Persephone Tray

"You know what I should fuckin do? I should go and colonize my own fuckin island, away from this political bullshit so I don't hafta give a fuck about it. Fuck worrying about all this shit, it's pissed me off ever since I had to think about it carefully."

- Persephone on politics, as eloquent as ever.

Persephone Tray (ペルセポネ・トレイ, Perusepone Torei, Misfortunate Underworld Goddess), more often than not referred to as Per (ペル, Peru) is one of the most powerful magicians to ever lived; though a complete mystery to most the world, being world famous, though she's certainly good at avoiding the spotlight. While it's really unknown how old she truly is, the fact that Persephone has had a pivotal role in advancing magic cannot be denied. Soon after learning about her talent in magic and eventually using her overwhelming powers in order to prevent a replica of the moon from falling upon Earth Land, Persephone distanced herself from society and lived as a hermit in what's often referred to as the middle of nowhere, hoping that people would leave her alone due to the fact that she was pursued by countless organizations who sought her power and knowledge.

Persephone is referred to as is referred to as the Magnus Magus (, Magunasu Meigasu lit. The Strongest Magician in the Universe; Latin for "Ultimate Wizard"), a step above the title of The Archmage (, Za Āchimeiji lit. The Strongest Magician in the World); a magician who has completely mastered magic, being in-tune with all things supernatural; she can manipulate anything in the world without any exception through magic, transcending anything referred to as a "magician" or "mage" into something else entirely; a user of magic without equal, whose strength surpasses any race or any other sort of power. The Magnus Magus is a title granted to a magician who has greater skill than all others and commands a major portion of the ambient mystical energy that saturates the world than any other magician in the dimension - in this case, Persephone is the Magnus Magus of Earth Land, and she can be said to be a "magician without equal"; her power is the point far beyond where normal magicians would hit a brick wall be unable to continue- meanwhile, Persephone will keep on advancing until she ascends into a higher existence, becoming "magic itself" - thanks to her power as the Magnus Magus, Persephone can travel to alternate realities.

However, some hundred years after first unleashing Apocalypse Breaker, Persephone attempted to do the impossible and focus on an aspect of the arcane that nobody ever before –or since, for that matter- the power over time which would make her nigh-invincible, while enabling her to move through the ages like walking to her kitchen. During one of her various attempts at mastering the continuum of time and space, her existence began to crumble as the magical particles that focused around her body started to desynchronize from the flow of time and space itself. As she vanished and reappeared infrequently, Persephone decided that despite her attitude problems, maybe now was a good time to pass down all she knew onto a willing student before she was lost forever.

Appearance
Persephone is an odd pretty lady with an enigmatic and ephemeral air about her, described as by those around her, especially those of the opposite sex. This is especially shown in the way she presents herself, going from her oddly colour-coordinated clothing to her two-toned hair; she is a petite young woman who seems to be in her late teens/early twenties, though truthfully, her age is incredibly difficult to properly determine, even by those who have known her from the very beginning. Despite her upbringing and the magic that she uses in battle, she is described as a maiden with a fair skin tone, being peachy-white in colouration. She has an long, unruly mop of stark-white hair that is cut like it's a bother and just left without any tending to, though its most notable feature is how her bangs are parted in the middle to slightly expose her forehead, as two long clumps trail downwards to frame her youthful face; the rest of her hair is left to drape her back, commonly braided in a distinct French style and accompanied by a white flower. There is a trio of bundles of blue hair exposed in the very middle of her forehead, with the longest extending down to reach her nose. Lastly, she has a slim forelock of hair which extends upwards at the very top of her head, as it curls backwards slightly.

She has icy-blue eyes, which many note that has a certain amount of intensity to them, enough to mesmerize yet frighten anyone who dare looks into them or is the target of its gaze. She's known to be a C-Cup. However, her exact measurements are currently unknown. In terms of attire, Persephone dresses rather extravagantly, but at the same time, she is also fairly lightly-clothed. Persephone wears a black-and-white top that is cut at the chest area, exposing her cleavage. The things keeping this article up are two sets of black straps which extend over her shoulders. On the right-hand-side, the sleeve is cut off, exposing Persephone's bare arm in its entirety. However, on the left, the sleeve remains, and it is rather gothic in fashion—somewhat oversized, the sleeve has black frills surrounding it. For lower attire, Persephone wears straight-legged pants that are somewhat poofy and do not cling onto her body in the slightest—at the very top of the pants is an extravagant garter-looking object with two belts attached, worn over her pants. The pants are not long at all—rather, they have been cut off from the knee downwards. Attached to the garter is an aquamarine half-cape that extends downwards; located at the back. For jewelry and other objects, Persephone wears a golden bangle on her right wrist, and a golden anklet on her right arm. In addition, she wears a mysterious necklace, completing her odd ensemble.

Personality and Traits
Persephone is a rather relaxed and casual young woman, who has the habit of rarely taking anything fairly seriously. She is generally disinterested in the affairs of the world around her; focusing on nothing more than her improving magics. While generally quite friendly and kind, Persephone isn't particularly emotive, being rather quiet, though people who are close enough to her know that this is merely a miscommunication; as she is actually a caring person, though. However, despite this, in a proper conversation, she is unable to look those she has grown attached to in the eye; while it could be said that she's fairly shy, it would be more correct to simply refer to not being a big fan of talking to people she's not familiar with for long periods of time; while she often feels uncomfortable talking with people, she won't go out of her way to avoid conversation or act rude to somebody unless they go after her specifically. In conversation, on the rare times that she participates in it, Persephone has extreme difficulty reading the atmosphere in situations and usually just speaks out what comes to mind in her usual deadpan tone, sometimes making others surprised at her actions.

Truth be told, Persephone has trouble socializing with others; though this is less caused by any sort of upbringing or so-called "tragic past" but rather because somewhat embarrassingly, Persephone has trouble pronouncing names correctly and claims to only be capable of remembering twenty at a time, instead resorting to nicknames. Persephone often misinterprets what others say and takes some things literally; this usually results in others becoming briefly alienated and Persephone feeling ashamed for her horrible social skills, which she constantly attempts to improve; less because she wants to feel "normal" but because she doesn't freaking people out. She is also able to forgive easily; and she generally attempts to keep her cool under most circumstances and no matter what her enemies ever do to her, she can sometimes come up with a retort to it of questionable quality. Despite her laziness, Persephone is fond of nature—she loves each and every aspect of it, even the "nastier" parts of nature such as the more ferocious animals. She is a proud 'tamer' of animals—she's capable of getting even the biggest of creatures to act like a docile puppy.

During battle, Persephone is prone to eccentrics like posing, pre-battle speeches and calling her attack names as loud as she can. Persephone is noted to be fairly lazy regarding matters that don't involve her magic—often being a ridiculous procrastinator, if somebody says "do this in a week" she will subconsciously interpret it as "do it in six months", and then ignore any attempts to correct this. She tends to distract herself while undertaking a task by playing video games, watching television, interacting with animals, and doing her own things. Indeed, during her brief phase where she was going to take being a magician seriously after learning of her incredible potential, Persephone undertook a job; however, normally two hours after getting down to business, she'd go home out of boredom, and come back a few days later—though, the efficiency and skill level in which she accomplished her task was impeccable. Because of this, many are particularly reluctant to hire her—not only is she unpredictable with accepting jobs, but she is extremely lax about performing her tasks as well.

Generally, because of her expertise in regards to magic, Persephone is known to be rather full of herself; often referring to herself as a genius in a half-sarcastic tone, making it impossible to know if she's serious or not- to be fair, Persephone did revolutionize magic several times over and make magic itself easier to understand for everyone; due to her immense intelligence which is at the top of the world, Persephone can work at a very fast rate, such as adjusting Wire Magic into Etherlite in less than a minute and declaring that she can finish configuring Etherlite to make it Lost Magic-tier in just seven minutes. She tends to get annoyed when people go against her rulings on magic or saying that her theories are "wrong"; to this end, she had threatened the Magic Council, personally insulted the notion of Ten Wizard Saints, and destroyed a Legal Guild for dismissing her advice. While Persephone is arrogant, it's only in regards to magic; otherwise she's quite humble- the reason for this is because Persephone is exceptionally good at magic, and is proud of her work. While Persephone is generally against teaching people, if people do something for her, she is known to give these people some rare magic, regardless of their pasts.

If bothered enough, Persephone will take upon pupils, but as her teaching methods, while comprehensive, frequently traumatizes or cripples the most promising of students, meaning that this is a rare occurrence- those who accept her apprenticeship out of greed for the fame, glory, and prestige of being her pupil are the only ones who crack under her arduous training, but those who simply desire to learn from her because she is a skilled magician turn out to be some of the greatest magicians of any era. Persephone does not really think when naming the countless magics and spells she creates- originally, she'd given her Destruction Magic spells some corny-sounding names such as "Ether Demolition" and "Apocalypse Breaker"- though she was embarrassed later on since she was simply excited due to finally completing the formulas needed for the magic to function. Generally, Persephone calls her numerous inventions by what they do, instead of any artistic sense; she doesn't care about aesthetics, like giving a good name for her world-breaking spells, so long as the product of her efforts works well.

However, she also has a rather apathetic side; Persephone has little to no interest in the world of magic; seeing it as "even less than nothing". She displays apathy to the likes of the Magic Council, Guilds, and Magic Races that she hasn't read about in books. Of note, she hates the flying, talking cats the most—whenever she sees one, even if it is accompanied by a Dragon Slayer, she will go out of her way to murder it for absolutely no reason; and considering that she can easily beat down most magicians with a single spell, she will succeed most of the time. For her disgust towards modern magicians, she prefers to keep to herself and simply train in order to improve more and more, out of sight, out of mind. However, at the same time, she sees the Hundred Wing guild as something different—more like "proper magicians"; though, this is because her family line has been close friends with the Guild Masters of that guild for hundreds of years; for this reason, Persephone is generally called in to train magicians of Hundred Wing; though she's always reluctant to do so.

Persephone has the tendency to see newer material in a medium (be it music, film, animation, or comic books) as inferior to the older classics that she knew in her youth. She generally ignores new material of her favourite multimedia series, "Dragon Adventures" (竜の冒険, Ryū no Bōken) in favour of the specials that other writers had created for the cartoon that she used to watch when she was in her single digit years. The same goes for her view of the world—most of the current magicians, are "crap", and the magicians of her youth were "awesome". In addition, she preferred it when Lost Magic weren't known by "everyone and their goddamn mother". While she has admitted that her nostalgia is a flaw, it won't stop her from acting like so. It is said that she had sought and acquired the secret to immortality in order to let her do as she pleases and take her time with everything while also letting her create magic as much as she wants for all of eternity- never aging as people around her died never seemed to bother her too much (though she would still be sad for a few hours), as being slightly nihilistic, Persephone sees no real grand meaning in life, just preferring to go about her life and do what she always did. Persephone has the habit of making top-tier puns; puns so amazing that they can end world wars.

History
Truth be told; not much is known about Persephone's history, other than the fact that it wasn't "ultra tragic" like many, many people's pasts for some godforsaken reason. Persephone was born in Mistral; she was the product of a mixed marriage, but despite this, she tended to simply keep to herself, have a few close friends, and she watched the cartoon known as "Dragon Adventures", prompting her to gain an interest in powers; upon discovering her magical potential, Persephone was brought by her parents to countless tutors, all of whom didn't manage to get through to her- instead, Persephone didn't initially work through exposition, by watching something being cast a few time, she was capable of replicating it and expanding it, and preferred teaching herself by watching cartoons and reading comic books; she was always interested in magic and its foundations, but hated reading about it from guidebooks, so she made her own theories. Persephone's early life in Mistral was a struggle, as cruel children teased her for her only half-Mistral heritage, leading her to use her magic to beat said kids up.

As time went by, Persephone's skill with magic increased to the point that she had revolutionized the art of the arcane, allowing such drastic advancements to the point that magic was now neatly quantized and given categories beyond "Caster, Holder, and Lost", whereas spells now had categories and she had discovered new ways to utilize Magic Seals and word souls. While she did distribute some knowledge mainly due to her having a minor case of OCD, she mainly kept her personal magics to herself; even when she displayed her wondrous arcane talent in public, she refused to give away the secrets of her magics- not only that, unless under very specific circumstances, Persephone never took upon pupils, and even then, she simply helped them expand upon their own magics instead of teaching them her magics.

Not wanting to deal with overzealous fans and authority figures, Persephone bought a cottage in the middle of nowhere and isolated herself away so she wouldn't have to talk to too many people. Around sometime later, she achieved the secret to immortality, and later stopped a gigantic black demon from dropping a mirror image of the moon on Earth Land by creating a Magic Seal powered from magical energy siphoned from all the other dimensions in order to use as fuel for a limitlessly powerful spell akin to a nuclear warhead known as Apocalypse Breaker to stop the replica of the moon and destroy both it and the demon. While she did technically succeed, debris from the moon replica landed everywhere across the world, though Persephone was more disappointed that this meant people would look for her even more now than out of any other concerns.

Equipment
Magic Staff (, Majikku Sutaffu lit. Spell Augmenting Magical Rod): A Magic Staff is a more "traditional" form of magical weaponry, having been utilized by ancient-era magicians even before the time of the Black Wizard. However, with the discovery of magic being less a force that magicians can channel with the help of their weaponry as a "terminal" and more a unique particle that can be utilized through a special organ in the magician's body and from there divided into several categories, Magic Staves soon fell out of favour with the general populace; though a few die-hard "old-style" magician remain, even in the present time. Magic Staves, like all ancient magic weapons are a category of weaponry referred to as "magical energy-driven weaponry" (魔力駆動兵器, Maryoku Kudō Heiki); as old-style magicians would utilize them as a medium from which to channel the ambient eternano saturated within the environment, with the staff stabilizing these energies so that the mage is capable of casting powerful spells without any risk of backlash.

Magic Staves, in order to be harnessed to their full potential, require a very close interoperation between the mage's brain and the staff, as both have to be attuned to each other upon the staff's first activation and regularly recalibrated to ensure optimal performance as the mage becomes stronger and stronger- these tests are done via synchronizing the "Magistone" (魔石, Maseki), a primitive form of Lacrima attached to the Magic Staff and the mage's Magic Origin so that the Magic Staff knows the upper limit of absorption of the mage's Magic Origin and thus can filter anything which is above it outwards in order to ensure constant safety yet still retains incredible power as the Magic Staff directly strengthens and accelerates the mage's magic output due to the Magistone draws in eternano faster than a magician could do so normally. In essence, the Magic Staves served as "computers" that could take over tasks that the human brain cannot handle efficiently enough, such as recording and reproducing the spells that the mage has cast- they can generate magic for a variety of purposes.

Interestingly, at the "beginning of magic", soon after humanity discovered the arcane, Magic Staves could only be utilized to harness a form of Magic Seal-based combat, as spells of all shapes and sizes were accompanied by Magic Seals (魔法陣, Mahōjin), which were visible manifestation of eternano being collected by a mage when casting a spell- effectively limiting a mage to being capable of forming their Magic Seals in the atmosphere, enabling them to induce a wide variety of effects by utilizing their Magic Seals for all sorts of purposes such as elemental spells and other effects. Only when the discovery that magic could be split into two categories- magic generated from the body, and magic which could be generated through an item was made did mages begin to utilize more "advanced" types of magic and Magic Staves fell out of favour for a large percent of those capable of utilizing it; citing "unnecessary complication" and "impracticality" as a common reason why they switched to the far simpler magic-based martial arts which was near ubiquitous from that point onward.

Like many other types of Magic Items, Magic Staves come in many shapes and sizes- it is said that there are very few "unique" Magic Staves, as they are mass-produced by various corporations and distributed en-masse to the general magic-utilizing populace. Generally, a magic staff's critical-hit-ratio, power, and usefulness depend not only on the staff itself, but it also depends on magician using it. Generally, a Magic Stave is made out of an eternano-reinforced wood which makes it exceptionally durable, being incapable of snapped in half purely by accident while keeping it sturdy enough to ensure that it can handle the backlash of casting powerful spells without any rest while also absorbing copious amounts of eternano. Unlike any other form of Magic Items, Magic Staves do not have a base hit percentage, nor can they be avoided by conventional means. While most Magic Staves are multi-use, being simply a magic-channeling weapon for the user to harness to bolster their power, some Magic Staves are produced with the intention of creating a rather specialized magical tool, some focusing on specific forms of Elemental Magic, some focusing on healing, some focusing on close-combat, and so on.

All of Persephone's staves were said to have been carved from the Yggdrasil (, Yugudorashiru lit. World Tree), a mystical and gargantuan tree which fills the sky that serves as the nexus between the various realities and dimensions – it is a near constant in every outcome of each world, always being in the same place no matter what. Serving as an anchor that ties the different realities, the health of Yggdrasil is tied to the various worlds themselves. In any case, Persephone's staves were carved from branches from the world tree, thus being imbued with its power. Each of Persephone's Magic Staves is named after a character in Watership Down, a novel published in 1972 written by Richard Adams; her main staff is known as Hazel (ヘーゼル, Hēzeru), the head of which sports a black hat with a long, curled tip and a brown, gold-buckled belt around it. The other four are called Bigwig (ビッグウィッグ, Bigguwiggu), the head of which is a green ring with a golden inner edge and five short spikes lining its outer edge, causing it to resemble a five-pointed star, Fiver (ファイバー, Faibā) the head of which has a number of long spikes and several scarlet stars on its back, creating the appearance of a meteor heating up upon entering the atmosphere; Hyzenthlay (ハイゼニスレイ, Haizenisurei) the head of which is a black meteor dotted with yellow craters; a large, jagged, yellow and orange protrusion is present on the back of the meteor, giving the impression of a meteor heating up as it enters the atmosphere, and finally, Woundwort (ウオーナドウワート, Wōundouwāto) the head of which is quite tall and sports an ornate, golden heart in its center which is flanked by two silver wings which coil around the base.

