techniques- as long as they can imagine it being doable, then the sky is the limit, more or less.

Black Dragon Slayer Magic has a physical form used for destroying objects, blocking enemies' attacks and picking up objects; consistently, it is a pulsating black and azure. When using it, the user more often than not shapes their attacks into the form of waves or arcs of shadows, which they can use in various ways. The shadows can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create a variety of constructs and weapons and, teleport themselves through massive distances via shadows; being able to take out multiple opponents with just one attack and capture people, sinking them into the depths of their shadow. And, of course, like all Slayer Magics, Black Dragon Slayer Magic allows the user to consume external sources of darkness to replenish their own energy, though they are unable to eat their own darkness.

Basic Spells

 * Imperial Wrath (逆鱗, Gekirin): Imperial Wrath is the main, and most prominent ability of Black Dragon Slayer Magic- it can be considered akin to the Flames of Emotion of Fire Dragon Slayer Magic in that it is perpetually activated. Effectively, the Imperial Wrath enables the user to greatly increase their own power through simply killing somebody of supernatural origin. By their own claim, they will continue to grow stronger the more that they kill, regardless of what form the life actually takes, whether it be a Summon Spirit or Demon—however, it will not work if they kill humans who are not users of Slayer Magic; as the Imperial Wrath has an aversion to the magical energy of human bodies. Interestingly, the Imperial Wrath works in order to increase both physical and magical power—upon landing a kill, the user's darkness absorbs their victims' energy, absorbing the diminishing magical power of those who they kill by breaking it down into simple eternano, allowing them to use their darkness to command the eternano into their Magic Origin, which finds its way into their body and enhances it, increasing their physical strength while the remaining eternano will be sent into their magic origin subconsciously, increasing the intensity of the darkness produced by their Black Dragon Slayer Magic. Interestingly, the Imperial Wrath will only raise the user's power by 0.5 the amount, as to prevent them from becoming overly powerful, but it is noted that the changes in power are permanent, with their power only rising and rising. Effectively, the Imperial Wrath drains the life out of everything that the user's darkness comes into contact with, turning living organisms into dried husks of their former selves and devastating the environment. The Imperial Wrath will not be activated by indirect damage, such as through a projectile spell—the user is required to strike the enemy down in close-combat in order to engage it; the Imperial Wrath is said to be capable of enabling the user to devour the souls of opponents that they kill. The term Gekirin (逆鱗, Imperial Wrath), in Japanese and Chinese mythology, refers to one particular scale out of eighty-one scales covering the body of the dragon. This scale, unlike others, is inverted. It is said in Japanese legends that if one were to touch the dragon's gekirin; it would result in the wrath of the dragon.
 * Black Dragon's Roar (黒竜の咆吼, Kokuryū no Hōkō): Black Dragon's Roar is the signature spell of the Black Dragon Slayer Magic, and this magic's version of the Dragon's Roar, obviously. When performing Black Dragon's Roar, the user inhales, gathering and condensing darkness within their mouth, whether it is generated through their own magic or from natural sources, before they unleash the darkness in the direction of the opponent in the form of a white-hot beam of darkness that appears, well, white- it's described as more like a laser beam than a 'darkness' aligned attack, though it definitely is darkness according to the user. The whiplash of the attack can be quite huge, usually blowing apart anything behind the user at the time of attack. The beam is powerful enough to strike multiple enemies and even two adjacent foes simultaneously while its mere presence covers any exposed light in the darkness despair; violently pushing the intended opponent and objects around them away from the user with overwhelming blunt force. The range of Black Dragon's Roar is vast and its attack power is positively enormous; this is because the thin beams contain all the power of the shadows compressed. The attack seems to possess highly destructive power, having caused great damage to the area it affected, destroying the ground and piercing through buildings alike, and appears to have a long range, wreaking havoc wherever it passes, as shown when it crossed the entire distance of a city, generating a large explosion. The trajectory of the laser can be altered, allowing the user to strike more than one opponent. The attack requires about three seconds to travel a few ten thousand-kilometers distance, and the user can immediately fire the next attack after confirming a miss, but after fifty attacks, they will run out of magical energy.
 * Black Dragon's Iron Claw (黒竜の鉄爪, Kokuryū no Tessō): Black Dragon's Iron Claw is the basic close-quarters spell of the Black Dragon Slayer Magic. When performing the Black Dragon's Iron Claw, the user charges immense amounts of darkness within one of their hands, with their hand assuming an open-palm formation, the tips of their fingers pointing downwards palm-wise. With this, the user slashes forward with their "claw" at high speeds, inflicting major damage and launching them far away, creating an impact which is powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge. Once Black Dragon's Iron Claw makes contact with the opponent, the searing, unholy properties of the darkness manifest fully, spelling bad luck or even worse for the enemy, as the sheer force and velocity of the user's hand movements only bolster their elemental attack, granting a powerful attack capable of gouging a hole in the enemy's body, no matter how resilient they are, even if they're harnessing any form of power booster- countless fellow Dragon Slayers, especially Second-Generation Dragon Slayers, have fallen to the overwhelming power of this spell, despite how deceptively simple it looks. The user is also capable of utilizing Black Dragon's Iron Claw by turning their claw into dark energy and launching it as a column of darkness at their target, serving as an impromptu projectile attack. This variation is so incredibly powerful that it is able to plow through several buildings in one shot. The Black Dragon's Iron Claw has the unique ability of allowing the user to grab onto an opponent in midair; and in any case, once grabbed, the user is capable of throwing the opponent in two directions, forwards and backwards. If the user hits their enemies farther away, then their opponents will be sent upward with high vertical knockback. The amount of time in which these actions transpire make it seem as if the opponent has been slashed with the force of a powerful cannon shell, blowing them away instantly after the spell has been performed.


 * Phantom Knight Summon

Ninja Crap
Ninja Arts: Due to it being the trademark of his clan, Shouri is skilled in the art of ninjutsu. Kawarimi-no-Jutsu (変わり身の術, Foot Lightness Technique): A high-speed movement technique, allowing Shouri to move short to long distances at an almost untraceable speed. To an observer, it appears as if he has teleported. It is accomplished by using Shouri's magical energy to temporarily vitalise his body and move at extreme speeds. The amount of magical energy required depends on the overall distance and elevation between Shouri and the intended destination. Doton-no-Jutsu (土遁の術, Soil Flee Technique) Jyumonji Ganseki Kuzushi (十文字岩石崩し, Rock-Shattering Cross) Seiryu Tepposui (青龍鉄砲水, Blue Dragon, Flash Flood) Kaen-no-Mai Midareuchi (火炎の舞乱れうち, Flame's Dance of War) Hayakuji-in (早九字印, Early Nine Seals, alternately Early Indication of Lottery): With this technique, Shouri is capable of decoding certain spells that aren't Lost Magic. It normally takes quite a bit of focus for Shouri to do so, but it enables him to manipulate some spells against the foe (this only works on most elemental magic which hasn't been altered), as well as perform them in a much weaker state. Souga-Houroujin (双牙咆狼陣, Twin Fang, Roaring Wolf)

CRASH STUFF
Crash (粉砕 (クラッシュ), Kurasshu lit. Pulverization) is an extremely powerful Caster Type magic utilized by high-level magician that gives the user the ability to smash everything they come into contact with.