Persephone has the ability to mentally control her Magic Staves from a distance; they are more often than not floating behind her and will thrust forward as she directs them through thoughts alone before returning to their neutral positions. She can also throw them telekinetically so they land, erect and upright, far away from her, and she can later make them fly back to her, twirling rapidly like a wheel so that they hurt anyone in their way. Since Persephone's Magic Staves float behind her, constantly being suspended in the air telekinetically, when she is standing still, the position of her staves to represent folded angel wings- but when in motion, they open, as if she were flying. Each and every one of Persephone's Magic Staves commonly resemble a strange mixture between a traditional Magic Staff as seen in folklore and tabletop role-playing games, and that of a flail that is a haft with a harder sphere for a head; being a weapon which gained prominence in the Middle Ages. As such, Persephone is capable of utilizing all of her staves for both magic and attacking enemies with the miniature "mace" on the end of the weapon – however, thanks to her mastery over the arcane, this function is rarely utilized properly, only revealing itself when Persephone is in a tight situation and has to create some distance between herself and her opponent.

Each of Persephone's staves, while not specialized to any type of magic in particular, are known to have been excessively modded in order to draw out their maximum potential, making them exceptionally dangerous weapons, even against magic-driven weaponry of the current age; all of her staves are modeled after a certain other Magic Staff wielder's staves- or rather, they can be said to the original models from which the countless mass-produced versions were hewn, including said wielder's staves, which were from another world. Through minute application of the Magic Skill known as Shape Transformation, the head portion of each of her Magic Staves are capable of morphing to suit the situation at hand – signified by a current of water spiralling around the ornate heads of each staff, engulfing them in Persephone's magical energies as to drastically augment the malleability of their structure, changing their composition and form in accordance to Persephone's willpower, transforming into various implements such as miniature cannons/pistols, a battleaxe head, or even a railgun in preparation for her strongest spell; though Persephone is most competent in bōjutsu, so she rarely feels the need to, and they can be separated into three segments, as well as the ability to extend and retract in size and length in battle.
 * Nature Lacrima (, Neichā Rakurima lit. Nature Power Magic Crystal): As Persephone's Magic Staves were carved from the World Tree Yggdrasil and thus imbued with the power of nature itself, they each possess a miniature Nature Lacrima within them in various locations – no doubt their constant glow is the result of that. Lacrima is a magic crystalline substance which can be powered up with different spells and used for different purposes- the Nature Lacrima is no exception, granting Persephone's staves the ability to tap into the mighty Lost Magic known as Green Magic (緑の魔法, Midori no Mahō), a magic that involves the manipulation of nature and elements that are connected to it, such as flora and fauna. Because of the divine traces of magical energies that reside within her staves, Persephone is capable of activating the Green Magic by surging her magical energy outwards, placing ambient eternano which is saturated within the atmosphere under her thrall before utilizing nothing but mental commands in order to focus the masses of magical energy which had just formed, shooting it into the earth before the vast quantities of supernatural energies expand exponentially, seeping through the cracks in the ground while washing over the surface, granting Persephone the ability to manipulate the soil and anything related to it in any way that she wishes even without directly touching it- as long as her magical energy washes over something and it could be considered to be connected to plant life, she is capable of modifying it, even through thought alone; she can also infuse her magical energies with dead or living roots of trees, summoning secret seed saplings that quickly sprout into various wooden golems and trees that can attack the foe and aid her in battle, knocking them around with relative ease. Not only this, on a whim, Persephone is capable of launching gusts of wind that can blow opponents away or generate powerful gales from a torrent of leaves that stir up the skies; she can also use these leaves to float in the air by riding the wind. By thoughts alone, she can cause massive formations of wood to erupt from the ground to serve as adequate defenses, and launch several nuts and seeds at her enemies as projectiles that can stun her adversaries.

Granblue Code (, Guranburū Kōdo lit. Grimoire of the Azure Seas): The Granblue Code is a Code (, Kōdo lit. Grimoire) that belongs to Persephone Tray; it is a magical tome that contains all of Persephone's knowledge on sorcery and supernatural theory, and as such, it was long speculated to be nothing but a myth. The Granblue Code was originally a diary of sorts with which Persephone recorded her musings and discoveries on magic, but as she continued to learn more and more and became even stronger, the diary evolved in accordance with her knowledge and was modified using her countless breakthroughs in the path of the arcane, eventually becoming what is known as the "ultimate code" seen now. The Granblue Code physically appears as one of a kind among the other Codes in that it actually resembles a book, being a lexicon that possesses a rectangular shape, with a triangular spike on the top and bottom of the tome's spine. There's a dark green cross symbol on the spine, which is superimposed over a dark blue diamond that possesses a light blue outline – the rest of the tome is known to be the standard blue with a thin, green border. Perhaps the most noticeable feature of the Granblue Code is the fact that each cover's far edge sports a triad of large zig-zagging spikes which are a sky-blue in colour. Rather than simply functioning as grimoire of spells and curses, the book itself is a being that functions as an Eternano Reactor possessing it's own enormous eternano depths completely independent of Persephone's magical power. It can either be read from as regular grimoire, such as summoning or elemental blasts, or it can be completely commanded by Persephone, causing the pages to rapidly flip by themselves, as the Granblue Code provides the necessary incantations and its own independent power to conduct the spells inscribed within. Depending on the context in which it is used, this allows for the usage of a class of spellcasting that is far beyond regular spellcasting; a sign of the book bolstering the user's spellcasting powers. When used as a medium for Persephone's magic, her already godlike prowess and scope is amplified a hundredfold, with her prowess with water-based magics being bolstered to the point that she is now capable of putting entire oceans under her thrall and removing any limitations she may possess on her hydrokinesis, now affecting not only water, but all forms of liquid materials, casually dividing a path through the sea and form a spiralling pillar that touches the heavens, piercing the ozone layer. Not only this, the Granblue Code possesses a unique ability known as "Capacity Switcher", which enables Persephone to switch out any one of her magics that she has stored within her Magic Origin at the moment with a magic she has personally mastered and recorded within the tome through linking her magic frequency to that of the grimoire, initiating a transference that swaps the magics in an instant – it's because of this that Persephone has personally mastered thousands of fragments of the arcane with her own hands, whereas a magician could only normally hold ten-twelve magics within their Magic Origin at once. However, beyond this, as it also has Requip stored within its very existence, the Granblue Code is capable of bringing out one of Persephone's most powerful creations for all to see.
 * Magitek Armament: Summoner's Gate (, Majiteku Armamento: Samanāzu Gēto lit. Magic Conduction Vessel Personalized Treasure Tool: Space-Time Gate of Supreme Magical Authority): The Magitek Armament: Summoner's Gate is a piece of pseudo-technology that is a mixture of science and sorcery – it was developed by Persephone herself using notes that she found written by Giselle Mercury near the Magic Council during one of her interdimensional trips. The Summoner's Gate, visually, appears in the form of a round ring of a deep blue texture – the initial ring is only a few centimeters thick – with various square protrusions extending outwards on which numerous runic markings are engraved. Around the initial ring are a pair of other rings of a similar structure, only in lighter and darker colours that orbit around the initial ring in a manner not dissimilar to that of a planet. Once manifested from the Granblue Code, the Magitek Armament: Summoner's Gate floats around Persephone's body, commonly staying behind her, but in some situations the hovering arcane ring takes the position of flanking her sides, with the rings separating to perform multiple actions at once. The Magitek Armament: Summoner's Gate is a unique beast in itself in that it serves the purpose of both a weapon and a supplementary tool – as it constantly levitates, the great gate begins to convert eternano from any source, even Persephone's own magical aura, into energy by a series of formulas – however, more commonly, thanks to Persephone's Magic Skill: Eternano Haste, the Summoner's Gate simply uses the magnetic pull of Persephone's Magic Origin to gather those supernatural particles which are saturated throughout the atmosphere upon Persephone's command, absorbing the energies into its existence as the inner workings of the Summoner's Gate begin to process the stray eternano as effortlessly as gears grinding to produce an effect. The core of the Magitek item converts these particles into magical power which saturates the frame of the Summoner's Gate, allowing Persephone to use it as a focus for her immeasurable amounts of magical power that dwells within her very existence. Interestingly, while it can be used as a physical weapon, attacking with the gate itself doesn't do as much damage as weak attacks from other weapons, but it is effective for quick strikes that can create a greater distance between Persephone and her opponent. However, once the Magitek core has fully processed a certain amount of eternano into magical energy for the Summoner's Gate, the various square protrusions release pulses of magical energy similar to that of ropes which converge at a singular point – the very center of the gate; at which point, the magical energies expand in a spiralling motion, forming a near-translucent and crackling portal of light-blue magical energy within the confines of the ring. From here, the Summoner's Gate is capable of serving two different purposes, both of them intricately linked with Persephone's magical potential.
 * Summon (召喚, Shōkan): Firstly, by using the spiralling azurite rift of magical energy constricted within the Summoner's Gate, Persephone is capable of summoning various creatures to assist her in battle in various ways. When activating this function, Persephone focuses her magical energy intently as she projects the Summoner's Gate before her body, with the gate forged from the fusion of science and sorcery reacting to Persephone's commands, beginning to spin about at an ever-increasing velocity in accordance with her willpower, drawing in more and more ambient eternano particles to power this function. From here, Persephone herself envisions a proper 'guardian', with the magical energies within the gate shaping and compressing in a similar manner to that of Molding Magic to make her dreams a reality, before a creature shaped in accordance with her thoughts steps out of the gate – this magical creature takes upon a white-blue colouration and emit a soft glow, hinting at their unnatural origins. While the summon function of the Summoner's Gate focuses on magical creatures, human body parts and the like can also be formed; Persephone can also manifest full humanoid beings; Persephone herself more often than not utilizes the creations made manifest by the Summoner's Gate in order to assist her in battle, be used as diversions from all sorts of incoming blows, and last, but not least, as a means of transportation to reach heights that would normally be considered impossible or to evade an enemy's onslaught. It would theoretically cost a fair amount of magical power to maintain due to the Summoner's Gate summoning beings which more often than not requiring Persephone to direct and command them by manipulating the gate via finger/hand movements, gestures, and dancing; though after a while, these arcane guardians are capable of displaying free will and thought, making all sorts of movements on their own judgments based on the current situation, allowing them to take appropriate action in many cases – however, due to her immense magical energy, this is rarely, if ever, a major problem. With the Summoner's Gate and a good memory, Persephone has the ability to summon avatars of the foes that she has defeated, the stronger they are the better. However, it should be noted that during the process of creature summoning, Persephone is left as naught but a sitting duck if she has not prepared with barriers beforehand.
 * Teleportation (瞬間移動, Shunkan Idō): Lastly, but not least, Persephone is capable of using the spiralling portal of magical energy of the Summoner's Gate in order to travel to her location of choice in the blink of an eye. At any moment, Persephone is able to turn around and walk into the gate, which serves the purpose of a magical energy field that functions similarly to that of a translocation portal which enables Persephone to contact the fabric of space-time by stepping into it; the rifts themselves are a swirling mass of energy with a multitude of golden eyes dwelling within; Persephone can observe anything outside of the rift with these eyes. From here onward, the translocation portal acts to a gateway to any other place that she ends up in by shortening the boundary between the current location and destination, no matter the distance or location of their destination; Persephone is capable of moving between the current location and her destination through this dimensional space. When approaching the rift, it will release extremely high purified energy particle concentrations; and in that instant, Persephone will have her body broken down into elementary particles as the particle concentrations of the magical rift absorbs her - being directed according to Persephone's will as she is instantaneously reassembled in said location, literally teleporting to effectively any location that she wants to go- when teleporting, the heat signature and magical power of Persephone becomes incapable of being detected. When using this function of the Summoner's Gate, she is capable of disappearing and reappearing anywhere that she wishes, but she can only teleport objects with a mass up to four thousand, five hundred, and twenty kilograms. When in the portal, this effectively allows intangibility; giving off the visage that Persephone is capable of phasing through almost anything that she comes into contact with, concealing her magic signal and physical presence in the process, zooming through any form of supernatural or otherwise defense with ease.

Ways of Combat
Expert Bōjutsu Combatant: While Persephone mainly utilizes her Magic Staves in order to cast magic at an accelerated rate and with a higher output, let it not be said that she doesn't know how to utilize them like actual weaponry; indeed, she is shown to be fairly proficient in the art of Bōjutsu (棒術, Staff Technique), the martial art of using a staff weapon. While normally, Persephone does not dare enter close range for weapon-based and hand-to-hand combat, if forced to if an opponent closes the distance between them, she has shown enough skill to fend an enemy off, pushing them back in order to return the flow of combat to normal. As a practitioner of bōjutsu ever since she was a small child, Persephone expertly knows her way around a staff. Persephone's staff movements are gentle yet powerful, showing no fear in the heat of battle, battling in a fluid manner- though it should be taken into consideration that she picked up bōjutsu only to execute defensive maneuvers; evading and defending in a subtle way in order to enforce a maximum defensive coverage upon herself, minimizing her exposure to opposing close-range attacks. What is important to note is that Persephone never takes hold of her Magic Staves in battle, instead telekinetically wielding them and moving them around on instinct- they seem to move with an arm, and thus, every move is an attack in itself.

When in the heat of battle, Persephone focuses upon strong defensive maneuvers in order to outlast her enemy, waiting for the exact moments where they begin to slip up due to a number of various factors, unrelated or not, before utilizing these lapses in order to launch a spectacular counterattack. Due to each of her Magic Staves possessing a Magistone loaded within the head, upon contact with something recognized as an 'obstacle' or 'enemy', the Magic Staves trigger a small explosion which is capable of deflecting projectiles and enemies when they are spun in a defensive stance. Normally, Persephone goes about her offenses, the rare times she does show them off by slashing, swinging, and stabbing with the staff; also utilizing the staves as a pole vault or as a prop for magic casting; she's also capable of releasing a small shockwave by slamming her staves into the ground. In the heat of battle, Persephone's staves float behind her, hovering through her telekinetic energy- she is capable of thrusting them from long distances, twirl them around herself as a form of defense, and jump down on a foe with all five pointed downward. Persephone can slice through any echelon of supernatural energy with her staves; such a feat is capable only due to the magical properties of her staves.

Physical Prowess
Low Strength: Persephone is known to be one of the least physically-capable magicians around- while this generally doesn't matter most of the time since she can annihilate anything with her overwhelming magic power, when it comes to moving things and close-combat, she's more often than not stumped. She has enough trouble as it is breaking a board made of wood, and her punches cannot be referred to as actual punches, but rather, a light breeze in the wind. Indeed, while Persephone has truly amazing (literally godlike) magical powers, making her virtually unstoppable at a distance, even against monstrously powerful enemies; however, once that distance is closed she's almost completely helpless without her Magic Staves to utilize bōjutsu, as in terms of athletics, she is exactly the geeky person she looks like. Even when taking the common saying, "like taking candy from a baby" into account, Persephone would have an incredible amount of trouble to even yank a lollipop from a toddler's hands. Overall, Persephone's unarmed attacks seem to be unable to harm anyone, simply rolling off of her target like raindrops falling off of their body- meanwhile, she can barely move a five kilogram boulder, exerting an absolutely enormous amount of effort to even move it two inches.

Low Durability: As expected of a 'squishy wizard' type fighter, Persephone is known to be almost completely incapable of taking a hit; magical defenses notwithstanding. Persephone is generally quite 'flabby' in that her body contains almost zero muscle, but is otherwise quite thin. It is virtually impossible for Persephone, without her magical defenses, to take a 'serious' hit, and if struck and sent careening across the ground, Persephone will, more often than not, have her legs buckle inwards as she slides, as contrast to any other close-range magician, who tend to keep their legs bent strong. Persephone even notes that in a straight up close-quarters battle with anyone worth their salt, she would go down in "five seconds, give or take". She is completely unable to fight prolonged battles in close-quarters, and thus, she opts to use her incredible knowledge of magic as her primary means of offence, hoping to incapacitate a target before taking them out; additionally, if she's forced to physically exert herself for more than an hour at a time, she tires out extremely quickly- though she frequently goes for hour-long-walks at least once a day because she enjoys sightseeing and helps her take her mind off things, Persephone has never even considered taking up a sport or the like, preferring to use her magic to go everywhere.

Low Speed: Persephone, to cap off her shit-tier physical stats, is about as slow as a snail moving at full throttle. She is neither particularly slow nor particularly swift, but her slender and small frame makes her a difficult target; it is perhaps this instead of any other traits that enables Persephone to avoid the attacks of her enemies in all-range combat when her magical defenses cannot be summoned at the time. Without any speed-augmenting spells, Persephone is about as ungodly swift as an aging turtle- by being forced to take part in a one hundred meter relay, Persephone was outrun by a few children, an old man, a magician in a walrus mascot suit, and the Princess of Fiore in an overly frilly dress. Indeed, Persephone is shown to be rather sluggish in movements; moving akin to that of somebody who does not get out at all. Because of this, as well as her other low physical traits, Persephone is said to be tremendously weak physically. This requires her teammates and her own magics to protect her from damage, while she bombards the opponents with powerful magic. However, when using her Enchant: Flight move, her speed is drastically boosted to the point by becoming airborne, increasing her speed and movement abilities to levels matching those of the fastest and most agile magicians when they're using their own magics.