Non-elemental magics are manipulating magical power as a form of pressure, or matter; and Crash works by constantly pressurizing magic of the user's own body, or the magic surrounding them, to the point where any impact causes pulverization. Because the immense pressure causes the movement of the magical particles to become so aggressive that everything is overwhelmed by it, because the immense pressure causes the movement of the magical particles to become so aggressive that everything is overwhelmed by it. If the person is unfocused, they may destroy objects such as houses unintentionally. When used against an opponent to effect, this Magic can send the person flying several meters with incredible force. Despite being a natural offensive Magic, Crash does have other capabilities too. It can be used as a sort of deflective barrier, sending an attacker flying back. Crash has various offensive and defensive properties. Using its inherent nature of being able to crush anything it comes into contact with, the user is able to nullify the effects of certain Magics by smashing them to pieces. By imbuing their fist with Crash, the user is able to send an enemy flying numerous meters with incredible force. It is also capable of being fired as a burst of energy at the opponent. This Magic can also be utilized effectively as a defensive means. For example, by crushing the ground underneath them, the user is able to create a cushion of sorts against enemy attack. It is also possible for Crash to be used as a deflective barrier, sending an assailant flying backwards when they come into contact with it. Even the most powerful spells are rendered useless when faced with this destructive and highly advanced Magic, which is seemingly difficult to control even for an extremely powerful individual like the user.

Interestingly, Crash can be focused through a single body part; that affects the user and everything that they touch; it destroys any tool that the user uses with their hand. Simply utilizing anything for any purpose is enough to make it crumble from its core in a similar manner to as if it had been exposed to a hundred years of aging. Utensils used while eating, opening cabinets, and swinging a sword all result in the same destruction. Simply touching a napkin causes it to gradually disintegrate. However, while it is hard to live their life with it, it does have an advantage in battle. Any weapon the user harnesses will triple in damage before its destruction. The user is skilled with one-handed swords, considered to be at expert level, and the increased damage allows them to easily cleave into a large rock even with a halfhearted strike. The weapon disintegrates and shatters after it has struck, making the user feel the curse spreading through their hands. When used against an opponent to effect, Crash can send the person flying several meters with incredible force. Despite being a natural offensive power, it does have other capabilities too. It can be used as a sort of deflective barrier, sending an attacker flying back, or simply breaking apart the actual earth.


 * Disassembly (分開 Punkai): Disassembly is a Crash spell which allows users to disassemble and separate their targets. The effect of the spell seems to be different if it is used on a living target than on a non-living target. Against an abiotic target, the user makes a net-like pattern which runs straight through whatever it touches. The target is then separated into cubes. The object, however, does not lose its properties, as when fire is disassembled it will eventually burn out. Lastly, when against a biotic target, the user makes a net-like pattern which runs straight through whatever it touches, tangible or intangible. However, instead of being destroyed, the living target splits apart and reduces into small, doll-like versions of themselves. This spell doesn't cause permanent damage since the victim will return back to normal after a while. The user has also shown the ability to reconstruct the victim by motioning at the disassembled person.
 * Crushing Evil, Spreading the Truth: Empyrean (破邪顕正・一天 Haja Kensē : Itten) is a Crash Spell. The user hits the target with a powerful uppercut, imbued with Crash. The force of this spell is so powerful that it is capable of launching said opponent great distances in the blink of an eye. In Christian literature, Empyrean is the place in the highest heaven and is the dwelling-place of God.
 * Outward Crash (, Autouōdo Kurasshu lit. Projected Pulverization): Outward Crash is, of course, a Crash spell. It is activated by the user projecting the pressure of Crash outwards, applying a thin layer of pressure around their body, the power of Crash is expelled through the thin layer, solidifying the structure and molding itself into a semi-invisible barrier of pure pressure that surrounds the user from all conceivable directions, extending to about one foot in diameter from their body. The user uses this force field for many purposes, such as preventing physical contact, keeping debris and unwanted materials off of themselves, erecting their force field to escape piles of debris easier, and a few other purposes as well. The barrier formed when casting Outward Crash provides protection against magic, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic; the protection granted by Outward Crash is sufficient to be impenetrable to most conventional weaponry, but it could be penetrated by high-powered magic-infused weaponry. The Outward Crash largely absorbs and negates impact shock, thus protecting the user from catastrophic events such as high-speed collision; however, it's most important purpose is the fact that if they are cast in concrete or other materials; for example a plane dropping a large amount of solidifying material that can put their body in a hard cast, or falling into wet concrete that would harden around the user in a full body cast which would keep her motion prohibited, they can erect this force field to break out of a cast; without this force field, the user would not be almost unstoppable. The force field is also particularly resistant to such materials in the first place, as they would slide off much faster and more smoothly then it would from their body alone, due to the fact it is pure energy. Additionally, Outward Crash can resist magical attacks better than the user could do alone, as it is energy created from their actual power. Weaponry that can hurt the user have to penetrate the user's force field first; making it even more useful, not to mention the force field being able to produce more energy to continually push out an intruder that has managed to break into their defenses. However, despite its advantages, one of which is conserving power, the Outward Crash can only handle about twenty attacks before the barrier begins to dissipate.