Other
Notable Intelligence: As one of the greatest minds magic-wise of the current era, Persephone has shown herself to be intelligent, analytical, perceptive, and deductive. Indeed, Persephone is a recognized genius; though this only applies to certain subjects, i.e. the things that interest her; which isn't very much due to her narrowly defined interests. While it is obvious that her intellect does not extend to her piss-poor knowledge of behaviour of other beings -either because she possesses horrible social skills or everyone around her needs to see a shrink- in regards to minor things such as little bits of trivia about the most random of subjects. While she abhors the method of learning referred to as "training" due to her loathing of strenuous physical activity, even becoming sick to her stomach at the thought of it, Persephone learns through observation and her body- even if given no explanation, she is capable of reproducing a magical effect at a stronger capacity than the person who displayed it to her. Well-versed in the art of combat, Persephone appears to be capable of figuring out the pattern of her opponent's battle methods and devising a proper counter-strategy to overcome her opponent's spells; indeed, even if she's absolutely terrible at close-range combat, her intellect and immeasurable magic origin allows her to overcome almost any enemy that she faces.

Her moniker of "Magnus Magus" not only comes from her sheer destructive power, but also her ingenuity in regards to her understanding of magic theory; her knowledge extends to numerous fields, such as history, geography, and even such sciences as quantum physics, even minor skills such as dance, music, and because of this, she is noted to be a magical prodigy. Indeed, due to an innate understanding of physics and how the world works, Persephone is capable of incorporating that knowledge into her magic, analyzing and breaking down the structure of the techniques, which grants her the ability to quickly overcome them the second time around. She has shown the ability to effortlessly create new types of magics ways of harnessing pre-existing magics and spells, and much, much more; under the pseudonym P.T (ＰＴ, Pī Tī); she is known to use the MageNet to spread her innovations and ideas about magic around the world; this has resulted in the name "P.T" immense fame, being referred to as a natural-born genius who had advanced magic by half a century within two years. Indeed, her knowledge has enabled her to create an entirely new magic style- not a new type like Fire Magic, but rather, something completely original; an entirely new method of magic-based combat referred to as "Magic Gunner".

Her knowledge of magic theory is displayed during X802's Grand Magic Games, where she is roped into assisting Hundred Wing by the Guild Master- while Persephone herself is banned from actually participating due to "her immense power" (in reality, she insulted the Magic Council for their "iron grip" on magic, insisting that magic itself is freedom and threatened to use her Apocalypse Breaker on their buildings if they tried to restrict it more), she was an instructor to her guild. With her help, Hundred Wing all swept each of their events and took home the victory without any notable opposition, coming up with new types of magic, applying her own theories in order to reconfigure hundred of ancient spells into a more efficient forms form modern magic within one two hours, whereas practically such a feat would take six months, streamlining highly complicated spells such as Abyss Break in order to remove the impracticability to help her allies win. Her skills with magic creation are so great that it is said that Hundred Wing is now utilizing magic that's three generations above the rest of the magic world's; ironically comparing Persephone's skill to that of P.T's.

Magical Abilities
Immeasurable and Inexhaustible Magical Power: Persephone is known to be one of the great magicians to have ever lived despite her young age- what baffles grown adults, officials, allies, and enemies alike is how much magical energy she has; her raw power output is truly immense, bordering a tactical nuclear device; she has high amounts of magical power that is more than a force to be reckoned with; a fact that she proves without a doubt. While she usually keeps it under control, when sufficiently angered, she can release it to its full extent. Persephone's magical power is unlike anything ever felt before; or rather, not felt before. Persephone is known to be one of the great magicians to have ever lived despite her young age- she is said to be in-tune with the essence of magic itself, through her eyes, magic is simply an extension of her willpower. Persephone's body stores energy actively within her soul as an energy pattern that is linked to her body's Magic Origin. This energy powers most of Persephone's magical abilities, giving her an enormous boost in her magical capacity over other "normal" magicians, something that is only enhanced by having full mastery over all four magic styles, meaning that one could easily mistake Persephone's sheer magical power for that of a never-ending amount. Her efficiency with her magical energy can be considered to be comparable to a car that can move across an entire state with only one liter of gasoline powering it.

The current head of the Magic Council, when asking her to test the Magic Power Finder, was unable to fully gauge Persephone's exact amount of magical energy. As a contrast to this truly immeasurable amount, her magical power is noted to be not detrimental to the environment or others unless she herself wishes it to be. Her skill and control at using manipulating her magical energy aura allows her to perform a variety of abilities; her magical energy constantly interacts with the energy in the vicinity even when not in combat, changing their properties in a very minimal way. Unlike other magicians, Persephone's magical energy is invisible to the naked eye—any magic-inclined being is incapable of seeing it with their own two eyes unless she voluntarily shows them; such a phenomenon can be likened to "How an ant is incapable of doing anything about the human about to tread on them"; indeed, it's shown that Persephone's magical power is only capable of being rendered visible by somebody on a similar level of power- indeed, the level of her magical power is said to be impossible to truly perceive, seemingly a bottomless well from which her energy springs- it never seems to run out, and theoretically, unless taken out by a physical attack, she could fight for extremely long periods of time without rest.

Persephone has shown the rare skill which allows her to convert anything into something to do with magic; this is done by Persephone's Magical Aura "dominating" all forms of particle energies and changing its particle composition to that of Eternano, which is absorbed into her Magic Origin (魔原, Magen), which is exactly what the wording indicates—it is a special organ that is located within the body of a magician, that absorbs eternano and bunches it up into clusters, which is processed into magical power. Every Mage has a container inside their body that determines the limits of their Magic Power; this is precisely what a Magic Origin is. If the case becomes empty, eternano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored. Interestingly, via tweaking the "properties" of her Magic Origin, Even when worn-out in battle, she can continue fighting effectively while still using her spells to their fullest extent; being a magical juggernaut who, most of the time, is unable to be impeded unless it is via the strongest opponents. Her magical power, at times, feels like a bottomless well- and is so great it can be felt from a great distance and it has the tendency to make people perspire in fear. Overall, Persephone's magical power can be simply regarded as immeasurable, that any individual that tries to sense the depths of her power will only find themselves lost in its vastness.
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains, or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. It should be noted that the density of this aura can cause physical attacks to be repelled with notable ease; Persephone's aura almost consumes her in its colour, leaving nothing but a phantom-like apparition to remain. It is also worth noting that the pressure exhibited from such an aura can form a large column of energy, leaving the pressure enough to visibly cause strain on people even from a considerable distance away from the exertion of the aura, indicating at the sheer level of power within this aura; this has the additional effect of affecting entire areas to the point of disrupting spells from enemies, as well as affecting others from seemingly miles away. Being the embodiment of her Cardinal Code of Destruction, Persephone's magical aura produces intense amount of scarlet energy which can induce a drastic increase and decrease of temperature within the immediate vicinity, as if Persephone's aura was bringing the heat of the sun in its entirety as well as absolute zero into the physical plane. The aura of the flames and ice generated by Persephone's magical aura disintegrates everything and anything which she decides, changing it into nothing more than ash or freezing it, and engulfs the surrounding landscape in a blazing firestorm and a new ice age, freezing and scorching the skies. Only powerful fighters can resist it, but even then only indirectly; depending on the heat and freezing temperatures that the Magical Aura emits, it can be capable enough to blind an enemy or cause the surroundings to explode. Generally, Persephone is shown to have the ability to control her own magical aura, keeping it repressed so it won't harm people she deems not needing a good smack in the face, though she always leaves some part of her magical energy leaking out to give off an aura of intimidation. Persephone can also use her own magical aura in order to nullify the enemy's own magical aura, and thus drastically weaken the output of their own spells; by syncing her output of magical aura with the opponent's and keeping them exactly equal, Persephone is capable of preventing a change in atmosphere through magical powers, instead creating a threshold for any spell or technique that seeks to change the atmosphere to overcome in order to take effect; she herself is unaffected by this property of her magical aura.
 * V-Generate (, Bui Jenerēto lit. Human-Shaped Nuclear Power Plant): V-Generate is a byproduct of Persephone's Magical Aura, and a constantly activated ability – it's the ability to constantly generate an infinite amount of energy from within the caster's body, similar to a star – only Persephone has shown the ability to harness the power of V-Generate. From the moment that Persephone decides to go all-out upon her opponent by using her full potential in the proper way instead of simply blasting them and being done with it, something out of this world begins to start up and be put into motion. Upon inducing V-Generate, eternano that once was saturated throughout the atmosphere begins to quickly filter towards Persephone's frame, as her own magical energy that has become enhanced instantly and continuously induces nuclear fusion (核融合, Kakuyūgō) these eternano particles, perfectly mimicking the same process that happens in the middle of celestial objects, particularly stars such as the Sun, hydrogen atoms undergo a fusion to create helium, releasing a vast quantity of energy that powers the heat and light of the star and heavy elements have a difficult time joining than the lighter ones; V-Generate replicates this phenomena, only custom-tailored for synergy with eternano and magical energy. While normally, outside of space, it is quite difficult to activate nuclear fusion reactions that release much more energy than what is needed to start the initial reaction, thanks to Persephone's mastery over magic and knowledge of all of supernatural particles, it is rather effortlessly achieved in a split-second, treating such a powerful phenomena as something that could happen in a regular day. With V-Generate, Persephone never-endingly induces nuclear fusion with eternano and magical energy, effortlessly generating vast amounts of magical energy beyond the wildest dreams of those whom classify themselves as "magicians", visually appearing as a constant aura of golden sparks scattering off Persephone's body like specks of light, rising into the discordant heavens as her entire body seems to glow illustriously, depending on the brightness or heat that the constant generation of energy emits, it is often enough to cause the surroundings to explode, continuously producing a greater amount of energy than any other magician without tiring and causing those in the immediate vicinity to avert their eyes out of fear of being blinded through such an intensity being released from Persephone's very existence – overall, because of the potency of V-Generate, Persephone is all-but-guaranteed victory in the heat of combat.
 * Magic Skill: Eternano Haste (, Majikku Sukiru: Ēterunano Heisuto lit. Internalized Magic Arts: Magic Power Restoration): The Magic Skill known as Eternano Haste is a rather rare skill that only the most powerful of magicians are born with, or they develop later in life. However, firstly, as it has been discovered, some magicians, once they have mastered the art of magic, are capable of manipulating eternano, or just plain showing off unique ways to utilize magic, far beyond the norm. These skills are collectively known as Magic Skills (, Majikku Sukiru lit. Internalized Magic Arts) instead of magic proper; thanks to being simply a manipulation and extension of the basics, as opposed to using magic to create a new function entirely. In this case, while normally, eternano flows into the magician's Magic Origin from the atmosphere after their magical power has been expended. However, if the magician has access to Eternano Haste, then eternano will enter the magician's body much quicker; it works by converting half of the nearby eternano into magical power, which the user's Magic Origin absorbs, thereby cutting the cost of regular spells by half the amount, as the name suggests, enabling them to gather magical energy much faster than many other magicians who even use less magic; especially when they have been recently drained of power, allowing the user to get back to casting powerful spells easily, in addition to this, when they are half out of energy, the user's Magic Origin initiates a suction effect, absorbing any ambient eternano from the atmosphere and drawing it into the user's body, restoring their magical power. However, this can only be done five times per battle, as after that, the area will be devoid of eternano, rendering both magicians' magic effectively useless.
 * Magic Skill: Sin Absolver (, Majikku Sukiru: Shin Abusorubā lit. Internalized Magic Art: Vice Negation): Magic Skill: Sin Absolver is a powerful Magic Skill exclusive to divine beings which allows them to completely nullify any form of sin imaginable. Given the holy nature of the evolution from an ordinary magician into a semi-divine being upon her acquisition of the Magnus Magus title, Persephone has displayed that she can use the sacred powers of a god by bestowing a divine described as bestowing a semi-permanent suspension upon sins that would normally be completely unforgivable by handing out blessings to anyone or anything Persephone deems to be suitable, forgiving their crimes and giving them salvation – this manifests in Persephone gaining the Magic Skill normally associated with the likes of s and angels which is known as Magic Skill: Sin Absolver. Magic Skill: Sin Absolver plays a major part in keeping Persephone's existence intact – the divine power and draconic power that dwells within her soul and courses throughout her existence are diametrically opposed to one another, with Persephone constantly needing to maintain those two powers through her sheer talent and frequently enchanting her body to allow them to coexist within her body as so they won't go out of control and cause an enormous explosion of divine power, ending her life. Moreover, the addition of this Magic Skill into her arcane repertoire results in the biological limiters which have been placed upon her body to become shattered, enabling Persephone to use the full extent of the godly physical attributes that she gained upon ascendance. This attribute allows Persephone to negate any punishment, resulting in her possessing a level of durability that transcends even the greatest of martial artists and offensive-based magicians as well as supernatural defenses up to the level of, making her nigh-invulnerable, effectively transforming her into a powerhouse both physically and magically. Sin Absolver also has the effect of eradicating any and all form of sin from Persephone's soul, thus rendering her as a completely sinless being, and as such, she can nullify another person's "sin of killing" to nullify any act of killing directed towards someone – namely, herself – and she is able to flat out ignore any magic which works via the principle of divine judgment such as  and God Slayer Magic, since she has no sin to be punished for in the first place. However, for this amazing power, the Magic Skill proves why the body has biological limiters: to prevent self-destruction. Thanks to Sin Absolver removing them, even though she is now the God of Magic, if Persephone pushes herself too hard or gathers too much energy, she will burn herself out, but because she has draconic ancestry and has unsurpassable skill in Enchantment, her limit is much higher than pretty much any other magician, so it only becomes an issue if she's fighting an extraordinarily powerful god or a dragon, as displayed when Ultimaya was able to barely defeat Persephone after a grueling battle.
 * Combination Spell (, Konbinēshon Superu lit. Fusion between Two Magics): A Combination Spell is exactly as it says on the tin—it is a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to the user being the only mage who unleashes the spell. A Combination Spell is forged when the user focuses their first spell upon one of their hands or one of their fingers, before doing the same with the second. When this is done, the user brings them together, either by clasping their hands together, or intertwining their fingers—this causes the eternano that composes the twin spells to interact in a volatile manner, exchanging numerous particles before instantly bringing both spells together, forging a fusion of both which the user then casts at the opponent like normal. While this does fuse the two spells in order to produce a far more powerful spell, the user is capable of mixing it up a fair bit—they can choose not to combine the spells, but instead, cause the spells to impact upon their target simultaneously, causing their effects to activate right after each other—this is done by molding the eternano particles to allow them to surge chaotically; causing the twin spells to launch through the atmosphere, randomly crashing into one another to cause a violent surging rise of magical energy numerous times before striking the opponent with amazing power. With the Combination Spell Magic Skill, the user is able to combine standard magical spells of any type, whether it be elemental or otherwise, with any spell which they have forged by themselves, enabling the user to perform enormously powerful attacks and allowing them to create almost endless combinations, keeping the opponent guessing each time.
 * Steal Spell (, Suteīru Superu lit. Fusion between Two Magics- Enemy Edition): Steal Spell is a variant of the Combination Spell Magic Skill, which is exclusive to Persephone. Steal Spell does exactly what the name says it does—when the user is about to attack Persephone with a spell, Persephone is capable of focusing her first spell upon one of her hands—and then, she exerts her magical aura, which extends outwards and momentarily phases through the opposing spell, forging a replica of it in Persephone's other hand; at which point the aura dissipates. From this point, Persephone is capable of using this replica of the opponent's spell in order to initiate the regular Combination Spell. Because of this ability, it makes Persephone all the more deadly. However, it does have a few weaknesses—even if Persephone copies the opposing spell, it will not stop the enemy's attack—as Steal Spell doesn't stop the opposing spell at all. In addition, Steal Spell can only be utilized on normal spells; Lost Magic, Ancient Spells, and Black Arts are unaffected by Steal Spell, making the ability extremely situational.
 * Quick Trick (, Kuikku Torikku lit. Instant Strike): Quick Trick is a Combination Spell between the user's Teleportation Magic and any other magic of their choice; however, it functions more like a Magic Skill. While Teleportation Magic would allow the user to physically translocate themselves, Quick Trick does the same, but to their spells. When the user is initiating Quick Trick, they will manifest their magical seal outwards, as a fulcrum to project their spells as always. The moment that the user fires a spell, they focus their Teleportation Magic releasing extremely high purified magical particle concentrations; and in that instant burst, their magical energy envelops the magical seal and reduces it to elementary particles; contacting the space-time continuum in the location that the user wishes the magical seal to appear in; after that, the magical seal is instantaneously reassembled in said location, literally teleporting. Once the magical seal has reformed, the spell instantly fires. While the user is capable of teleporting the magical seal anywhere, they are unable to teleport it directly onto the opponent—but right in front of them, behind them, above them, or to their sides at extremely close range is fine. In addition, the user is capable of splitting their spell up into multiple seals and teleporting them for an all-range attack, or firing multiple spells from multiple seals, effectively owning the battlefield as the opponent will normally be unable to guess where the attacks are coming from.