TELEPORT

 * Teleportation Magic: Move Point (瞬間の魔法・座標移動 (ーブ・ポイント), Shunkan no Mahō: Mūbu Pointo lit. Teleportation Magic: Move Target): Teleportation Magic is a Caster Magic that does exactly what it says upon the tin—it allows the user to cover very large distances in the blink of an eye. In order to perform Teleportation Magic, the user releases extremely high purified magical particle concentrations; and in that instant burst, their magical energy envelops them and reduces their body to elementary particles; contacting the space-time continuum in the location that they wish to appear in; after that, they are instantaneously reassembled in said location, literally teleporting. It makes for an extremely fast and effective means of transportation, and can also be used in combat when the situation requires fast actions. Move Point is a specialized Teleportation Magic spell that the user is capable of utilizing; it is an experimental spell developed by the Magic Council for the purpose of achieving high-speed movement, far beyond the likes of regular magic can provide. When performing Move Point, the user releases extremely high purified magical particle concentrations; and in that instant burst, their magical energy envelops them and reduces their body to elementary particles; contacting the space-time continuum in the location that they wish to appear in; after that, they are instantaneously reassembled in said location, literally teleporting. It is essentially a form of short-range spatial teleportation. Using this ability, the user is capable of traveling over short distances in an instant, even in the midst of battle. In dire situations when an enemy target is about to fatally hit the user, they are capable of instantly jumping away and flanking their enemy's position (usually several meters from behind or side). Move Point itself leaves a particle shadow of the user, fooling the enemy with the image of a false victorious blow. The maneuver often leaves the opponent confused and distracted long enough for the user to do serious damage and/or defeat their enemy targets. The user has a maximum range of two kilometers and can teleport objects with a mass up to 4520 kg, though the trainers told them that they would damage their body if they move anything more than 1000kg; a restriction that has been overcome since the present time. More often than not, the user milks it for all it's worth, and, in a fight, uses Move Point to constantly disappear and appear at will, hitting, running, and flanking without any effort at all and barely any threat of counterattack. Teleportation is not a rare magic, but it always takes some "phase time" to complete the transportation, during which the caster cannot do anything else: for this reason, it is seldom used in combat. Move Point however, is a spell which can reduce the phase time to a level suitable for combat down to zero.

REVERSE STUFF
Яeverse Phenomenon (Я「リバース」・フェノメノン, Ribāsu Fenomenon): The Яeverse Phenomenon, otherwise simply known as "Reverse" or the Berserker Disorder (狂戦士・異常, Bāsākā Ijō) is not a magic per-se, but rather, a unique mental condition that is seen in one in every million people, magicians or not; however, as of Daybreak S3, it is shown that Klaus is capable of generating it through sheer force of will. It is a incurable that afflicts people and turns them into living weapons; it was known as the Amadam Virus in the Old World, originally the cause of the Hellions. An R-Driver (Я因子適合者 (ドライバー), R-Doraibā lit. "individual adapted to the Reverse factor") is a humanoid mage who has been infected by the Reverse Phenomenon and it serves as an in-between stage into a Hellion. The transformation is believed to be incurable and permanent. Tsuruko Sejren is additionally referred to as a "Zero Driver" (ゼロ因子適合者 (ドライバー), Zero Doraibā lit. Individual adapted by Zero), but what this means is unclear. Presumably, it has something to do with the fact that she was mechanized to stop the Reverse from fully infecting her when she was a child. The Zero Effect caused by Tsuruko's Deus Machina body seems somehow associated with the Reverse, but their connection is unclear.

Basic Description
The exact origins and nature of the Reverse are unknown, but it is believed to have originated in the times of the Old World. Symbiote King Alexander refers to purported source of the infection as the "Seed of Origin" (原初の種, Genshonotane) and believes it to be in possession of Klaus. The infection can be contracted either from contact to the "Seed of Origin", through physical contact with a symbiote (in Tsuruko's case, Star Phoenix), or through a deliberate spread by other carriers of the Reverse. The infection kills most ordinary humans almost instantly; mages seem to fare somewhat better. Essentially, the Яeverse Phenomenon gives the affected person incredible strength, endurance, and the inability to feel pain—however, this is at the cost of causing them to be insane from birth, also rendering them incapable of distinguishing friend from foe; as every time that they fight, it causes chronic mental deterioration, giving them no choice but to become a monster as their life drags on; it is said that Reverse had come about thanks to demonic energies saturating the world during the Universal Reboot—though Klaus developed the power through reverse-engineering the Zero Effect. Slowly, they become irrational and feral; and they can only last a good sixty seconds in a fight before fatigue sets in. It grants the affected person amazing physical powers by allowing them to bypass the natural subconscious limits that prevent them from injuring themselves when using their full strength. In addition, rather gruesomely, the user can temporarily fix injuries by binding bleeding wounds, reinforcing broken bones, and fixing dislocated joints, piercing the flesh from within the body with bones and organs if required.

An Reverse infectee undergoes several stages of infection before emerging as a fully-fledged "R-Driver". Drivers possess tremendous regenerative abilities, as well as access to various abilities known as "viralizings". On the downside, they become irritable and spiteful, known as "slaughter compulsion" (殺戮衝動, satsuriku shōdō), which may cause realistic hallucinations, which incite the Driver to aggression. If the infectee cannot control this compulsion, they proceed to destroy everything and everyone around themselves. R-Drivers who survive for long enough, eventually succumb to their regenerative abilities going out of control and turn into mindless blobs of meat. R-Drivers have access to a number of unique equipment pieces, such as Programs and Reactors. People who are Reversed become malicious and obsessed with something their normal selves wanted but in much more extremes, for example, Kaguya's search for strength, Alexis' desire to become an emperor or Excellen's obsession with Tsuruko. In addition, due to their personality change, their attitude in fights also change as they are stated to be much stronger than before. If they lose, they are returned to normal, their new magic will disappear to inexistence and they will have no memory of what happened while they were reversed and, more importantly, who reversed them to begin with thus non-reversed characters have very little to go on when looking for clues.

Programs and React
A Program is a construct that, when inserted into an Reverse infectee's body, brings out their own and their magic's power to the utmost. React is the stage when the Program is inserted into the R-Driver's body, bring the power of the R-Driver and their magic to the utmost. The Яeverse Phenomenon, with the assistance of a Program, decreases the patient's reaction times as there is no need to really react, considering that they lack the ability to feel pain—instead, they become aware of future outcomes and possible courses of action that can be taken to achieve total victory or total defeat.

Engage
Engage (誓約 (エンゲージ), Engēji lit. Pledge) is the mental linkage of the R-Driver and a Program; the Program activating to grant the R-Driver an enormous increase in power all across the board. What is interesting is that the Program "reveals the true disposition" of the R-Driver; this is best shown when the Reverse-infected DTD Program activated when Tsuruko Sejren had a severe mental breakdown in front of her friend Deen Lhant, causing Tsuruko to revert to her Kaizorg form. Engage can also be unique when the R-Driver has a humanoid Program—allowing them to merge together into one to provide support and enhancement in the R-Drivers' reactions, similar to Celestial Cross Fuse and Junction.

Abilities
Vision Filter (視界フィルター, shikai firutā): Without proper control, a reacted Driver may see the world around them in a head-up display-like manner, complete with analyzing scans that enables him or her to identify potential threats posed by factors (i.e. people) nearby. On the downside, the Driver's proper vision is distorted to the point where they only see silhouettes of objects around them. If a potential threat is recognized, the infected person's body will perform any actions necessary to neutralize it, even if the target never had the intent to attack the Driver in the first place. If control is exercised, the Driver may choose between a normal human vision, or a filtered vision which bears the analyzing functions mentioned above/

Viralizing (病化, Byōka): The bodies of Reverse infectees will have numerous "viralizings", which are abnormal physical changes, including the common regeneration ability. For example, Excellen's viralizing abilities revolve around physical attacks, such as "magic erosion".