Magic in General
Masterful Magic Usage: Magic (魔法, Mahō) is the main form of combat for Mages; it is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection. To utilize Magic, a Mage must use Magic Power (魔力, Maryoku) in their body. Magic Power is the source of Power for all Mages, it is composed of Eternano (, Ēterunano lit. Magic Particles), which is the term coined to name particles of Magic. Eternano dwells inside all living organisms and throughout the atmosphere. Nobody knows when Magic began, or how Eternano originated. Eternano is the source of Magic Power for all Mages; and every Mage has a container inside their body that determines the limits of their Magic Power. If the case becomes empty, Eternano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored. Eternano has near-zero rest mass - though, like any particle, its mass increases to reflect its potential or kinetic energy - and can carry either a positive or negative charge. In order to cast spells, a magician derives the power necessary from two sources: their own body's Magic Origin (魔原, Magen), and the atmosphere. A Magic Origin is exactly what the wording indicates—it is a special organ that is located within the body of a magician, that absorbs eternano and bunches it up into clusters, which is processed into magical power. Every Mage has a container inside their body that determines the limits of their Magic Power; this is precisely what a Magic Origin is. If the case becomes empty, eternano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored. It appears that the concept of using a proportion to the user's Magic Origin or the atmosphere is dependent entirely upon the magic used in question. With internal magic such as High Speed, one requires the use of their own magic far more than external magic such as Fire Magic, where they generally rely more on atmospherically magic. By collecting eternano and subsequently imbuing it with a certain 'command' through either an incantation, hand gesture or a simple spell name, allow it to then mysteriously take upon a characteristic unique to that spell. Interestingly, some magicians, if they are descended from unique families, have shown that they are capable of replenishing their eternano faster thanks to unique traits.

As somebody referred to far and wide as "Magnus Magus", there's no doubt that Persephone is capable of utilizing many types of magic and spells, being immensely knowledgeable about spells, monsters, and using spells on monsters. With assistance from her five Magic Staves, she is capable of controlling the massive scope that her spells are cast at, allowing for more condensed destruction. Not only this; while harnessing the grimoire known as Cooling Blue, which is a tome that is packed with spells and craft in order to assist her in casting her spells, Persephone displays the ability to cast pages out of the book as well as drastically augment her parameters in general. However, Persephone's signature spell is the uncategorized Arcane Cube spell, a variant of the Magic Ball spell that grants her the ability to form various blocky cubes with which to perform a variety of maneuvers, such as trapping, pushing, or utterly destroying her enemies, with the squares functioning as impromptu barriers, more often than not entirely wiping out an area in a matter of seconds – alongside this, Persephone commonly harnesses a variety of Magic Seals which possess a vast quantity of properties to keep a constant advantage in battle. Through her mastery of magical manipulation, Persephone is capable of animating her shawl and using it as a weapon, mostly to block attacks. She can also make it change into various shapes, such as wings for flight or large hands to grab opponents.

Persephone commonly showcases her power through spells such as Wind Magic: Turbulent Vortex, Illusion Magic: Infinite Corridors, Gravity Change: Flight and even her own original magic, Destruction Magic. Persephone has mastery over the Philosophical Five Elements (五行, Gogyō) entirely- fire, wood, water, earth, and metal and anything derived from those elements, effortlessly merging them together in all sorts of ways in order to cast a wide variety of powerful spells such as Abyss Break – commonly, she uses all elements known to man and then some in order to overwhelm her opponent, such as electricity, gravity fields to control the opponent's velocities and her own, vines that are formed from all forms of structures to ensnare her opponents, and unstoppable pillars of rock that erupt from the earth, serving the dual purpose of offense and defense, detonating rather spectacularly after enough time has passed. While Persephone is a master of all manner of magic, her preferred method of offensive magic alongside her main uncategorized spell manifests in the ability to manipulate water as her Water Enchantment would indicate, harnessing the element in many ways that even users of Slayer Magic would be incapable of doing so; she controls all forms of water as naturally as breathing. Persephone's intellect and understanding of magic on a theoretical level also allows her to use magic in ways that no one else does; she is known to be one of the greatest magicians to have ever lived despite her young age- what baffles grown adults, officials, allies, and enemies alike is how much magical energy she has; quite possibly, she is the strongest magician in Mistral in terms of mastery over magic; though Persephone tends to downplay her skills as she has a natural dislike of too much attention; though even so, Persephone's prowess is legendary and rule-breaking. While most magicians see magic as a tool to achieve their goals and desires, magic is an integral part of Persephone's very being, as she sees and uses it as an extra limb of sorts. Casting spells and manipulating magical energies comes as easy to her as breathing or blinking. Persephone is shown to have an understanding of the magical arts that no-one else does- indeed, if one were to consider magic a sentient force, it would be more inclined to assist Persephone more than anyone else.

By simply harnessing its power- no, by working in tandem with the magic saturated all around existence, Persephone redefines the laws and customs of the arcane with every usage, smashing down every taboo, strength, weakness, and mechanic, reconstructing it from the ground up on her own terms, ignoring and surpassing every supposed limitation contained within every spell or magic in general. Her usage of magic is more like a conductor directing a symphony to their own liking and the band following their every whim, the desires of everyone harmonizing flawlessly into a divine piece of music, as a contrast to other magicians, whom simply cast the spell and be done with it. It could be considered more of an artwork of utmost brilliance than somebody harnessing a weapon; showing her mastery of magic to be above any other "contemporary" magician; it could be concluded that Persephone is one of the few who has realized everything about the art form that could be referred to as "magic", akin to enlightenment. As mentioned before, due to being so in-tune with magical powers, Persephone's control over the art also translates to an immense knowledge of the particle, far beyond than what is released to the public, what is inscribed within grimoires and exceeding the powers displayed in legends. This is part of the reason why her natural dominance over magic is only enhanced- thanks to her immense intelligence and craftiness, Persephone has shown the ability to forcibly swipe ownership of a spell from enemy magicians by subjugating the elements of magic in the atmosphere while her aura pulverizes her hapless foes; their spells rendered null and void under Persephone's masterful handling of the art. Even if the spell is something withdrawn from the public, even if the spell is unique to the enemy, as everything and anything within the essence of magic is the fusion of magical energy and eternano, Persephone can determine the strengths, weaknesses, and numerous other factors of a spell and then replicate it perfectly most of the time.

Persephone's ingenuity is best shown by the mere concept of the Experimental Mass-Production Forbidden Spell Sixty-Sixth Beta Rank: Elemental Consumption Method EX (実験量産禁呪文・六十六β段・要素消式・ＥＸ, Jikken Ryōsan Kinjumon Rokujūroku Beta-dan Yōsoshōshiki Ekkusu); as the name would ever so subtly indicate, is a mass-produced and modified version of the extremely useful ability for Slayer Magics to consume elemental energies through their mouths to replenish magical power, become stronger, and restore their stamina; 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 a Dragon Slayer power for a normal magician; 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 Dragon Slayer Magic- 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 the elemental absorption power, which lacked the dangerous side-effects yet was slightly weaker. Additionally, she modified the Dragon Slayer spell so that it would no longer be categorized as "skill exclusive to Dragon Slayer Magic" but rather, an "uncategorized spell"; capable of being altered and changed to the user's liking as much as they wished. However, not stopping there, she also produced her own versions of several Dragon Slayer skills, each spell containing an number of modifications in order to prevent taboo breakage so that they could not really be called a Dragon Slayer Magic spell, but rather, entirely new spells which could mimic said magics; to reiterate, Persephone was capable of flawlessly replicating a Dragon Slayer Magic spell which is known to kill those who are non-trained and carried all sorts of nasty side effects, alter its structure so that it could be changed up on the go and it could work with any form of Elemental Magic, and then slip a weaker version into mass-distribution for the public while the Magic Council remained unaware of what had happened. The fact that Persephone could achieve such a feat is true testament to her godlike skill with the arcane.

An essential for the most die-hard of masters over the way of the arcane is the ability to manipulate and shape magic in any way they deem suitable – this also isn't limited to the caster's own magic as well;A power unique to Persephone is the ability to manipulate magic and any of its associated energies in any way that she wishes without any limits. This power was born from the mastery of her own magic; having completed and discovered each and every single mystery of the arcane, Persephone is capable of bringing out the power of her own spells to the utmost maximum as well as stunt her enemy's own magical prowess. Persephone herself, thanks to her calm and precise method of harnessing magic in addition to her harmony with the supernatural particle known as eternano and its variants, possesses a level of control over the art that translates to an immense knowledge of the particle, far beyond than what is released to the public, what is inscribed within grimoires and exceeding the powers displayed in legends. She is capable of drawing in ambient eternano from the atmosphere, and instead of absorbing it into her magical origin, she is able to manipulate the eternano for offensive, defensive, and supportive purposes in any way that she wishes; enabling her to harness her magical power more efficiently and utilize it in a variety of different ways; all of which incorporate the focusing of magic power into certain areas in order to achieve numerous and highly varied effects such as increased attack, defense, and speed, or feeding extra eternano into spells to give them an enormous boost in power. Generally, Persephone has an easier time collecting this stray eternano in environments with higher concentrations of it such as the area where a vicious battle between others has progressed. To the Magnus Magus, there is no difference between simple eternano and her own magical energy as a source of power. Persephone's eternano prowess functions as a defense against illusions due to her sheer mastery over it, making her all but immune to everything except the strongest of fabrications; and even then, she is capable of shrugging them off effortlessly. Knowing the ins and outs of every magic recorded in conjunction with her own perceptive nature in regards to spellcasting, Persephone has mentally recorded all available knowledge on this special magic art into her memory, leading her to know the exact eternano composition and the formation mechanics of any spell, and as such, she has displayed the ability to flawlessly and swiftly manipulate and shape all spells in accordance to her mental commands.

For example, upon bringing the mid-tier fire-elemental magic spell known as Fire Bullet into the current plane of existence, she is capable of molding it into a crescent wave or wall of flame brought up in front of her that burns away almost anything that attempts to push through and land a clean hit on this wondrous magician. These actions aren't even "variants" per-se, but rather, as there is nothing more or less added to the magic spells, they are still the exact same, but simply forged into a different form to serve an alternative purpose. As with her regular spellcasting time hewn from her fast activation sequence, the process of repurposing a spell of any kind occurs in less than a split-second, taking enemies and allies by surprise no matter how many times she is shown doing such an impressive feat. Even if the spell is something withdrawn from the public, even if the spell is unique to the enemy, as everything and anything within the essence of magic is the fusion of magical energy and eternano, Persephone can determine the strengths, weaknesses, and numerous other factors of a spell and then replicate it perfectly most of the time - effectively, the sky is the limit for the strongest magician in the world in regards to these miraculous supernatural energies. Persephone's word soul processing speed is blindingly fast, and despite her usual Formula Eltria magic style requiring the use of word souls, for somebody who is constantly synchronized with the essence of magic, even without her overwhelmingly powerful spells, Persephone can apply her magical energy to directly cause phenomena through will alone, all without any prior setup points, turning the opponent's energies against them with ease. Her mastery of magic, without a doubt, gives her the title of "Magnus Magus" (, Magunasu Meigasu lit. The Strongest Magician in the Universe; Latin for "Ultimate Wizard").
 * One Hundred and Eight Cardinal Codes (百八基数記号, Hyakuhachi Kisūkigō): The One Hundred and Eight Cardinal Codes are, as the name would indicate, one hundred and eight fundamental original magics from which every variation split; each Cardinal Code itself was supposedly split from The One Magic, meaning that they could possibly be a direct link to the "Beginning of Magic"; though, like Lost Magic, they are long forgotten, with only one in one million being aware of their existence, and even less than that being capable of utilizing the Cardinal Codes. Each Cardinal Code has corresponding positive and negative poles, and any magic which is derived from a Cardinal Code can be recreated using various combinations in a greater state than the derived magic if one has access to a Cardinal Code. To date, no Cardinal Codes have been publicized and other magicians have spent their lives trying to discover these Cardinal Codes. With magic of the current age, the result of a spell is put into motion after inducing the fusion of eternano and magical energy- magic and spells are defined through the mechanics of inducing the power, meaning that magic and spells cannot be utilized without the magician defining what the result will be. However, on the end of the spectrum, the Cardinal Codes are capable of creating the result of the spell through the user's imagination, defining the spell type on a whim- instead of going through a rather complicated process of inducement, the Cardinal Code read what the user wishes to happen and immediately acts on just their magical energy alone, rending them possible, not needing to define the spell mechanically. Persephone is rumoured to have access to all Cardinal Codes, though she isn't too terribly interested in releasing knowledge of them and how to harness their power to the public- it's said that she believes that there's a lot more to The One Magic that being split into one hundred and eight fragments; given that there's certain magics and spells which cannot be recreated using the Cardinal Codes, they exist as the foundation from which every other magic is derived; it is rumoured that her Destruction Magic was derived from one of the Cardinal Codes referred simply to as Destruction (, Desutorakushon lit. Absolute Annihilation) is; as is her own brand of Enchantment; derived from Kaleidoscope (, Kareidosukōpu lit. Magical Energy Conversion Affinity).
 * Spell End (, Superu Endo lit. Incantation Abandonment – Light Speed Divine Words): To abandon the spell chant on a magic is something that's been dreamt of by many magicians for a very long time. While it decreases the time needed to release the magic, it drastically weakens the spell. While anyone well versed in magic can use this technique, it is most effective when done by a skilled practitioner; otherwise the spell could utterly fail and backfire horribly. The most skilled experts are capable of using this technique to amazing effect. As one may have already guessed, a branch of combat which focuses on spellcasting that can do damn near anything is undoubtedly awesome – however, the fact that even many masters of magic are required to recite an incantation which is often quite lengthy in order to bring the various devastating effects of the spells into the world is most definitely not. And even worse is the other sad fact that in regards to spiritual being combat, every fighter, no matter their race, is capable of zipping around at astounding speeds thanks to their general high-speed movement techniques and can quite possibly land a decisive strike before the magician finishes chanting the invocation to harness their greatest asset sucks major ass. But of course, thanks to her ingenuity in the arcane, Persephone has developed a way to counteract this, with her skill in regards to removing the necessity for incantations and chants being almost unparalleled. By supercharging her magical energies and focusing upon mental commands, Persephone envisions the spell that she wishes to cast and speaks only three words, instead of a lengthy ten-twenty word incantation, bringing her thoughts into the current plane of existence with naught but a single drop of her magical energy that echoes throughout the lands, all in the vicinity perk their ears up as those words leave her lips, which is... "blah blah blah, [spell name]". When invoking the word souls of her spells, time seems to dilate around Persephone, allowing her to complete the incantation in the span of half a second, casting her spells like commanding somebody to take out the garbage, activating spells with the power of tactical warhead immediately like she was breathing, processing numerous spells at once at such a velocity that that an improved Magic Power Finder couldn't keep up and accurately measure it.
 * Formula Eltria (, Fōmyura Erutoria lit. Ancient Magic System): Due to being one of the very few Formula Eltria users left, Persephone is considered the magician equivalent to a unicorn who's also qualified to be an astronaut- while the Formula Eltria has been around ever since the discovery of magic many millennia ago, as more and more discoveries were made, Magic began to evolve into the current state seen in the present day. Despite this, a few die-hard traditionalists kept the Formula Eltria alive by rejecting the notion of chance, being immovable like a rock amidst a raging sea. Formula Eltria, as mentioned above, is a more "traditional" form of magic, requiring a very specific body in order to harness to their fullest potential. Indeed, Formula Eltria's full power comes about by one focusing on nothing but their magical power, neglecting the physical might in order to balance their own powers; though in exchange, a user of Formula Eltria can effortlessly cast a vast array of powerful bombardment-type spells that cover a wide-area, nuking everything in its path and wiping out entire armies in a single spell; in ancient times, the user's allies were required to send out evacuation warnings whenever a spell was cast. As the Formula Eltria was the culmination of all of the first era's magical techniques, and knowledge it was the highest form of magic for the era. Because it was created for people who saw themselves as "true mages" and not everyday use, it is a class of mystery that is considered the ultimate accomplishment of a magician; making utilization of several protocols and making it's spells capable of many possibilities and feats such as ability reincarnate or even revive dead which is impossible under the current magic system- Formula Eltria can be differentiated from Modern Style in that the consequences of its use are ostensibly "impossible" or "miraculous"; because of this, the Formula Eltria is considered much stronger and complex than the Modern Magic System, though expanding upon the Formula Eltria is damn near impossible in this day and age without incorporating some modern aesthetics; though many of its spells are banned. However, as a drawback to focusing solely on augmenting magical power to its highest potential, the user has sub-par physical prowess, meaning that at melee range, they're helpless and needs somebody else to keep the more troublesome enemies away from them; and the fact that the user needs assistance to even aim their spells makes it more of a disadvantage for them.
 * Unlimited Rotation (, Anrimiteddo Rōtēshon lit. Magical Energy Full-Body Numerology Revolutionary Conversion): Unlimited Rotation is the name of Persephone's personalized method of spellcasting; while she mainly relies on Formula Eltria, Magic Gunner is a constant work in progress, as Persephone aims to create the "greatest magic style of all". Unlimited Rotation is, put simply, the result of taking advantage of how the emergence of magic has modified the body to be compatible with the new particle – when casting a spell, Persephone generates magical energy from her Magic Origin, and instead of releasing it from her body, she allows it to pass through her body while invoking the conversion and fusion of the eternano outside with the magical energy inside her body by applying her knowledge of magic in order to draw the ambient eternano suspended in the environment towards her instantly; by the time her magical energy has passed through her limbs, it is already complete so to speak, utilizing the magic channels in her body in a similar manner to that of a gun in order to launch the spell instantly without any delay, being expelled in such a method that causes the arms and legs that launch the spell to resemble rocket burners; her outstanding reflexes and prediction act in synergy with the powerful force of the spells she releases with both hands. The spells cast through Unlimited Rotation are completely different than spells which are cast through both modern and ancient magic styles; since the latter two function through a fission of sorts in order to fuse the magical energy and eternano, Unlimited Rotation has an 'insta-cast' effect that disregards the influence of nature in order to launch Persephone's spells instantly without any prior requirements or preparations, using her body's own kinetic energy in order to bring the required fusion tools into the current plane of existence. What is referred to as "Unlimited Rotation" is undoubtedly simple yet efficient and powerful; while a bit monotonous as it's the same activation sequence over and over, it's also quite an advantage because it's the same activation sequence over and over; there's no delays in casting time and thanks to her general mastery over magic, each spell that Persephone unleashes is consistently overwhelming in both terms of scope and power, far beyond almost any other user of the spell. Not only this, due to the activation sequence starting and finishing in less than a split-second and using the same sequence all the time, Persephone has displayed the ability to abort any spellcasting in progress in order to perform a more favourable maneuver as required during the flow of combat, in a very similar manner to that of 'move-cancelling' theory as seen in fighting games, Persephone is capable of aborting any spellcasting in progress, automatic or otherwise, in order to perform a more favorable maneuver as required during the flow of battle. For example, when initiating the casting of a Lightning Magic spell, while using Unlimited Rotation as her Magic System, Persephone is capable of switching the spell to another one from an entirely new magic in the blink of an eye, using that 'casting sequence' of the previous spell as the 'casting sequence' of the new spell. All of the spells launched by the Unlimited Rotation style, despite their natures and such, resemble exploding fireworks and rotating stars; the upper limit is that Persephone can launch twenty bolts at once, which are deployed at the speed of thought; each spell is an extraordinarily powerful blast that affects everything in Persephone's path without discrimination- though this means that Unlimited Rotation is only capable of blowing things apart.