High-Speed Regeneration: A body infected with the Reverse is able to recover from physical damage at astonishing speeds. An energy supply is normally needed for such regeneration but in her second fight with Tsuruko, Excellen uses this ability to regenerate an cut-off arm without an additional energy supply, since it is apparently a minor injury for her.

Lock Spell (狂戦士・呪縛 (ロック・スペル), Rokku Superu lit. Curse of the Berserker): The Lock Spell is a powerful uncategorized spell that a being which is succumbing to the Яeverse Phenomenon is capable of casting. When performing the Lock Spell, the user gathers and condenses eternano upon their hands or any other body part—perhaps even a weapon of some sorts. Once the eternano has been gathered, the user flings the compressed heap of magical particles forward, towards their opponent, as it surrounds their body in its entirety. However, the eternano quickly spreads it, causing the target to become encircled by two red rings, which engulf them in a bright light, shutting down their magic origin and any spells that they might cast, before being locked by two black rings. The locking may be focused on a particular body part if the user wishes it to in order to maximize a single sealing, but the end result is always the same, in that the opponent cannot move; they are unable to attack; and they cannot even free themselves. All that the target can do is just lose control of their bodily functions, at least until twenty seconds pass, upon where the opponent will be unlocked.

OTHER STUFF
Shinsei Ibukishō (新星一颯晶, Nova Whisper Mirror): With this ability, Gaijou's power is increased for every time she has utilized Hyper Beam one-handed; and the skills of multiple fortes are dampened; lessening the damage slightly. It should be noted that the residual energy of Hyper Beam that is left upon her gauntlet from each blast scatters off her fist and becomes absorbed into Starlight Gear; causing a faint golden glow to surround her entirety. This small aura releases a miniature electrical discharge every few moments; enhancing her power as the battle progresses; this is done by applying her energy to the very core of Starlight Gear, causing a chain reaction which multiplies its power exponentially. In return, her psychic powers can interact with her energy and physical power, amplifying that as well, making Gaijou far faster, stronger, and more resilient as the battle progresses, in addition to increasing her skill parameters sans her energy output. Additionally, Gaijou can transfer the amplified power to any being or object she desires, granting her a decent support role. Doing so strengthens and augments the target of her choice, granting them Gaijou's boosted power; though at the time Gaijou's power is transferred to her target, her own powers are drained to the point that it seems as if she never received these boosts. The transfer is initiated by forming a thin line of energy between Gaijou and the target; however, it should be noted if utilized against a foe, Gaijou can use the lines to swing her target around. Ibukishō Nagare (一颯晶流れ, Whisper Mirror Stream): Instead of utilizing this force to assault her foe, Gaijou can project the accumulated power of Shinsei Ibukishō outwards in front of her figure in the form of a seven layered shield in the shape of an iridescent flower with seven petals. Each layer has the defensive power of a fortress wall, and Gaijou cannot personally recall any attack that would be capable of penetrating even the first layer. It is necessary for Gaijou to provide constant energy to form the shield, and if it is damaged, she will feel pain and receive damage in accordance. Once projected outwards, this shield nullifies the foe's next attack if the attack has more power than Gaijou's own; immediately after nullifying the foe's attack, Gaijou can resume fighting.


 * Divide (ディバイデ, Dibaid): When utilizing this spell, E's energy levels slowly increase by using elements to take electrons from his foe every minute, which has the added effect of halving his foe's power or their magic's power, while utilizing said electrons to make an "energy shell" full, in order for them to become less, if not completely unreactive and utterly stable, allowing E to consume that power and make it his own, allowing his to gather more and more energy, which he can use as his own power; E always keeps a fragment of the absorbed power from his foe so that he can unleash it on a whim. In addition, E can transfer the amplified power to any being or object he desires, granting his a decent support role. The time that this ability activates is every minute; however, it can be reverted to the starting point if this spell absorbs too much energy and boosts E too much, overloading explosively and giving all the assimilated energy to his foe; there are two variants of this spell, one allowing E to consume the foe's power and make it his own every ten seconds, halving the size of objects and living beings around him, with the added effect of absorbing their power, and another allowing him to consume that power and make it his own, halving their attributes and form continuously, including their attack, defense, speed, spiritual power, skills, and even their body at blistering speeds until they vanish from existence, leaving naught in their wake.

Upon releasing, Arata's energy levels slowly increase by using elements to take electrons from his foe every minute, which has the added effect of halving his foe's power or their Zanpakutō's power, while utilizing said electrons to make an "energy shell" full, in order for them to become less, if not completely unreactive and utterly stable, allowing Arata to consume that power and make it his own, allowing his to gather more and more energy, which he can use as his own power; Hakuryūtei always keeps a fragment of the absorbed power from his foe so that he can unleash it on a whim. In addition, Arata can transfer the amplified power to any being or object he desires, granting his a decent support role. The time that this ability activates is every minute; however, it can be reverted to the starting point if Hakuryūtei absorbs too much energy and boosts Arata too much, overloading explosively and giving all the assimilated energy to his foe.

Takameru (高める, "Boost"; always rendered as "Boost!" in storylines): A supportive ability which enables Arata to grant support in battle, by boosting his allies' physical prowess. This is done by Arata expelling a fragment, or multiple fragments of Hakuryūtei's power, before infusing said fragments with a portion of his spiritual energy, stabilizing them to the point that they can be accepted and absorbed by anyone. Once this is done, Arata projects them outward, forming a link between the spiritual energy of his targets whom he wishes to empower and his own, allowing the fragments to integrate within his targets in the span of a split second. Once the targets have absorbed the fragments, their entire bodies become enveloped in a golden aura of spiritual energy. It should be noted that since Hakuryūtei divides half of an opponent's power and adds it to Arata's own power every minute, these fragments provide a much larger boost if they are transferred later; Arata can also augment himself with this ability. This ability was created by Arata after placing one of the jewels of Gaikaōtori on Hakuryūtei. This ability, however, reduces Arata's lifespan.

Inverse Gearwidth (, Inbāsu Giawisu lit. The Soul Strike that Shoots at God)

FAIRY STUFF
Experimental Mass-Production Forbidden Spells Sixty-Sixth Rank: Three Great Fairy Magics EX (実験量産禁呪文・六十六段・妖精の三大魔法・, Jikken Ryōsan Kinjumon Rokujūroku-dan Yōsei no Sandaimahō Ekkusu); a trio of exceptionally powerful spells; as the title would indicate, they are mass-produced and modified versions of the Three Great Fairy Magics, , , and. Originally, all three magics were a special art of the Fairy Tail Guild, known as the strongest Legal Guild in Fiore. The Three Great Fairy Magics were a symbol of their fierce power and warm kindness; many were wary of these powerful magics, and over the course of history, many had attempted to replicate such an incredible power, but to no avail. Now, while Persephone was practicing the Black Arts in order to replicate the and produce her own version which wouldn't screw with her mind in order to obtain immortality, though after a while, she simply gave up, instead settling for second best, aiming to replicate, a spell which destroys everything the caster saw as an enemy- it had overwhelming power, but had many risks. So far, every attempt until now has been a complete and utter failure- many lives lost with little to no advancement in refining this incredible magic for general use- it was said that it would be completely impossible to perfectly duplicate this member of the Great Magics of a guild; however, Persephone squashed such claims. While snooping around the remains of, Persephone came upon the grave of , one of the founders of Fairy Tail and the first Guild Master. Taking note of several "hieroglyphs" inscribed around the grave, Persephone realized that these held the mechanics of the Three Great Fairy Magics- and while studying the ancient inscriptions upon the gravestone and dedicating many years to replicating the effect, Persephone was capable of creating her own version of Law, which lacked the dangerous side-effects yet was slightly weaker. However, not stopping there, she also produced her own versions of Fairy Sphere and Fairy Glitter, each spell containing an number of modifications in order to prevent taboo breakage so that they could not really be called the Three Great Fairy Magics, but rather, entirely new spells which could mimic said magics- while Law and Fairy Sphere are listed below, Experimental Mass-Production Forbidden Spell Sixty-Sixth Alpha Rank: EX (実験量産禁呪文・六十六α段・, Jikken Ryōsan Kinjumon Rokujūroku Arufa-dan Fearī Gurittā Ekkusu lit. Fairy's Radiance Revised) has not been revealed yet. The fact that Persephone could achieve such a feat is true testament to her godlike skill with the arcane.
 * Experimental Mass-Production Forbidden Spell Sixty-Sixth Beta Rank: EX (実験量産禁呪文・六十六β段・, Jikken Ryōsan Kinjumon Rokujūroku Beta-dan Rō Ekkusu lit. Evil Holy Wave Revised): The Experimental Mass-Production Forbidden Spell Sixty-Sixth Beta Rank: Law EX is, well, as the name would indicate- it is one of the few attempts to mass produce the Black Arts spell known as , which has overwhelming power, but has many risks. So far, every attempt until now has been a complete and utter failure- many lives lost with little to no advancement in refining this incredible magic for general use- it was said that it would be completely impossible to perfectly duplicate this member of the Great Magics of a guild; however, Persephone squashed such claims. This version of Law was reverse-engineered by finding the grave of a certain friendship-obsessed guild master upon the destroyed island, studying the ancient inscriptions upon the gravestone and dedicating many years to replicating the effect of holy wave- taking out whatever gave the spell its deadly drawbacks and substituting a holy light packed full of intense magical energies. Indeed, when performing Law EX, Persephone manifests a sphere of shimmering light upon her pointer finger; forging the previously exceedingly complex and unfathomably intricate light into her hand- from here, she begins to spin the sphere in multiple directions at once at high speeds, before adding enormous amounts of magical energy and an element of their choice produced from any elemental-based magic into the sphere, turning it a different colour as it starts constantly being compressed as it collects and concentrates the light of the sun, the moon and the stars into its structure, which produces such a radiance that it illuminates the area; all focused into a sphere-sized package. Once this is done, Persephone crushes the sphere in her hand, causing the immense amounts of magical energies and elemental energies compressed into the orb to be unleashed at full power; these elemental energies and energies expand at high speeds while enveloping the vicinity in an instant in a coloured light which varies from wielder to wielder. These lights possess such an intensity that they are referred to as a "a merciless light that rejects the presence of any foes"; burning enemies completely and utterly- against demons, Law EX is capable of killing most weaker ones just via contact- it can also free humans from possession by demons. As a drawback, the Law EX given out to the public is relatively weaker as compared to the normal Law and its two iterations, and presumably costs more magical power. Law EX, like the original Law spell, only destroys anything that the caster considers evil and saves all that the caster considers good, being referred to as the "Absolute Judgment" magic- this, along with the fact that Law EX is capable of being utilized with almost any elemental magic, is how there's multiple versions.
 * Experimental Mass-Production Forbidden Spell Sixty-Sixth Gamma Rank: EX (実験量産禁呪文・六十六Γ段・, Jikken Ryōsan Kinjumon Rokujūroku Ganma-dan Fearī Sufia Ekkusu lit. Fairy's Globe Revised): The Experimental Mass-Production Forbidden Spell Sixty-Sixth Gamma Rank: Fairy Sphere EX is, well, as the name would indicate- it is one of the few attempts to mass produce the spell known as , which has overwhelming power, but has many risks. So far, every attempt until now has been a complete and utter failure- many lives lost with little to no advancement in refining this incredible magic for general use- it was said that it would be completely impossible to perfectly duplicate this member of the Great Magics of a guild; however, Persephone squashed such claims. This version of Fairy Sphere was reverse-engineered by finding the grave of a certain friendship-obsessed guild master upon the destroyed island, studying the ancient inscriptions upon the gravestone and dedicating many years to replicating the effect of holy barrier. While referred to as a "non-Fairy Tail member version of Fairy Sphere"; it would be wiser to call Fairy Sphere EX "Defenser, only strengthened to the utmost limit in order to cover the user and their allies". Indeed, when initiating Fairy Sphere EX, Persephone releases her magical energy outwards, utilizing Shape Transformation in order to mold her energy into the form of a hexagonal structure that surrounds her—before her magical energy reacts with the ambient eternano saturated within the environment, solidifying the structure, causing it to take the form of a hexagonal barrier that surrounds Persephone's body which acts as a shield in order to defend against the attacks of the enemy.- however, for Fairy Sphere EX, further powering this barrier is Persephone's own feelings (the feelings of others optional), which are converted into magical power in order to strengthen the barrier beyond one's wildest dreams. The barrier erected around Persephone and her allies (once again, optional) now takes the form of a sphere of varying colours with a mark and a stylized pair of wings emblazoned upon it. The barrier does not function only on a sole individual, rather by using Persephone as a base, the barrier effect extends around the vicinity. The range of Fairy Sphere EX is dependent upon the reach of the magic produced by Persephone and any enemies within that range will suffer an alteration that weakens the power of their magics. However, because the barrier is created through magical energies, a weak point is created as Fairy Sphere EX's defensive power is reduced the further one gets from Persephone. But even though this effect decays over distance, even at the very edge of its range it will not completely disappear, so from a tactical standpoint it is possible to safely position auxiliary support. Fairy Sphere EX, like the original, protects Persephone (and her allies) from any evil; serving as an absolute defense spell which can even defend against time by acting as a stasis chamber, a place in which time stops, thus everyone within the sphere is stuck in a frozen state in which they don't age.