Magical Manipulation Prowess
Magical Energy Control: Despite the downright immeasurable quantities of magical energies which are compressed within her slender frame, Persephone has displayed an almost uncanny precision and the knowledge of how to harness it to its fullest extent, making perfect usage of these vast amounts of supernatural powers dwelling in her body with a fine control over her magical energies to the point that she could be confused by onlookers as having only a miniscule amount of magical energies of all kinds dwelling within her slender body. Thanks to her coolness even in the fires of combat and her intricate knowledge of magic energies no matter their properties, each and every maneuver and action she makes guarantees one-hundred-percent efficiency with no wasted movements, never making any mistakes in the battlefields of war. Every action, every spell cast, every measure taken —all of these are performed with economy of motion in mind, gracefully transitioning from ability to ability with no magic power leakage that would cause her energy total to unnecessarily drop at any moment. Despite her large levels of magic energy, being somewhat of a perfectionist, Persephone aims to finish each battle that she partakes in with a level of magical energy drop as she predicted, and loathes having to use more and less force than what is required for the current task at hand.

Not only this, thanks to her careful utilization of her magical energies, Persephone is shown to possess a natural affinity for utilizing magical energies in any way that she deems suitable- as long as she is capable of imagining it being done, effectively, the sky is the limit. Persephone is capable of bringing out the power of her own eternano-enhanced-and-based attacks to the utmost maximum as well as stunt her enemy's own magical prowess through minute amounts of manipulation of various opposing projectiles of any kind- visually, this appears as Persephone making rather subtle movements with her hands, directing the eternano which are saturated within the atmosphere to interfere with the mass of energy heading straight towards her, serving as a semi-solid barrier of pure magical energy that does not "defend" but rather works as a super-adhesive glue, slowing it down to the point that any motion that was once apparent in the seemingly almighty blast shooting in her direction, streaking through the skies in an attempt to knock her off of her feet turning into naught but a useless wad of energy that moves at the rapid pace of a snail, allowing Persephone to simply walk around it or induce her mastery over sorcery upon this pathetic excuse for an attack; she can also compress more magical powers into her various spells to give them an enormous boost in speed, strength, and scope simply absorbing the composition of opposing powers thrown her way.

This method of harnessing the miraculous particles which are consistently saturated throughout the atmosphere can be compared with that of a user of Molding Magic, who utilize the particles of eternano which are saturated throughout existence itself in order to form the majority of their skills- however, a user of Molding Magic uses the eternano in the vicinity and merges it with their magical power in order to create weapons of many kinds, thus fighting with a power from outside of their body, whereas Persephone cannot reach the same level of feats displayed by a user of Molding Magic as she doesn't use the magic, she is able to hold some semblance of dominance over eternano as she can simply manipulate them and do pretty much anything with them – it could even be said that the distinction between a Molding Magic user's control over eternano and Persephone's own is something she made up and that there's no real difference in potency in regards to manipulating the eternano. Indeed, Persephone is able to manipulate the eternano for offensive, defensive, and supportive purposes in any way that she wishes; enabling her to harness her magical energies more efficiently and utilize it in a variety of different ways than most other magicians, once again, mimicking a user of Molding Magic, Persephone has displayed such a fine control over eternano that she is capable of invoking the "Spirit Weapon Summon" command, molding and shaping eternano in conjunction to form armaments of pure energy on a whim – generally, because of this, Persephone's prowess with eternano and the like functions as a defense against illusions due to her sheer mastery over it, making her all but immune to everything except the strongest of fabrications, shrugging them off effortlessly while her mastery over her domain transcends any other.

Assorted Magic and Spells

 * Quasar Rays (, Kwēsā Reizu lit. Heavenly Realm Echoing Style: Onslaught of Shining Fireworks): Quasar Rays is Persephone's most simple and yet one of her most powerful spells activated through her Unlimited Rotation spellcasting style; it's the ability to generate explosive globules of golden energy referred to as "fireworks" of many properties, all dealing tremendous amounts of damage. When initiating the Quasar Rays, Persephone surges the magical energy within her frame outwards briefly, putting ambient particles of eternano suspended within the atmosphere under her thrall while siphoning the essence of her magical power into the environment in order to have that's classified as the properties of her energy hewn from her soul interact with the masses of magical particles in the vicinity as well as her own magical energy, and from here, through mental commands alone, Persephone focuses her magical energies into her limbs and the like, visually manifesting in the form of various Magic Seals that are multi-layered and a mixed texture of azurite and golden, swirling around her arms and legs at constantly shifting velocities with various symbols embedded within these rotating crests that are the embodiment of her magic. These seals remain constantly activated in the heat of battle unless Persephone wills them away through a single thought. Thanks to Unlimited Rotation causing the magical energies to pass through her body while invoking the conversion and fusion of the eternano outside with the magical energy inside her body to complete the casting sequence instantly, all Persephone has to do is aim any of her limbs towards her designated target, causing the rotation speed of the Magic Seals to intensify, utilizing the magic channels in her body to course the magical energy through to meet the "gun barrel" known as the crests transfixed upon her arms and legs, expelling the magical energy like a bullet launched from the gun barrel instantly without any delays involved, being unleashed in such a method that the arms and legs where the Magic Seals are circling resemble rocket burners. The projectiles produced by the Quasar Rays spell are fashioned to resemble fireworks and rotating stars that explode vibrantly yet violently with a sparkling appearance in various colours, yet they function like a laser in a hyper-condensed form; essentially, a powerful surging sphere of stellar energy that shines all seven colours of the rainbow- the trajectory of which spins around at astounding speeds in a spiralling motion, faster than the untrained eye can properly comprehend, impacting upon the target instantaneously after being released from the Magic Seals around her extremities while moving in accordance to her thoughts to track the opponent down no matter what obstructs their passage. Generally, the upper limit is that Persephone can launch twenty bolts at once through punching, kicking, and slashing motions, which are deployed at the speed of thought; each spell is an extraordinarily powerful blast that affects everything in Persephone's path without discrimination- though this means that her magic dominance is only capable of blowing things apart. Despite its classification as a single spell, the Quasar Rays spell is divided into two categories, both based on the motion of the energy produced by each attack and motions that the attacks undergo after being released from Persephone's arms and legs. These two classifications are referred to as Starmine (, Sutāmain lit. Fluid Explosive Stars), the spells of this category possess a fluid motion, and Starbow (, Sutābou lit. Fluctuation Explosive Stars), the spells of this category possess a fluctuation motion, respectively.
 * Experimental Customized Forbidden Spell Sixty-Sixth Gamma Rank: Defenser MAX (実験特装禁呪文・六十六Γ段・, Jikken Tokusō Kinjumon Rokujūroku Ganma-dan Difensā Makkusu lit. Magic Barrier Maximum Output): Defenser is a basic magic spell, and one of the first spells any magician learns—it, along with Magic Ray, are the two defining powers of a magician; however, in this case, Persephone is rumoured to be the creator of the Defenser spell; having forged it in her earlier days while still experimenting with what she could and couldn't do- indeed, by researching the Three Great Fairy Magics and expanding upon the Cardinal Code of Destruction, Persephone was capable of evolving the Defenser spell to take upon a completely new form that eliminated the drawbacks while making everything that was already great about the spell even better, creating an "Absolute Defense"; 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 Defenser MAX "Defenser, only strengthened to the utmost limit in order to cover the user and their allies". Indeed, when initiating Defenser MAX, 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 Defenser MAX, 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. Like the bog-standard Defenser, Persephone can manipulate the barrier of Defenser MAX 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 Persephone's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: though unlike the regular Defenser, Persephone is capable of seeing the forms she creates, and the size of a given magical force projection is also limited by her ability to imagine. The smallest force projection she can visualize and maintain the visualization is the size of a grain of sand. The largest solid force projection she can visualize and maintain is about four hundred feet in diameter. Persephone can project larger force-objects if they are hollow. For instance, she 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 Persephone can project for about three point two miles. Small objects at high speeds become missiles; large objects at slow speeds become rams. Persephone can make these objects grow or shrink as desired. In any case, the barriers can be very complex and elaborate barriers, or very simple shaped barriers such as circles or squares. These barriers can also hide the presence of the things it coats or even make the target invisible. 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 Defenser MAX 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 Defenser MAX'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. Defenser MAX, like Fairy Sphere, on which Defenser MAX is based, 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.

Enchantment
Enchantment (, Enchāntomento lit. Magic Transference), sometimes referred to as a prototypical form of alchemy, is known to be a core skill of the arcane arts that's well-known all across the dimension of. Taking the very basics of invoking the might of the supernatural and bringing them to their absolute zenith, Enchantment involves the one whom harnesses its power using their arcane power in all forms to invoke the manipulation of all forms of particles, which are a minute fragment or quantity of matter; a variably-sized small localized object to which can be ascribed several physical or chemical properties such as volume or mass. This grants the Enchanter the ability to do as the art is described by "bestowing and affixing one's Magic" (自分の魔法お与えと移設, jibun no mahō o atae to isetsu) by manipulating the flow of matter using both science and sorcery through manipulating the composition and structure of the particles which compose the entirety of existence, granting the user the ability to manipulate the particles of all forms of matter and energy in any way that they deem to be suitable through simple imaginative commands and motions, thereby enchanting anything into any form on however way the user desires.

This results in Enchantment having infinite potential with limitless options and effects that the caster is able to install upon a humans, animals, all structures, or the environment, all with very few drawbacks, making Enchantment exceedingly versatile. In summation, it can be considered the core discipline of Magic that inevitably gave rise to Elemental Magic and associated classifications. Unlike regular magic, Enchantment can also be used for the purpose of altercation of matter toward scientifically practical ends, and to the extent, it allows the user to induce complete destruction or recreation of anything they so desire. While antiquated by modern day magicians who specialize in offshoots of the discipline, those who become capable of performing Enchantment on "all things" (万物, banbutsu) are touted as "High Enchanters" (, Hai Enchantā lit. High-Ranking Effect-Date Addition Art Warrior) and individuals of peerless skill within Magic.

Enchantment can be considered one of the greatest form of arcane utilization universally – even though it had existed before the time of even the, Enchantment never quite scattered to the sands of time to become a Lost Magic, remaining relevant for at least four centuries with many hopeful practitioners investing countless decades into refining and perfecting this art, thus resulting in Enchantment becoming paradoxically one of the more advanced yet simple to learn forms of arcane combat around. Now, Enchantment itself, while it can be considered a classification of magic all on its own not dissimilar to the likes of the Black Arts, White Arts, Chaos Arts, and Slayer Magic, complete with its own Magic Seal that takes upon the visage of a pentagram inside an actual Magic Seal, with eight points and symbols representing the eight directions of the world and innumerable subspecies as well as branches to its name, in reality, it's very much something different. Indeed, forms of Magic are known to be invoked through the manipulation of both eternano that exists externally in the atmosphere and magical power which exists within the caster's own Magic Origin, with the magician whom harnesses the arcane triggering a chemical reaction that merges magical power and eternano as to form the catalyst with which the caster unleashes their Magic through accompanying motions. This process applies to all forms of Magic no matter the tier, including Caster Magic, Holder Magic, Lost Magic as well as every single other classification to exist, encompassing both the offensive-oriented and supplementary-oriented. Enchantment itself however, takes the very basics of forming magic and makes it the power's bread and butter, as displayed by the activation sequence, which involves the magician whom harnesses this power focusing the voluminous quantity of magical energies dwelling within their frame intently – unlike regular magics, where the caster then projects the arcane energies outwards and initiates the fusion of magical power and eternano which is ambient within the atmosphere, Enchantment results in the user to only release the influence that their magical energy would have by pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. Invoking alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics, the magical energies surge outwards exponentially and take priority over all other forms of arcane activation sequences no matter their tier, ranging from other Caster Magic, Holder Magic, and even the likes of Lost Magic, with the caster's tremendous surge of supernatural power influencing all forms of energy and placing it completely under their thrall without any exceptions. At this point, the magician whom wields Enchantment's magical energies wash over are instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles that compose what's affected, said particles being a minute fragment or quantity of matter; a variably-sized small localized object to which can be ascribed several physical or chemical properties such as volume or mass.

The power of Enchantment, while classified as a prototypical form of alchemy, can also be said to be putting anyone and everything under the caster's spell through the process of actual enchantment by placing an incantation on anything they wish to affect through the activation sequence of this power, with the Enchanter invoking the command of ""Particle Transmutation"" (粒子変移, Ryūshi Heni), which involves the enchanter using their thoughts and feelings, directed through their magical energies that have washed over the particles and utilizing the fact that all magic is heavily influenced by emotions as to influence the composition of these particles, affecting subatomic particles, microscopic particles, macroscopic particles, chemical elements, and many more - anything that can be classified as a "particle" is affected by Enchantment, with the caster using their imagination alongside the magical energies that have been transfixed upon the particles in order to activate the process of transmutation of these particles into anything else that could be categorized as a particle, converting one thing into another, thus resulting in Enchantment's main ability to change the particle structure of anything which is inorganic in accordance to their thoughts by changing the particle bonds. Indeed, through the skill of Particle Transmutation, the Enchanter is able to completely alter the form and structure of anything they wish, and while everything that the caster puts their mind to is capable of being affected, and thus, the user can transform, alter or transmute matter, energy, chemical elements, objects, beings (animals, demons, legendary creatures such as dragons, phoenixes, spirits, and even the likes of into anything else by enchanting them and thus placing magical abilities of their own within them, either completely or partially, permanently or temporarily. The area-of-effect of Enchantment is capable of being tremendously extended through fuelling more magical energy into the activation sequence of the skill, allowing an Enchanter to affect an incredibly wide range of matter through this power, effectively generating an effect not dissimilar to the likes of the sphere of influence displayed by a supermassive black hole, a region in which the gravitational potential of the black hole dominates the gravitational potential of the host galaxy, producing a field in which everything is forcibly transformed into particles and from there into what the caster wishes. The power of Enchantment also completely nullifies the likes of an ability which bestows forms of matter an inability to be modified in any way unless coming from a fellow Enchanter of a higher level of skill. Most magicians, whether they be ordinary-level magicians or wizards as powerful as and the Ten Wizard Saints, are only able to learn a handful of magic are store them within their Magic Origin, up to a maximum of twelve at a time, and no more than one form of Lost Magic or an  at once. However, as Enchantment revolves around the transmutation of all particles to achieve the caster's desired result, it could be said Enchantment's ability is Magic itself without being locked down by a specialized discipline or limitations, thus granting the Enchanter an unparalleled talent in the variety of powers and spells displayed as well as what they could potentially learn.

The results of this grant a user of Enchantment the ability to imbue their own energies within each and every aspect that's known to reside within Earth Land, allowing the wielder to change every particle not limited to but definitely including atoms, and molecules that composes all matter which the world is made up of into that of their own energy and from there, have their supernatural energies take upon the properties of other forms of matter, granting the user the ability to produce a variety of effects – doing so has the user's spells of all kinds accompanied by composition alteration; effectively altering how these particles would bond together in order to modify the properties of any object right down to their chemical composition. Indeed, when exerted to its fullest extent, this magic grants the wielder the ability to casually manipulate the present state of various landscapes including both the terrestrial ecoregion and landforms, climates, and the very earth itself as well as its atmosphere on a whim. But more than that, due to it's activation mechanics, Enchantment allows the wielder to manipulate the particles of all matter and energy, whether it's superimposing their own energies upon the world, changing particles, absorbing them, and many more, causing the magic to be almost superbly versatile, showing countless applications and it has a high adaption rate, as a skilled user can seemingly do anything if they put their mind to it. While the scope and range of what the area-of-effect of the magic has yet to be determined, it's known that with Enchantment, the wielder is capable of conjuring things entirely from thought alone just by manipulating and arranging the structure of the particles which are saturated throughout the entire of existence. Generally, Enchantment can be considered an extremely versatile magic which functions in a similar manner to that of the Lost Magic which is referred to as Arc of Embodiment, as it mainly runs off of the caster's thoughts, feelings, and more importantly, their imagination; as long as they can perceive something happening as an end result of enchanting something, it is within the scope of the caster's power, effectively resulting in an incredibly wide variety of effects; with Enchantment, a skilled user is capable of combining all sorts of materials, raw or not in order to forge something completely out of the ordinary or to reshape something which already exists, enabling the user to utilize nearly anything in the environment to supplement their abilities in battle and attack in countless manners on the fly. Since Enchantment is more or less powered by the caster's imagination, thoughts, and feelings instead of having a specific theme to the magic like other forms of Caster Magic, Holder Magic, also extending to the likes of Lost Magic, which would theoretically be superior to Enchantment. No, as Enchantment runs off of the process of "eject energy outwards > affect particles > imagine an effect and it's done", Enchantment can be considered akin to reality warping, a supposedly almighty power that allows the user to create, change, destroy, and even alter the very fabric of reality through nothing but their thoughts. Going even further, as Enchantment seems to work off of the caster's mental commands, the power is able to mimic various magics of all classifications and induce effects upon the world similar to their corresponding magics without those arcane powers taking up a spot in their Magic Origin's capacity – since it's more "installing the thoughts of the caster into the world through molecular manipulation" than anything else, Enchantment possesses a near infinite potential in regards to its effects.

As mentioned above, a relatively-skilled Enchanter is capable of extending the scope of which the particle transmutation ability of Enchantment is able to influence – this method of utilization is known as Mass Enchantment (, Masu Enchāntomento lit. Boundless Selected Range Magic Transference), with the Enchanter shoveling more of their magical energy into the Magical Aura during the activation sequence as to dramatically enhance the scale of the vector produced, thus resulting in what the caster is able to affect removing any limitations, transcending what's around them in the immediate vicinity and extending the sphere of influence inherent within this skill to surge across not only cities, but entire continents as well. When invoking this version of Enchantment, the Enchanter repeats the usual processes involved in the ordinary activation sequence, but this time, the imbuement of more arcane energy into the activation sequence results in Enchantment's dominance over all forms of particles being pushed to the absolute limits, thus granting the Enchanter the ability to enslave all particles no matter their form as the area-of-effect extends from their body, encompassing an area which can only be described as "vast". In conjunction with the natural ability of a magician's Magic Origin to draw ambient eternano that's suspended within the atmosphere, the activation sequence possesses such an intensity that anything that it comes into contact with begins to fracture and break apart into the particles that composed them which then react with the surrounding ambient energies in the atmosphere and transform into more particles of the caster's choice – the Enchanter can then in a sense absorb the surrounding structures, by transforming breaking down eternano and absorbing them, including the components which make up supernatural based objects, such as those which make up anything powered by Lacrima, transforming them into their strength for an indefinite period of time. An Enchanter's absolutely precise control over the eternano is incredibly impressive, as they can break down everything that is born from eternano within milliseconds and utilize it as a fuel to power their eternano-based techniques. It can literally tear away the components which make up objects, such as those which make up magic and structures, as well as the bodies of supernatural beings. Not only this, as it absorbs all particles, the activation of Mass Enchantment results in the sapping of the vitality of magicians who are in the vicinity, draining them of their magical power by one Edea for every second that they are in the technique's range, allowing the Enchanter to absorb it and utilize it for themselves, essentially serving as a life-drain effect. At weaker levels, this can manifest as the power of both transformation and shapeshifting, with an Enchanter displaying the ability to turn anything into anything else, including themselves, within a vast range. The matter affected by Mass Enchantment can be said to be nothing but perfect in both composition and if used to replicate anything of the caster's choice, flawlessly imitated. When Mass Enchantment is invoked, it serves as a catalyst for the activation of one of the deadliest powers with the fighting style –, the power of terraforming, which enables the Enchanter to change the environment into a new one. However, in order to enable Mass Enchantment, the caster is required to keep a steady focus so that this particle conversion and transformation is stabilized.

Not only does the caster possess the ability to manipulate any and every form of Elemental Magic through the Elemental Five command by converting particles and magical energies into a desired element using a series of chemical reactions as a catalyst, with an example of this being superimposing their released magical energies over a certain area in the atmosphere in order to change the oxygen in the air into an enormous roaring orb of white-hot flame in an imitation of Fire Magic, with the smouldering sphere of fire not dissimilar to the likes of Fire Bullet burning anything that it comes into contact with, or having these flames spread over the target, they can imitate the kinds of magic which are based around items as well, such as using Enchanted Arms to imbue various properties into anything that could be classified as a weapon or protective gear – additionally, the caster can use Reaction Force in order to induce a variety of nuclear reactions in the particles affected by the magic. With Enchantment, the caster is capable of speeding up particles to the extent that they either catch fire or melt or speeding one's own particles up, they possess the ability to cling to solid surfaces and move their body at will even without overt locomotive features, and clean toxic or contaminated particles such as poisonous water and smog, dramatically enhancing the particle velocity. Through invoking an imitation of Transformation, the caster can copy the particles of another in order to transform into a copy of them. Of course, this dominance over particles also allows them to slow down particles to make something move in slow-motion in a similar manner to Slowing Magic, and stopping the particles of something in motion so that it completely stops moving as per Time Magic. In terms of pure offensive force, a user of Enchantment is able to dissociate chemical bonds and tear apart the tethers of particles which hold together anything that they come into contact with, causing protons and electronics to destabilize and disintegrate into oblivion as per advanced magics such as Crash. Certain users of Enchantment are able to effectively manipulate matter with minimum bodily movement, such as by using only their head. Additionally, any form of matter generated through Enchantment is unable to be devoured by any user of Slayer Magic, as they would simply kill them instantly by overloading their Magic Origin. In a similar manner to the various forms of Dragon Slayer Magic, a highly skilled user of Enchantment is capable of affecting and tapping into the Ley lines (, Rei Rain lit. Dragon's Vein), a virtually untapped, raw source of magical power that has filtered through the depths of the earth for years on end- they are alignments between places of magical power; while normally, only Dragons and Dragon Slayers can tap into them to gain their powers; places where multiple lines intersect at nodes attracts magicians like moths to the flame; but in the case of Enchantment, a user of this fighting style is capable of drawing power from the source of magic resting beneath the earth at select locations while utilizing their own Magical Aura and Magic Origin as a sort-of conduit which enables the user to draw power from the Ley lines, absorbing energies which already exist within all matter; tapping into the so-called Dragon's Veins with their own magical energies and allowing them to manipulate the magical energies beneath the earth in any way that they wish. However, in order to actually utilize this power, the user must first understand the inherent structure of the properties about to be reproduced; including the flow and balance of magical energy within, before using their magical energy and thoughts in order to induce the transmutation of matter, whether it be magical or physical. Doing so massively increases the parameters and power of the next Enchantment, and not only this, stronger wielders of Enchantment, such as the, are capable of affecting the terra firma of the world, allowing them to modify the landscape and climate, which is the weather/atmospheric conditions of an area as described over a long period of time in any way that they deem to be appropriate at the time in a similar manner to Terrain Effect Magic, manipulating natural phenomena within the area where the caster surged their magical energies to induce effects such as changing seasons.

Because of the history between the two as mentioned below, it's said that Enchantment and the archetypical form of Slayer Magic that's known as Dragon Slayer Magic have a powerful connection to one another which acts not dissimilar to binding force beyond the likes of mere Combination Spells and the slightly more powerful Unison Raids, both of which allow one or more magicians to merge their power whether individually or with another magician. Not only this, the intricate connection between the two forms of magic allows a sufficiently skilled High Enchanter with access to Atomic Level Enchantment to flawlessly invoke the original creation process of the very first forms of Dragon Slayer Magic through their skill in the art of Enchantment. Indeed, the process of attaching the power of a dragon to a human to create a Dragon Slayer is not dissimilar to the principles of Enchantment, enabling this incredible synergy. During the that erupted between the pro-human dragons and anti-human dragons four centuries ago, saints utilized their abilities in Enchantment and were implied to bestow the knowledge of the skill upon dragonkind as well – thus, before they revealed their unfathomably powerful form of Slayer Magic to the world, the dragons on the pro-human side of the conflict utilized Enchantment as a prototype form of Dragon Slayer Magic in order to imbue a human with their own power as opposed to the draconic power being taught in the method that would come to define First-Generation Dragon Slayers for centuries, resulting in the primordial form of Dragon Slayer Magic being naught but a raw mass of power that was installed within the body and soul of the recipient – even though Ancient Generation Dragon Slayers have since died out, a High Enchanter on the level of an Archmage such as the Magnus Magus or  is able to bring about these enormous surges in power once more. While doing so, the already formidable power of Enchantment was magnified by the game-changing might of the dragons, the two forming an unbreakable connection which only surfaces when Enchantment is harnessed by those whom possess even the faintest of traces of dragon-blood coursing throughout their veins, phantasmal aspects uniting once more to give the Enchanter a scope of power unrivalled by other wielders of the arcane art – for example, one particularly infamous Enchanter known as the is able to harness her obscured draconic characteristics in conjunction with her skill in Enchantment in order to tap into the Ley lines and perform the astronomically powerful spell known as, allowing her to induce a form of high-tier reality warping upon the entire dimension, affecting all of  in a holy pillar of shining light at once, a feat capable of sending shivers down the spine of  and impressing the likes of a Black Dragon. In a sense, Enchantment could be considered to be an existence not dissimilar to the likes of, a magic that's what is thought by some to be the original source of all arcane abilities, every form of Magic and Curse imaginable being descended from The One Magic – a good reason why this is commonly speculated is that Enchantment is centered around the most basic skill of the arcane; bestowing and affixing one's soul-hewn energy upon anything. And, as shown by Dragon Slayer Magic being created by a High Enchanter bestowing the ultimate power of a dragon upon the body and soul of a human, this claim mightn't be too far off, considering that Enchantment is clearly capable of forging any form of magic no matter its classification such as and  as long as an Enchanter can bestow and affix their energies upon anything, being the first form of arcane manipulation harnessed by humanity when such magic was previously only available to those with an intricate connection to the divine. However, even so, the One Magic appears to be less of an "ability" and more just the source of the existence of the arcane in the first place, whereas the power of Enchantment is a direct, and probably one of the earliest applications of magical energy which was derived from the One Magic, so in the end, whether or not it's the One Magic is left completely in the dark, leaving it ambiguous to where Enchantment stands in the history of arcane utilization other than it being an infinite expansion of a core skill of magic.

In addition to what's mentioned above, with Enchantment, the caster is able to transfix their magical energies within anything, including various objects and people – another example of this is the using Enchantchange to inscribe her arcane might into a pair of swords, one white and one black, allowing Irene to induce an effect similar to the Black Arts known as Living Magic, enchanting the swords into human beings and giving them a lifelike appearance as well as their own personality settings, resulting in the blades of black and white becoming  and  respectively – doing so can be considered akin to the creation of a Familiar, and with assistance by separate sub-abilities of Enchantment, these familiars can take upon almost countless forms alongside a myriad of powers as long as the user has an item to enchant and give life; a variant of this is that the user of Enchantment is able to transform an inorganic or organic being into an animal by mimicking  through Enchantment, as seen when Irene transformed  into a mouse. Going further, this also allows the user to enchant and thus reinforce their own body, granting them the ability of flight by making their body as light as feather, and it can also be used to increase their physical parameters as well as control their state of existence by vibrating their particles at a high frequency, allowing the caster to become intangible while reinforcing themselves. This reinforcement effect can extend to anyone else that the user desires, enabling a user of Enchantment to enchant weapons, tools, and spells of their allies, allowing a user of this power to serve as a decent support fighter as the amplification effects that molecular manipulation bestows upon others are comparable to 's status buffing powers in both function and scope, if not moreso. Additionally, Enchantment is capable of being utilized to separate magicians who have received a boost in power whether it by from themselves or by outside sources by inducing an effect similar to - Irene had offered to detach  from, something the latter considered to be an impossibility, but learnt moments after that that it was no problem for someone of her caliber - theoretically, this could also separate a user of Dragon Slayer Magic from Dragon Force and much more. A user is capable of utilizing Enchantment in order to replicate Healing Magic by transmitting the energies beneath the earth using Ley Line manipulation through the Magic Pathways of the human body to heal their targets of all sorts of ailments or just replenish their magical power and restore them from a fatigued state- it is said that just like with regular Healing Magic and, the magician with this magic can heal all sorts of injuries, even restoring people from a half-dead state and healing injuries which were caused by a dragon, whom are some of the strongest races on Earth Land. Of course, these healing properties are capable of being used on the user themselves, and can be projected onto a wide area. Like the original purpose for alchemy, a user of Enchantment can perform synthesis by gathering numerous materials to make all sorts of items, whether they be drinks, armour, and weapons for anyone- not only that, Item Synthesis allows a user of Enchantment to combine two or more items to make a new, much more potent one. Enchantment has been described as being relatively similar to Living Magic and in that all three magics revolve around the creation of objects forged from the user's own magical energy. In order to get the most out of Enchantment, a user of the magic is almost required to have keen eyesight and knowledge of the surroundings down to the particles composing everything and what effects they have on each other, meaning that they need a near omniscient understanding of their surroundings at all times. Additionally the scope of the powers displays are hampered by the laws of conversation of mass and energy; a user can't create something greater from something smaller; they're limited to transmuting only things which already exist within this world. As mentioned frequently, as long as the caster can imagine it being doable, the sky is the limit, more or less, resulting in Enchantment being quite possibly one of the most variable magics around, if not the most versatile.

As Enchantment is the first and foremost form of arcane utilization of Persephone Tray, it should come as very little surprise that Persephone Tray is an exceedingly skilled Enchanter, being single-handedly responsible for causing a revival in its utilization as prior, the magic had been all-but-forgotten by countless people as records of its existence were lost to the sands of time. From early childhood, Persephone has displayed proficiency and interest with Enchantment, teaching herself everything about the magic through notes her ancestors left her and applying her own flair to the magic. It can be theorized that since Enchantment was the first magic she learned when she was around six years old, she began to see everything related to matter and the supernatural in the form of equations and reactions, thus giving her the ability to develop so many unique magics which were capable of making the impossible possible time and time again. While it was uncertain whether or not Enchantment was a Magic System or a magic itself for a very long time due to how much the power could do without interference from other arcane abilities, Persephone displayed that it is simply an exceedingly versatile magic with countless uses, as her Formula Eltria Magic System is still in play whenever she utilizes her enchanting skills – the convergence of this eons-old magic art and the primordial form of spellcasting managed to awaken the true form of Enchantment for her use only, known as Incantamentum (, Inkantoamentamu lit. Root of Magic Enchantment), the name that it was referred to before the original iteration of Enchantment was lost to the sands of time; to ensure the restoration of Incantamentum, her base Enchantment was integrated within the first of the One Hundred and Eight Cardinal Codes that she ever managed to get her hands upon through invoking the process of Enchantment upon the Ley lines and her own Magic Origin, resulting in the highly purified magical energies that flowed beneath Earth Land surging upwards and seeping into her arcane container, forcing her standard Enchantment to undergo a process known as "primal reversion", absorbing the energy that's inherent within nature to revert Enchantment back to the form it took upon when first created. This had the effect of bolstering the fighting style back up to the level that was displayed during the times of the and perhaps even beyond. Because of her incredible skill, Persephone was hailed far and wide throughout as Miss Blue (, Misu Burū lit. Blue-Haired Addition Art Goddess), representing the eternally calm seas with a moniker that acts as a counterpoint to. Obviously, she has obtained the moniker of "High Enchanter" with access to the highest tier of particle alteration imaginable, Atomic Level Enchantment, allowing her to transfix her arcane power upon the subatomic particles, particles much smaller than atoms that compose the atoms themselves, and the constituent particles of atoms that are all classified as fermions, which are the electron, the proton and the neutron, meaning that Persephone is able to manipulate the atoms which make up the entirety of existence, allowing her to shape, generate, and absorb these particles in any way that she deems to be suitable, each on an sub-atomic level.

In battle, Persephone is well-known for taking full advantage of Enchantment's nature as a Semantic-Type magic, enabling her to define what she can and cannot affix her arcane power upon to alter its composition solely by her interpretation of what it governs over, all depending on her wording rather than anything logical. Thus, functioning in a manner not dissimilar to the likes of Arc of Embodiment, Persephone's form of Enchantment runs off the power of her imagination, the creative ability to form images, ideas, and sensations in the mind without direct input from the senses rather than her magical power in general. Indeed, Persephone's overwhelming quantities of magical energies are only used as a catalyst to bring about the various spells and subspecies abilities of Enchantment, Persephone never bothering to invoke a magic-assisted activation sequence, as to onlookers, it appears as if Persephone has simply manifested what spells she deems to be suitable in accordance to the situation through thought alone, creating "something" from "nothing" in the blink of an eye. However, what should also be noted is that unlike the Lost Magic which is known as Arc of Embodiment even at its highest levels, Persephone is able to not only spontaneously generate inanimate and inorganic forms of matter, including structures such as buildings, vehicles, and machines, but also organic forms of matter, not limited to but including humans, animals (both legendary creatures and ordinary creatures such as vertebrates, invertebrates and anything classified as either category), as well as the myriad of other races that inhabit these wondrous dimensions in addition to soil, flora, and water, plus many more, displaying a level of mastery that far exceeds most other wielders of Enchantment – anything that she can imagine is made doable by the immense might of this fighting style, perfectly displaying that there's no obvious way to counter somebody whom is able to cast countless high-tier spells that can have a myriad of properties bestowed upon their existence and fight with anything she wishes without deviating from the norm of how supernatural powers and skills in general are utilized. Persephone is commonly seen detaching status buffs and defenses such as the bog-standard Defenser and the slightly more advanced Barrier Magic from her adversaries, rendering them completely defenseless against the overwhelming power of an incoming blast of energy fired by her – this ability can also affect Lost Magic and s such as and, Black Arts, White Arts, and Chaos Arts, meaning that damn near nothing is safe against Persephone removing their protection.