MASTER OF MAGNET
Magnetism Magic (磁気魔法, Jiki Mahō): Magnetism Magic is a Caster Magic that enables the user to manipulate magnetic fields; and indirectly through them control anything that is affected/connected/by/to them.

Description
When initiating Magnetism Magic, the user focuses their magical energy outwards; this is signified by violet sparks being emitted from the user's 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, the user is capable of generating, controlling and manipulating magnetism in all its forms, effectively allowing the user of this magic to become an electromagnet; because of this, the user of Magnetism Magic 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 Magnetism Magic, the user can manipulate scores of metallic objects simultaneously and accelerate them to high velocities; once the user comes into contact with a magnetic object, they can remotely move it in any way that they wish.

Magnetism Magic is one of the most versatile forms of magics around; as the user can generate, control and manipulate magnetism in all its forms, 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. A user of Magnetism Magic 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 they will and indirectly use them to manipulate other things. Effectively, this grants the user a wide amount of options to choose from, though very few users manage to gain full dominance over every sort of magnetism out there. Once the user has gained enough skill in utilizing this magic, they are capable of manipulating normally non-magnetic metals, such as Aluminum.

Magnetism Magic 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 the user is rendered moot. Adding onto this, the user of Magnetism Magic has a certain dominance over any sort of metallic-based weaponry and defenses, as, with a single hand movement, they can simply tear them off of the enemy's figure with the opponent being incapable of any sort of resistance. Naturally, the user, with their magic, is capable of repelling metallic objects away from themselves, such as reflecting a bullet back towards its shooter. They can also draw metallic objects towards themselves and form them into objects, their most frequent use of this being to form a giant arm made of hundreds of metallic weapons and objects and connecting it to their right hand; though Magnetism Magic 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.

A stronger application of Magnetism Magic is Electromagnetism, which is only achieved if the user masters their magic and only utilizes Magnetism Magic. With the Electromagnetism ability, the user create, shape and manipulate electromagnetism which, with the exception of gravitation, 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. Electromagnetism takes Magnetism Magic's versatility even further, being capable of inducing electrocution, heat generation, computer and mind hacking, and electrolysis alongside those mentioned above; however, it is said that only one out of every million Magnetism Magic users are capable unlocking this second stage. The main weakness of magic is its dependence from the surrounding environment, which must contain metal in order for the magic's powers to be used.

This magic is used by Ezekiel Sylvester, who is a rather talented user of Magnetism Magic, capable of using the power of magnetism in order to manipulate ferrous materials in any that he deems fitting- while he only has two spells, both of them are exceptionally variable and have hundreds of possible results of casting them in the heat of battle, making his move-set unpredictable but simple- indeed, more often than not, Scrap Fist and Junk Splash are the only spells that Ezekiel needs to use to overcome a good number of his opponents. One of Ezekiel's most used methods of this magic involves him focusing magnetic waves upon parts of his body where an enemy's attack would likely land; and as such, when the enemy's attack is about to connect with his body, he initiates Magnetism Magic in order to induce very subtle changes of movement for his own weapons and at times his opponents in order to deflect attacks and to affect the course of a battle, creating the illusion that he is completely and utterly invincible. Because of its discreet nature, this power has never been referred to by Ezekiel, whom attempts to keep the spell under wraps at all times, as more often than not, it serves as his trump card when applied in a subtle manner.

Spells

 * Scrap Fist (, Sukurappu Fisuto lit. Scrap Iron Giant's Fist): Scrap Fist is Ezekiel Sylvester's signature Magnetism Magic spell- effectively, it is a gigantic fist forged from countless metallic items gathered through magnetism. Scrap Fist is the spell which caused Ezekiel Sylvester to gain his nickname as Scrap-Iron Ezekiel (くず鉄のエゼキエル, Kuzutetsu no Ezekieru); it is extremely powerful and variable in its construction methods. In any case, when initiating Scrap Fist, Ezekiel focuses his magical energy outwards; this is signified by violet sparks being emitted from his 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, instilling a positive charge within one of his arms which enables him to draw metallic objects towards him and form them into a giant arm made of hundreds of metallic weapons and objects and connecting it to one of his arms- effectively, this gives off the appearance of a makeshift gauntlet of sorts. The Scrap Fist can be formed out of almost anything as long as it has sufficient traces of metal within its composition, enabling Ezekiel to attack in almost any method that he deems fitting- a common method of activation is to use Magnetism Magic in order to draw the enemy's weaponry (unless enchanted) towards him, ripping their armaments from their body in the blink of an eye before effectively turning their offenses against them as part of Ezekiel's main spell. Despite its normally gigantic formation, Ezekiel is capable of attacking with the ferrous arm with the speed of a bullet, swinging it around, punching forward, and generally hammering away at anyone and everything as if he did not possess this gigantic attachment in the first place. Indeed, this arm of ferrous materials is extraordinarily powerful, displaying strength that greatly contrasts Ezekiel's half-pint appearance, as the sheer force that Ezekiel releases with every attack made with Scrap Fist active is more than enough to send the foe not just across the room or even across the yard — across town- the power contained within this crude prosthetic can tear through other metals, indeed, Scrap Fist can also absorb any metal that it comes into contact with into its structure in order to render metallic defenses null and void while also making the composition even stronger, and it can smash a hole in a reinforced castle wall with a single blow, sending a powerful shockwave across the area as it strikes that not even an opponent using High Speed is able to land their strike before Ezekiel throws the punch. The metallic arm is also durable enough to function as a large makeshift shield to protect Ezekiel and his allies from countless attacks- due to magnetism; it can absorb lightning-element spells of any kind by drawing them in like a lightning rod before returning them to the sender. Because of all these properties, Scrap Fist is known to be an exceptionally powerful yet simple spell.
 * Junk Splash (, Janku Supurasshu lit. Scrap-Iron Repulsion Scattershot): Junk Splash is Ezekiel Sylvester's second Magnetism Magic spell, and of course, the last of his two spells. Junk Splash revolves around the use of the repulsion properties of magnetism in order to return an attack back to sender. When performing Junk Splash, Ezekiel focuses his magical energy outwards; this is signified by violet sparks being emitted from his 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. While projectile-based attacks are heading straight towards him a mile a minute, Ezekiel instills a negative charge into his very being, and the moment before contact with his body, Ezekiel's magnetism mastery kicks in, manipulating a repulsion force in order to put the metallic attacks launched towards him under his control, granting him the ability to do with the projectiles fired at him whatever that he sees fit; more often than not, the primary usage of Junk Splash is to repel the metallic material in his vicinity in a chosen direction with incredible speed and force, effectively functioning as a makeshift catapult- once stopped by the repelling power, he can launch the affected ferrous projectiles away from him in countless directions in a blast akin to a shotgun. By focusing his magical energy even further, Ezekiel is capable of displaying further repellant powers, revealing Junk Splash's true nature as an absolute defense that can redirect quite a few spells launched towards him, regardless of their size, nature, power, and mass.