Because of Persephone's immense magical potential as well as the role she played in bringing a truly Lost Magic back into the world under her command, Persephone is hailed as the Magnus Magus (, Magunasu Meigasu lit. The Strongest Magician in the Universe; Latin for "Ultimate Wizard"), a magician who has completely mastered magic, being in-tune with all things supernatural – a Magnus Magus is only born once every millennia, possessing power that surpasses all other, including , , the Ten Wizard Saints, the , and the Magic King as well as an Archmage – Persephone's might is truly incapable of being quantified through any variable, transcendent by any standards. Through utilization of her Enchantment, Persephone has displayed that she constantly exerts an effortless dominance over anything and everything that can be classified as "supernatural" in nature, her enchanting skills influencing the standard Magic which is harnessed by magicians and the slightly more advanced Curses as wielded by the likes of demonkind to take control of those supernatural powers from their owners and altering them in any way Persephone deems to be suitable; this supernatural control extends to every classification and element of magic whether it be or  and every classification of demonic power around for the latter. It's said that throughout her countless years of studying and improving innumerable forms of the supernatural, Persephone has come into possession of every type of Magic and Curse to ever have existed – once more, her skill in Enchantment allows her to store the various powers she's obtained and refined within numerous to work on later or hand out to weaker magicians whom are willing to pay her handsomely or if she's just feeling generous. Despite the thresholds of a human body, more often than not, Persephone is capable of going to the extremes of this atomic manipulation ability by permanently equipping the supplementary ability of Enchantment known as Molecular Regeneration upon her frame; it's partly due to this power that she can survive being assaulted by various high-tier spells as Abyss Break and Dragon Slayer's Secret Arts, as she will instantly reform as she would use this magic to have all of her cells, tissue, and atomic particles build herself up once more, ensuring that it's damn-near-impossible to get an advantage over Persephone in the heat of battle. All of these properties together result in almost infinite possibilities that even the greatest of magicians would envy due to the sheer versatility displayed by Persephone, meaning that she will always have near-infinite offensive and defensive options at her disposal, and her command and mastery of Enchantment is known to be far greater than any wielder of the magic, or from any transmutation-type magic in general.

A good indicator of Persephone's prowess as an Enchanter was that with nothing but her skills in Enchantment alone, she was able to defeat the Ten Wizard Saints, including Keine Tachibana, whom is vastly more powerful than, the previous strongest of the Four Gods of Ishgar without receiving even the slightest of scratches upon her body, commonly enchanting the spells of her opponents and returning them to sender before her adversaries could properly react. Using her immense skill in Enchantment and her mastery over all supernatural abilities both past and present, Persephone has displayed that she is capable of flawlessly reproducing the supernatural powers of others on a level that far exceeds the likes of, , and , with Persephone replicating the arcane energy outputs and elements, genetic structure, and superhuman physiology that enables these supernatural abilities in others, allowing Persephone to wield any spells of Magic and the techniques of Curses as effortlessly as breathing by replicating the activation sequence of these magics and modifying some aspects of it as to attune these spells to Enchantment's atomic manipulation power; she can use these various abilities to one hundred and twenty percent of their capability, becoming more skilled and overall better with them than even their original casters through a combination of her Enchantment and her general skill in the ways of the arcane; on the other hand, once Persephone has reproduced a supernatural power, through her Enchantment's adaptive prowess, her magical energies enable her to become completely immune to that power. With her power-replicating Enchantment, Persephone has displayed countless minor magics such as Slowing Magic, Reflector, Heavenly Body Magic, several forms of Eye Magic, and numerous iterations of the, including and , though she mainly relies on her own skills, only bringing out these alternative forms of arcane manipulation if it's necessary. Through the utilization of Combination Spells, Persephone can even stack several spells and techniques together, even with each other by invoking the supplementary ability known as Unity Skill: Hexa Conversion, which is a highly advanced supernatural power which allows Persephone to convert any other forms of supernatural power – both the energy and the ability itself – into one that she is more accustomed to, thereby granting her the ability to use said alternative source of energy as if it were natural, such as commonly combining a Fire Magic spell with the Bomb Curse, both manifested through the Elemental Five supplementary ability to summon an enormous downwards blast that recreates the destructiveness of a tactical nuclear device, rivalling the likes of and the hyperresonance of a dragon in terms of power.

Generally, Persephone utilizes Combat Enchantment, a "perversion of enchantment's ability to save lives" developed by her ancestor, Maxwell Tray in the heat of battle, while keeping Enchant: Infinity Sight constantly activated in order to keep a three-hundred-and-sixty degree view of her surroundings right down to the most microscopic of details, making her a master of the immediate vicinity by utilizing the substances therein in order to cast countless types of high-powered spells without pause, all through simply using Enchantment in order to transmute these particles into energy which she can channel with ease. Persephone, befitting her Formula Eltria Magic System setup, doesn't use the Alchemic Fist skill even though it was developed by her ancestor, as Persephone is perhaps the worst close-range fighter in the history of everything ever. Persephone is highly effective with generating all sorts of elements with the supplementary ability known as the Elemental Five in conjunction with her Combat Alchemy. Befitting the one whom taught both Elraine Ardygun and Annarose Antoinette how to harness the might of Enchantment, Persephone's favoured element manifested through the Elemental Five is an off-shoot of water, being ice which is commonly shaped into the form of high-density crystals – this is not dissimilar from Elraine's Crystal Dragon Slayer Magic and Annarose's Ice Devil Slayer Magic, with Persephone using her crystalline icicles to focus and refract all forms of light into the form of exceedingly deadly lasers that rip through anything they come into contact with, impacting upon her adversary at the exact moment that they're brought into the mortal realm. However, Persephone also utilizes Synthesis Enchantment in order to create numerous elixirs which can cure disease and heal people, as well as forge armour and weaponry for nothing in order to sell it and keep a steady income of money- when she isn't just straight-up making money with enchantment as part of numerous get-rich-quick schemes. Persephone's enchanting techniques have already reached a level that modern magicians cannot catch up to, letting her spend her whole life playing around and researching magic while living off just the sales from the numerous tools and healing vials that she can manifest effortlessly. She can also use Synthesis Enchantment to heal people at a rapid rate, using the synergizing effects of synthesis to dramatically augment her enchantment-boosted Healing Magic enabled through the supplementary ability known as Molecular Regeneration. Because she holds the title of the Magnus Magus, Persephone is constantly in-tune with the supernatural, and thus, even when she is in a different dimension, her own version of the Enchantment skill is dramatically bolstered in comparison to other iterations of the power.

The Magnus Magus' utilization of Incantamentum (, Inkantoamentamu lit. Root of Magic Enchantment), the primeval form of Enchantment and the form it originally took upon before being diluted into its current state further adds credence to this theory – during her battle against Morgana Blackmore, Persephone displayed several incredible abilities that were once thought to be exclusive to various other forms of Lost Magic, such as summoning tremendously powerful tornadoes and absorbing oxygen into her body in order to regenerate injuries in a manner not dissimilar to Sky Dragon Slayer Magic, telekinetically control aspects of the world and freeze them solid to create high-speed projectiles like Ice Devil Slayer Magic, manipulate all aspects of the weather, and launch deadly streams of flame similar to the spell of. Overall, through her utilization of Incantamentum, Persephone is able to force all forms of arcane manipulation performed by mortals to be negated and placed under her control; indeed, when speaking about Incantamentum to Annarose Antoinette, Persephone refers to the power as a "building block for all magic", further mentioning that Incantamentum is able to be used in countless ways that are beyond the limits of ordinary forms of Enchantment, leaving it ambiguous to where Enchantment stands in the history of arcane utilization other than it being an infinite expansion of a core skill of magic. Additionally, the incredible power of Incantamentum is said to be entirely independent from the utilization of Magic and Curses as well as distinct from Magic Skills and eternano, leaving how it actually works an unknown – however, Incantamentum is tied to Persephone's Magic Origin and her magical energy and Magical Aura, those three aspects coalescing to serve as a medium for her thoughts to conjure what Persephone wishes to achieve, her arcane powers bringing her fantasies into reality. As a side note, whenever Persephone invokes the power of Incantamentum, her eyes become enshrouded in a fiery glow that burns brighter the greater the spell she is casting.

With the blood of the dragon whom was known as the Sage Dragon, Al-Hazard flowing within her veins, going beyond the likes of what she can normally do with Enchantment, Persephone is able to tap into the unbreakable connection between Enchantment and the archetypical form of Slayer Magic known as Dragon Slayer Magic by harnessing her obscured draconic characteristics in conjunction with her skill in Enchantment in order to tap into the Ley lines and perform the astronomically powerful spell known as, being one of the very few magicians capable of casting the spell – invoking the phenomenon of terraforming upon the dimension, she can now control the very fabric of reality, the logic and sense of the world being altered in accordance to her whims. Persephone's power as the Magnus Magus enables her to unleash Universe One at any time she deems to be suitable, but since she prides herself in the innumerable quantities of arcane power she's developed and mastered, despite its unfathomable power, she usually relegates the usage of Universe One to more mundane tasks such as bringing food and beverages closer as she's oftentimes too lazy to get up off her ass and obtain it herself. However, Persephone's Enchantment is known to be permanently active – this means that unless Persephone consciously controls the magic's output, then she will begin to subconsciously affect anything that she thinks about even if it's only for a moment, resulting in a lot of disasters all around. Even so, most of the time, Persephone is able to tone down the effects of the magic even as it is constantly engaged, but even so, a constant will remain in that through alteration of matter and energy, the majority of Persephone's powers are bolstered by a multiplication which is said to be at least one hundred times their normal physical and supernatural parameters, if not even moreso – it's theorized that the vast majority of Persephone's powers are derived from her ability to alter matter and energy and that she could simulate almost any type of supernatural power with enough practice and control, as long as it is an outward effect. Oftentimes, Persephone does not bother to name her enchantment spells with only a few exceptions; the reason being in order to take her enemies by surprise- overall, it can be said that Persephone, like many of her other magics, is the definitive master of Enchantment, even surpassing.

Supplementary Abilities

 * Elemental Five (, Erementaru Faibu lit. Five Elements Particle Shifting Magic Transference): Elemental Five is a special application of Enchantment which could be considered a "spell" of sorts that grants the user of the magic the ability to transfix their magical energies upon anything and from there, through the correct chemical reactions, create the classical elements, which are the rudimentary, simplest or essential parts/principles of which nature consists and were proposed to explain the nature and complexity of all matter in terms of simpler substances. When inducing the Elemental Five, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particle, allowing the caster to alter them. In the case of the Elemental Five, the caster takes into consideration various chemical elements, which are a species of atoms having the same number of protons in their atomic nuclei that compose the majority of the plane of existence that are strewn about the vicinity. Through the inducement of numerous chemical reactions by using the projected arcane energy to influence the chemical elements scattered throughout the vicinity in accordance to the caster's mental commands, a user of Enchantment is able to transmute the particles and nearby chemical elements into the natural elemental forces, each representing one of the four fundamental states of matter, with fire representing plasma, water representing liquid, earth representing solid, and air representing gas- even further, these four elements have Magic representation in Fire Magic, Water Magic, Earth Magic, and Wind Magic/Air Magic respectively. This allows a user of Enchantment to harness the power of the corresponding magics without taking up a slot in their Magic Origin's capacity, but generally, even a skilled user of Enchantment can only use one as their major power – however, a master such as may be able to use other elemental energies at a higher level. As one would assume, "Elemental Five" refers to "five elements" obviously, but so far, there has been no mention of a fifth – there is a reason for such, with what constitutes a "fifth element" depending on the user's interpretation thereof. For example, while subscribing to the Wu Xing system of elements, which are the five types of chi dominating at different times, the fifth element is considered to be metal, but by following the Ancient Greece theory of the five elements, said element is aether. This means that what counts as a "fifth element" is all up to the user, allowing for incredible variability. To keep explaining, not only can a user of Enchantment use the Elemental Five to manipulate fire, water, earth, air, and any other element of their choice, any extensions thereof which result in a phase transition or an outside source affecting the element, such as water changing it's phase into that of ice and it's corresponding Ice Magic, are capable of being generated by replicating the necessary factors for formation through Enchantment. Just like the regular Elemental Magic, a user of the Elemental Five is able to project varying waves of elemental energy from their body; such energy can take the form of concentrated blasts, concussive explosions, waves of force or self-perpetuating beams. These beams can come from anywhere and be used or directed in a large numbers of ways depending on the character whether it's defensive or offensive – a user of the Elemental Five is capable of using Shape Transformation on the element manifested as to forge it in the shape of constructs, which can be utilized in various manners in a similar manner to Molding Magic. It has been shown that aside from her signature ability of crystallokinesis through cryokinesis which itself is an offshoot of the hydrokinesis ability granted to an Enchanter while harnessing the Elemental Five, Persephone is more than capable of wielding all forms of Elemental Magic which are bestowed upon her by the supplementary Enchantment ability, commonly merging all sorts of element such as geokinesis and pyrokinesis to create magma which she sets upon her adversaries, or invoking a fusion between aerokinesis and the after mentioned pyrokinesis to unleash Combination Spell: Tempestorm, a blazing explosive tornado that rips throughout the immediate vicinity.
 * Ars Magna (, Arusu Maguna lit. Achievement of Godhood): Ars Magna is the ultimate form of Enchantment; being the culmination of the advancement of the Magic System over countless centuries in order to complete the will of the creator of the art. Put simply, Ars Magna is a state where the enchanter goes from an "incomplete god" and through Ars Magna, the enchanter completes themselves, resulting in them achieving infinite magical energy and near-omnipotence. To go into detail, Ars Magna is induced by the enchanter forging a Philosopher's Stone (賢者の石, Kenja no Ishi)- a special type of Lacrima and a legendary alchemical substance capable of turning base metals such as mercury into gold or silver which had infinite uses and infinite magical power stored within it; this could only be done by utilizing Enchantment upon a relic of a God and then by infusing the relic with the energies contained within the Ley lines, inducing a constant link that is impossible to break as it is theorized that Gods were the ones whom created the Ley lines, thus giving them permanent access to the magical pathways at any time. By the enchanter implanting the Philosopher's Stone into their body in a similar manner to that of a Second Generation Dragon Slayer with their Ryū no Lacrima- replacing their heart in a risky procedure that only has a twenty percent chance of success, they were capable of linking the magic channels and Magic Origin in their body to the Philosopher's Stone (and by extension, the Ley lines), effectively giving the user access to an unlimited amount of magical energy as their Magic Origin never fully empties, and they can utilize the magical energy as if it were simply an extension of themselves. This not only grants the Enchanter drastically enhanced physical parameters, they also do not need to utilize any further preparations in order to perform any form of enchantment- instead, they can break the laws of conversation and mass in order to generate what they wish through willpower alone as long as the necessary medium is within the vicinity, making all forms of their enchantment instant and versatile beyond compare- bringing their thoughts into the current plane of existence, essentially giving the enchanter the ability to accurately simulate or mold the real world to their liking, performing Enchantment on a tier never seen before as they are capable of distorting the fabric of reality itself through their thoughts- though they require a vast amount of focus in order to bring their thoughts into reality. Additionally, as the Ley lines are a source of life themselves, this grants the enchanter who has undergone Ars Magna immortality both physical and age-wise, never aging or suffering any permanent damage. As of yet, nobody has managed to achieve this spell. In the case of Persephone Tray, while this doesn't manifest as anything flashy in terms of visuals, since her ascendance to the Magnus Magus allows her to use dragon and divine powers while completely discarding any taboos and drawbacks whereas normally, they could not exist side-by-side, the invocation of Ars Magna ensured that Persephone did not have to give up anything to become the God of Magic.
 * Molecular Regeneration (, Morekyurā Rijenereishon lit. Magic Transference – High Speed Regrowth): Molecular Regeneration is a special application of Enchantment which starts off as a standalone spell but for experienced users, it becomes a permanently activated sub-ability – effectively, Molecular Regeneration allows the caster to regenerate by recreating lost or damaged tissues, organs and limbs. In any case, when activating Molecular Regeneration, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, allowing the caster to alter them; but in the case of Molecular Regeneration, the caster enchants themselves near-constantly by continuously recreating their own particles exponentially whenever they are disintegrated, allowing a user of Enchantment to near-instantly regenerate tissue, bones, and organs no matter their importance; the speed and efficiency at which the caster recovers from all sorts of injuries transcended the highest limits of human potential, granting them the ability to completely regenerate damaged and destroyed tissue and organs at a velocity that can be considered akin to that of traditional forms of Healing Magic. Because of Molecular Regeneration, the user is constantly in peak physical condition as their body is constantly and instantly reverting to a healthy state, granting them inexhaustible stamina and vitality. Additionally, the user is incapable of getting drunk no matter the strength of the drink, nor addicted or even take any form of drugs; impurities which are transmitted through the air, and they have displayed a complete immunity to hypnosis and Illusion Magic, which could quite possibly limit their focus, and by replicating and creating new particles, they can continuously evolve in accordance to the situation at hand, such as forming new oxygen particles to breathe in a close place. Molecular Regeneration is also capable of being applied to the user's allies to heal them. With Molecular Regeneration, Persephone is capable of rewinding any changes in her target's body by having her magical energy interact with their body's magic channels. In any case, any negative alterations can be rewound up to a day in the past; by using her magical aura in order to completely rewind the magic channels from before any damage or harm from external sources were incurred; the rewound target will adhere to the updated information and restore itself to before any harm was suffered; this will instantly revert any grievous wounds and status ailments, such as poison, paralysis, and third-degree burns to the point before they occurred, also enabling Persephone to cure numerous diseases by restoring the body both internally and externally; but the time of healing varies from person to person—and even the severity of the target's wounds, making it impossible for Persephone to determine a 'proper' healing time for anyone other than herself. Once the process is complete, the body of the affected target will automatically adhere to the updated information and restore itself to before any harm was suffered. Unlike regular Healing Magic which must be cast over and over in order to remain effective, and thus, useful, Molecular Regeneration's effect is perpetual and applying it to a wounded person will make it as if no injury had ever occurred; the effect instantaneous and the target is not restricted to biological organisms, as Persephone can restore anything she wishes; all the pain is condensed into an instant as it is transmitted- as long as the target isn't fatally wounded and without a 'starting' point for Molecular Regeneration to be applied, as long as rebuilding the body and restarting the circulation of blood would have had even the faintest chance of resuscitating the person. In addition, Molecular Regeneration is shown to automatically activate whenever Persephone's magical output drops below combat-necessary levels, enabling her to restore her own body to its original state, automatically completing the repair processes at such a velocity that surpasses the wildest dreams of any sort of cognition, human or otherwise.
 * Enchanted Telekinesis (, Enchanteddo Terekineshisu lit. Magic Transference - Psychic-Type Manipulation): Enchanted Telekinesis is a special application of Enchantment which could be considered a "spell" of sorts that allows the user to move physical objects and substances with their mind and molecular manipulation. In any case, when inducing Enchanted Telekinesis, the user of Enchantment focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles, allowing the caster to alter them; in this case, the caster visualizes the movement of the matter that they wish to manipulate, using their molecular manipulation in order to seize an object in question, exerting their will on it so that it performs as they wish; and they can cause a material body to draw close to themselves; the greater their aptitude with this, the heavier the object that can be pulled or the more wide arc or radius of the method. It can be used to pull weapons from enemies, or, at higher levels of skill, the enemies themselves to be brought closer within their range; levitating them within the air before her, subjecting them to their will. This power is also very useful when a chasm or hole lay between the caster and the enemies. It could also be used to pull foes to the ground. It is an ability to move matter with the mind without exerting any physical force upon the items. With telekinesis, the caster can exert enough pressure to bend half a meter thick metal bars, crush lesser demons with a single grab, and immobilize others' movements completely. Basic level use of Enchantment skill is categorized as Macro-telekinesis and more advanced levels of this skill can be categorized as Micro-telekinesis. The most skilled users of this magic have been thought to possess other magics, due to the nature of Telekinesis. Macro-telekinesis, of course, refers to the movement of larger objects like people, furniture, weapons and plants and earth. Skilled use of Macro-telekinesis has been mistaken for other magics, such as Earth Magic or Plant Magic, however only as far as a beginner in said magic. The skilled use of Macro-telekinesis could also be mistaken for a single Wind Magic spell as the user could cause themselves to levitate and fly. Micro-telekinesis refers to the movement of smaller substances and, therefore, is a lot harder to do as it requires a great deal of precision and control. Micro-telekinesis can, due to what it works with, appear similar to other magics. The easiest use of Micro-telekinesis is the movement of water and other liquids, which can to a degree appear similar to Water Magic. There is also the ability to cause movement in the air or with the wind and can be easily mistaken for Air or Wind Magic. The most difficult use of Micro-telekinesis is often called Pyrokinesis or Cryokinesis. This requires the most control and is the most likely to be confused for another magic, Fire and Ice Magic respectively. The user would raise or lower the temperature by visualizing the movement of the Eternano to either increase or decrease and therefore either set something on fire or freeze it. Masters of Enchantment Telekinesis can combine the Macro and Micro levels of this magic to use what has been referred to as Tactile Telekinesis. By using the precision of Micro-telekinesis, the mage cloaks themselves in a layer of their own telekinetic energy just above the skin. Through this, they are capable of approximating feats of super-human strength, flight and a degree of invulnerability, which allows them to deflect solid objects the moment they make contact with the telekinetic energy. Also, by using the precision of Micro-telekinesis, the mage can extend the telekinetic field around objects they make contact with and then lift them using the skills of Macro-telekinesis to appear to have super-human strength. Truly powerful practitioners can after long enough years of refining. They can control the flow from their Magic Origin to inside their brain, allowing them to cast more powerful Telekinesis spells, without the need of using outside Eternano. Persephone is shown to be a master of using the supplementary ability which is known as Enchanted Telekinesis; being able to telekinetically grab and move up to several objects many times her own size and weight as both a single- or collective mass, her most impressive feat being forming a compressed ball of objects over twenty times her own size and could potentially weigh a net total of several tons. More often than not, Persephone utilizes Enchanted Telekinesis to support her Magic Staves which float around her constantly, and she can move them according to her will in a form of telekinetic combat.