=Photon DS=

Photon Dragon Slayer Magic (光子の滅竜魔法, Kōshi no Metsuryū Mahō) is a Caster Magic, Lost Magic, obviously a Slayer Magic, and last, but not least, a Dragon Slayer Magic which revolves around the element of photonic energy. It can be considered the primeval version of an existence such as White Dragon Slayer Magic, being the precursor to all light-based Slayer Magics, remaining unsurpassed throughout the ages.

Description
A Dragon is known to be the embodiment of ultimate power- and as such, they are revered and feared by all who know of their existence. More importantly, as "ultimate power made physical", they would need an "ultimate magic" to suit their very nature as power manifested in the mortal plane of existence; something that would be far above most magicians in the era that they made their mark on mankind. They could be thought of as "Elemental Magic made manifest", though while a personification of the strongest power imaginable; the chains known as a "mortal body" do not hinder their performance in battle in the slightest. In the case of Bahamut's Photon Dragon Slayer Magic, the Limitless Light Dragon takes blatant advantage of the fact that his mortality and physical form enables him to utilize his unique draconic Magic Origin alongside the perks that his biology normally gives him; his biological structure has been perfectly attuned to how his Factor of the Dragon functions; more specifically, since with every breath, Bahamut generates energy independent from his body; which, through application of magical manipulation, grants him the ability to reinforce the sheer power of his own body with his signature element- in regards to Bahamut, the dragon activates his magic by taking the 'magic = feelings' concept to the fullest—by fuelling his magic with positive feelings, Bahamut is capable of initiating the usual fusion of eternano and magical power, only manifesting magical power in a light and benevolent nature; drawing from the inner feelings of the humanity to purify the world off all its evils and mistakes, like a beacon of hope.

Effectively, this grants the Limitless Light Dragon the ability to manipulate, modify, consume, and generate from his body photonic energy to their fullest extent- he has absolute dominance over anything considered a "light" and everything related to and dwelling within it. As a result of the magic's mechanics, Bahamut can transform his body with features of light, utilizing both offensive and defensive styles, resulting in lungs capable of spewing photonic energy, scales that grant protection against light, and nails covered in light; effectively giving him the ability to use photons in any manner that he wishes alongside his body in combat, transforming his very form into a make-shift weapon unique to himself, thus greatly increasing the damage of his blows in all ranges- though close-combat is where the Dragon Slayer Magic usually shines, as the magic massively bolsters the power of his unarmed blows, empowering his physical attacks with wakes of destructive light which wreak havoc on anything and everything that they come into contact with. Light can also be employed in other ways, with Bahamut being capable of emitting it in vast amounts, enough to cover a wide area, and of shaping it into various forms.

Bahamut possesses great versatility in regards to the usage of this magic; even creating illusions and potent rocket bursts of light with relative ease. When used for offense, the Magic can take the form of a sphere-like object that can be ejected at the opponent or as a beam that can be blasted. Light can also be emitted from Bahamut's body; depending on the brightness or heat that the light emits, it can be capable enough to blind an enemy or cause the surroundings to explode; and it can also be manifested for multiple usage in defense. Bahamut has demonstrated the ability to condense his light, enabling his light to cut clean through various objects. When formed into spheres of light, the light serves to be rather concussive, able to firmly pulverize objects, such as stone. Bahamut is able to generate powerful shields of swirling light which could withstand the full force of four simultaneous elemental attacks. He is even able to charge up their light before releasing it. Photon Dragon Slayer Magic, as the primeval form of light-based Slayer Magic, also has the ability to produce a greater amount of light than any other light magician to exist without tiring, and Bahamut has shown to be able to maintain successive assaults for long durations of time.

To get onto the differences between Photon Dragon Slayer Magic, White Dragon Slayer Magic, Light Dragon Slayer Magic, and god-knows-what else, Photon Dragon Slayer Magic is noted to be the very first form of light-based Slayer Magic, and the stone from which countless others were hewn. While this would indicate that Photon Dragon Slayer Magic has the ability to perform all of the powers often associated with later iterations of light-based Slayer Magics, the truth couldn't be further from such a preposterous assumption- Photon Dragon Slayer Magic is an absolute; in the early days, humanity and other races worshipped dragonkind and the gods, fearing divine retribution if they were to act out of line and cause chaos. This terror stemmed from a concept known as the "Light of Judgment" (裁きの光, Sabaki no Hikari), a destructive ray of holy energy that descended upon those with wicked hearts, cleansing all in its wake. People lived in fear of this holy light shining down upon them and destroying everything, leaving naught but tears and regret, so they acted humanely as an attempt to stay in the 'good books' of what lived above in the starry heavens. This formed the crux of humanity's worship of what they saw as deities- an unhealthy relationship born from terror and anxiety.

That which was referred to as the "Light of Judgment" was simply an extremely high-tier Light Magic, a magic capable of unleashing unending amounts of photonic energy that could raze everything that it came into contact with to the ground. Only a few beings were capable of producing such a high-quality light, with one of them being the Limitless Light Dragon, Bahamut, of course. As soon as humanity learnt of the fact that this ray of divine retribution wasn't karma coming back to bite them rather spectacularly most of the time, but rather a magical power produced by exceptionally powerful beings, the fear subsided ever-so-slightly- though it never truly went away. Of course, the fear of the unknown was something that everyone, humanoid or not, was something they held close to their hearts- the fact that rays of pure destruction raided down from the heavens at random intervals was pants-shittingly scary, mind you. Even so, the photonic energy known as the "Light of Judgment", in the hands of Bahamut, is the crux of his Dragon Slayer Magic.

Photon Dragon Slayer Magic completely blows all other forms of light-manipulating magics, no matter their status (whether they're Lost Magic or Slayer Magic) out of the water, possessing an intensity unmatched and unrivalled by anyone or anything; it can be said that even in the New Era and the fears of such unfathomable lights having been quashed as humanity has finally moved out of its divine obsession phase, there has never been anything like Photon Dragon Slayer Magic, both before and since. The sheer intensity and output released by each and every attack of Photon Dragon Slayer Magic is more than enough to raze straight through any and every defense- it can be said that a spell such as  would not remain unscathed through direct contact with photonic rays released by Bahamut. Indeed, the light unleashed with this magic can burn straight through all forms of magic-based defenses and other alloy-based structures, no matter the composition- upon contact with an opposing source of light, the photons released by this iteration of Dragon Slayer Magic devour them and use the miniscule amounts of energy (in comparison) in order to empower the speed and strength of the ongoing attack.

Photon Dragon Slayer Magic can be said to be an embodiment of the concept of destruction itself, bringing mass devastation to anything that the photonic rays released by the magic comes into contact with without fail. The photons unleashed by this magic seem to have transcendent priority, constantly smashing through any other spell that would hope to put a stop to its movements- busting through everything and anything in its way, ripping through any chances of defense like wet rice paper, the light of this magic is truly an embodiment of "divine retribution", a single strike will land without fail and vaporize anything in its way in a split second; its basic hyperresonance attack can be considered equally powerful as the Magic Council's secret weapon, Etherion, if not even more-so. Because of the power displayed by each and every aspect of Photon Dragon Slayer Magic, it can be inferred that it easily one of the strongest iterations of Dragon Slayer Magic to have ever existed- however, this was also a double-edged sword, and Bahamut never taught anyone his personal Dragon Slayer Magic.

As with most Slayer Magics, Photon Dragon Slayer Magic has virtually unlimited customization options in regards to the light formed through simple magical manipulation- the colour, properties (not limited to but including heat, smell, and taste), and "feel" is capable of being modified to the user's liking for countless different effects and powers, more often than not being attuned to their own personality and ambitions; their "type" can be changed at will, and they can even be given a material consistency. In its normal state, Photon Dragon Slayer Magic seems to have a "piercing" effect to it, seemingly causing armour-ignoring damage alongside the user's burning ambition given a corporal form in their element. Not only this, Bahamut has such mastery over the element of light that he is capable of utilizing it in any way he wishes, whether for offensive, defensive, evasive, or supplementary techniques- as long as he can imagine it being doable, then the sky is the limit, more or less.

In addition, Bahamut can consume external sources of light to restore his body to a healthy state and regain his reserves of strength, something that also makes him immune to all types of light, due to his capability of nullifying light-based attacks by sucking them in and eating them; the consumed light also seems to possess a different "taste" according to its "quality". However, Bahamut can't eat his own light, or imbued with light by himself, to reinvigorate himself. Like all light-based magics, Bahamut can run his light in an area's surface, to obtain information of past events, like a powerful form of psychometry. Bahamut is also able to do planned travel at a speed nearing the speed of light and is able to reflect himself to any desired location. Due to their mastery of this magic, Bahamut is possibly the fastest person in the world, as nothing is faster than the speed of light. Lastly, when using his emotions in battle, this results in a massive increase the overall power of his spells.

Supplementary Abilities

 * Photonize (, Fotonaizu lit. Light Particle Shifting): Photonize is the greatest asset of Photon Dragon Slayer Magic; it is the ability to turn anything that the user of the magic touches into photons and then utilize that light in any way that they deem suitable. To go into further detail, Photonize is described as the proof of "light's supremacy"; a holy power without any equal that places all of existence under the user's thrall. It is a supplementary ability that a user of Photon Dragon Slayer Magic can activate at any time- while it isn't constantly engaged due to the sheer danger it would pose to the fabric of reality,

Basic Spells

 * Shockwave Pulsar (, Shokkuuēbu Parusā lit. Photon Dragon's Roar): Shockwave Pulsar is the hyperresonance ability of a dragon, attuned to the element of light- as such, it works best with Photon Dragon Slayer Magic. When performing Shockwave Pulsar, Bahamut utilizes his enhanced lung capacity in order to gather and condense ambient eternano from within the atmosphere and store it momentarily within his mouth- from here, Bahamut attunes the eternano gathered by merging them with his energy in order to induce the usual fusion to being power into the current realm; this results in the Limitless Light Dragon taking the 'magic = feelings' concept to the fullest—by fuelling his magic with positive feelings, Bahamut is capable of initiating the usual fusion of eternano and magical power, only manifesting magical power in a light and benevolent nature; he draws more and more light into his massive jaws from which no flying, talking cats have ever seen the light of day until he has gathered enough to the point that just by propelling it outwards, he could cause a bombardment of radiance that covers an entire continent. Once this is done, in order to unleash the magical energy, Bahamut utilizes the Dragon Cords (竜帯, Ryūtai), a dragon's equivalent of vocal cords which produce a louder and harsher sound while amplifying anything emitted from his mouth tremendously, resulting in a massive blast of energy spewing forth from his mouth towards the target; in the case of Shockwave Pulsar, which, of course, as both of its names would suggest, is based around light, this has the effect of unleashing a truly enormous ray of light which can be considered more like a breath that releases a gigantic laser than anything else. This laser barrels down and pierces through the opponent at light-speeds while cutting a path of flame through the ground; Bahamut is able to fire the attack very quickly, while maintaining precise aim- due to lasers moving at light-speed, it can be inferred that Shockwave Pulsar both starts and ends in a split second. The whiplash of the attack can be quite huge, usually blowing apart anything behind Bahamut at the time of attack. The beam is 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. The moment that Shockwave Pulsar impacts upon the foe's body, it explodes violently, releasing an immense amount of light bright enough to blind the foe, illuminate the vicinity to the point that it can turn night to day, clearing the murky skies and ushering in azure instantly. A fully charged Shockwave Pulsar can fill an entire valley with the explosion as well as plow through a multiple layered barrier such as Defenser MAX, while creating an explosion that is far larger than a tower and the mountains around it, as well as equal that of a nuclear bomb. The power of this technique creates a one hundred and fifty meter diameter of extremely high heated energy, and also an electromagnetic field effect- akin to a nuclear explosion. This attack creates an enormous explosion upon contact and leaves a huge mushroom cloud; similar a nuclear bomb; this effect spreads out to a fan-shaped area; indeed, the immense damage dealt by this spell is more than enough to take out an entire army of foes, no matter any precautions taken beforehand. Shockwave Pulsar has a variant known as Shockwave Pular - Serialshot (, Shokkuuēbu Parusā - Shiriarushotto lit. Photon Dragon's Roar - Repeated Attacks), where multiple blasts of photonic energy are launched towards the target one after the other, with only a split second separating the release of each roar.
 * Reaction Force (, Riakushon Fōsu lit. In the Moment Where a Dragon's Wings Flap)