Magic Seal Manipulation
Magic Seal Manipulation (魔法陣の操作, Mahōjin no Sōsa): Magic Seal Manipulation is a special utilization of a rudimentary skill of a magician that Persephone has forged for her own usage- are known to be the visible manifestation of Eternano being collected by a magician when casting a spell.

As a rule of thumb, spells of all shapes and sizes are accompanied by Magic Seals (魔法陣, Mahōjin); they are the visible manifestation of eternano being collected by a magician when casting a spell; they are also accompanied by powered-up states. More often than not, a Magic Seal is composed of intangible energy in the form of a proper circle, with concentric rings and squares inscribed in it; while gathering eternano to cast a spell, the Magic Seal spins at a varying velocity. Generally, depending on the amount of energy released, the circle may spin faster or slower; these seals usually appear only during the activation of the spell, but some stay during the duration of the spell- once the magician has completed the casting process of the magic, they immediately vanish into thin air, signifying that the spell is ready to be let loose upon their enemies. Generally, a Magic Seal is indicative of a magician's power, as more often than not, each magician has their own specially designed Magic Seal, forged through aspects of their character and fighting style- no two Magic Seals are the same, and the Magic Seal changes, in both colour and the symbol in the middle depending on the magic used; for example, when casting a Fire Magic spell, the user's Magic Seal will take upon a bright red hue and the symbol in the center will transform into the visage of a burning orange-red flame, the typical symbol of the fire element in many forms of media. Additionally, depending on the amount of magical energy required in order to cast the spell or the amount of times the spell is being cast at once, the Magic Seal projected outward will expand or shrink in size or multiply. Where Magic Seals come out usually depends on where the user's hand points to, though sometimes it appears from below or above the user; they can also be used as a shield from enemy attacks.

Over time, magicians have delved deeply into the Magic Seal phenomenon, learning the exact specifics and rulings of the seals which manifest while spellcasting in order to expand upon them and utilize Magic Seals in a far more practical way- this is done by the user skipping the "casting sequence" of their magic and projecting their magical energy outwards in order to manifest their Magic Seals in the form they'd usually be in when beginning to bring one of their spells into the current plane of existence. This has resulted in a massive boon for the magical community, as it has given them more nifty aspects of the arcane to test the limits of. Two examples of expanding upon what the Magic Seals are capable of are the Divine Authority Magic Seal Arts (天権の魔法陣伎, Tenken no Mahōjingi) refer to a series of Caster Magics which are derived from Sealing Magic in which its users perform different hand patterns to create different effects with Magic Seals, and the Numbers Layered Magic Seal Style (号重魔法陣流, Gōjūmahōjin-ryū) which involves the user bringing out Magic Seals of all sorts of properties in order to induce a wide variety of effects upon the opponent and the surroundings. When projected outwards in order to serve a purpose other than pretty spell effects, the Magic Seals come in many flavours- namely, there's an almost immeasurable amount of Magic Seals which can be generated, each which fall into several categories- however, every Magic Seal stems from two in particular, which are listed below.

Persephone herself, as The Magnus Magus, has discovered each and every in and out of the art of the arcane, and as such, is capable of naturally manifesting her Magic Seals as glyphs of a sort and manipulating them in any way that she deems suitable in accordance to the situation at hand, using them to perform various magical feats such as manifesting ethereal chains and calling upon the aid of powerful beings. Persephone is capable of forming her magic seals in the atmosphere, enabling her to induce a wide variety of effects by utilizing her runes for all sorts of purposes other than casting a spell. When harnessing her magic in this way, Persephone is capable of skipping the "casting sequence" of her magic and projecting her magical energy outwards in order to manifest her magic seals in the form they'd usually be in when beginning to bring one of her spells into the current plane of existence- from here, Persephone is able to utilize her magic seals in a variety of ways; with each magic seal being defined into hundreds of subcategories, meaning that there is an almost unlimited amount of options at Persephone's disposal. More often than not, the magic seals that Persephone can project have a variety of effects on both sentient and non-sentient beings, up to and including buildings and the like. Where the magic seals manifest usually depends on where Persephone's hand points to, though sometimes it appears from below or above her body, and she is capable of casting the runes in mid-air; by jumping on them, she can use the effects of the summoned magic seals- more often than not, Persephone can cast a 'haste' magic seal in order to achieve a "double jump" of sorts, rocketing through the air once more.

However, with a complete dominance over her magical energies, she can manifest magic circles of different form, depending on the currently used system. When using her Magic Seal, any required circles, designs and written magical incantations appear glowing in the air the moment that Persephone wills it to; shining with the light of the moon that reflects upon the seas, as per Persephone's affinity with the seas. Thanks to her experience, Persephone has expanded her mastery of her Magic Seal so that she can use it offensively or defensively; being utilized as a shield from enemy attacks, as well as a weapon by flinging the seal against the foe telekinetically—thus producing high velocity that smashes into the opponent, knocking them flying. Persephone employs this ability in various situations for various effects. Persephone has displayed the ability to harness Magic Seals which have illusionary properties upon her targets in order to set up far stronger attacks. The properties of her Magic Seals can range to being solid in order to serve as battering rams and stepping stones to simply energy-based in order to serve as a medium to fire elemental attacks and the like from the Magic Seals. Generally, Persephone can use her Magic Seals can temporarily boost her power and spells' area-of-effect to increase her already enormous reserves of strength tenfold, and she can boost her speed and that of others with her Magic Seals; and she can attack from any range with several different elements while buffing everyone else.

In the case of Persephone, the Magic Seal that she manifests using her mastery over magic appears to indicate the form of Elemental Magic that it produces, such as a red coloured glyph which produces fire-based attacks/spells, a blue coloured glyph produces a water/ice-based attacks/spells, a yellow coloured glyphs produce light-based attack/spells, and a purple coloured brand produces lightning-based attacks/spells. Functioning as substitutes for Barrier Magic, Persephone harnesses her Magic Seals in countless ways, both offense and defense. She can conjure Magic Seals to blast enemies away and for crushing enemies in between them, even infusing them with all sorts of powers to keep the opponent on their toes. She can also dash against them, causing her to leap high into the air off of them and blow them up with a blast of magic, while trapping enemies inside Magic Seals or to protect herself from enemy attacks while her other spells go to town on her enemies, more often than not entirely wiping out an area in a matter of seconds – alongside this, Persephone commonly harnesses a variety of Magic Seals to keep a constant advantage in battle. While the Magic Seals commonly take the form of glyphs of magical energy that possess various properties, through Persephone's mastery of the arcane, she has displayed the ability to shape them in a manner that's not too dissimilar to that of Molding Magic, forming various weaponry, defensive walls, and projections that appear similar to that of beasts of pure energy to devastate her opponents, even summoning a ceiling of geometric shapes which she slams enemies.

The seal, no matter its type, is hard enough for blades of any and every kind to be unable to cut through it and thus Persephone can effectively defend herself against any attacks, even those coming from a magical cannon. She also uses this ability for destructive attacks, being able to heavily damage other forms of Lost Magic, by hardening her fists or legs or by focusing it upon her weapon; by utilizing her Magic Seal in close combat in such a way, she also avoids hurting herself. Interestingly, she is capable of combining her Magic Seals with her other combat methods even without infusing them within her weaponry- for example, the Arcane Cube uncategorized spell is hewn from her mastery over Magic Seals. The only big weakness that Persephone's Magic Seal Manipulation power is known to have is that constant usage of it can tire her out relatively quickly, as she is constantly generating magical energies with the power – however, after effectively ascending into the Magnus Magus, this is no longer a problem. Each Magic Seal formula can be classified as Set (, Setto lit. Magic Trap); a Magic Seal which traps enemies in various manners, Snap (, Sunappu lit. Magic Sphere), a Magic Seal that falls under a Shooting-type spell, and Square (, Sukuwea lit. Magic Surge), a Reinforcement-type Magic Seal that amplifies the power of other Magic Seals. Overall, it would be best to describe Persephone's Magic Seal Manipulation as a 'jack of all trades' magic style when fully mastered, giving her not really exceptional power unless delving into the higher-ranked attacks, but exceptionally wide versatility when compared to a user of a single magic; she can effectively utilize her mastery over glyphs of magic in order to cover a wide range of potential outcomes in battle, enabling Persephone to perform almost any action depending on the situation.

Persephone is capable of harnessing her Magic Seals in a similar manner to that of the Divine Authority Magic Seal Arts, using hand gestures, also known as Mudra (, Myūdora lit. Nine Symbolic Cuts) in order to determine the effects of each Formula (式, Shiki), which in themselves require memorization; in the case of Persephone's utilization of Magic Seal Manipulation, the Formulas are simply magic spells and effects of all kinds hewn from various Magic Seals, with the countless glyphs releasing powerful effects that depend on several factors. Persephone's Magic Seal manipulation is referred to as a magic-based numerology (魔法上数秘術, Mahō-ue Sūhijutsu); as the strength and scope of each Formula partially run on equations—which is a formula of the form A = B, where A and B are expressions that may contain one or several variables called unknowns, and "=" denotes the equality binary relation- indeed, In order to convert a phenomena related to magic into either variable 'A' or 'B', one must be able to comprehend what goes into either variable. In a simplistic form, the equations can be described as 'magic type = effect'; where 'A' is the type of electricity the individual attempts to bind to their mathematical rule, while 'B' is the desired effect and phenomena the user reproduces. The exact amount of magical energy necessary to unleash various Magic Seal is manipulated through Mudra; with there being different sequences of hand seals for every seal, requiring memorization – alternatively, since Persephone has mastered magic itself, she can simply bring the seal she wants into existence through nothing but thought; or she can just perform a single hand seal to bring out what she wishes as her formulas can be brought about with relative ease, as her seals pre-form during battle, rather than an instantaneous formation of it; these are known to be the fruit of her research into magic.
 * Elemental Glyph (, Erementaru Gurifu lit. Elemental Power Magic Seal): An Elemental Glyph, is, well, exactly what the name would indicate- it's a Magic Seal which can be manifested by a magician; each are the embodiment of the Four Fundamental Elements into the current plane of existence; the Elemental Glyphs are formed through moving, altering, and mixing existing elements or pulling eternano together and creating a single Magic Seal from many others, which is then laced with the user's element of choice, influenced into transforming into the element of the user's desire via the immediate surroundings and the user's own thoughts; each Elemental Glyph is a different colour, more often than not corresponding to the manifested element. While under technicality, due to the immense flexibility of the Magic Seal, the user is capable of inducing the replication of phenomena of the world such as volcanic eruptions and hurricanes, a power of such magnitude generally costs at least thrice as much magical power than it would to use the Magic Seal normally, so the user simply harnesses the Elemental Glyphs in order to conjure the basic Four Fundamental Elements; fire, water, earth, and air, plus others such as ice and lightning, utilizing them like normal elemental magics by allowing them to be released from the Magic Seals. The user, just like any other elemental magician, is capable of manifesting the elements from the Magic Seal in many forms, such as burning tornadoes, icicles, and rocky stalagmites, not just the 'wave of _ element' type, granting them virtually infinite options in the heat of battle.
 * Shift Glyph (, Shifuto Gurifu lit. Property Changing Magic Seal): Shift Glyphs are different than the norm- while they're Magic Seals which are manifested through magical manipulation like the others, unlike the Elemental Glyphs, the Shift Glyphs have special properties which can be considered to be more akin to the 'tricky' magics such as Slowing Magic; indeed, the Shift Glyphs are formed through taking a note of existing phenomena and pulling eternano together and creating a single Magic Seal from many others, which is then laced with the user's element of choice, influenced into transforming into the Magic Seal of the user's desire via the immediate surroundings and the user's own thoughts; these Magic Seals are special as, like mentioned above (sorta)- they are capable of controlling the fundamental forces of nature to a rather limited extent- this includes gravity, time, and space, and probably a lot more, including illusions; all of these Magic Seals work exactly like their proper 'magic' counterparts. The most common usage of the Shift Glyphs is to perform time dilation on either the surroundings or an aspect of themselves; though the user can also induce a gravity shift to increase their jumping height. Generally, the user utilizes the Shift Glyphs to increase their own parameters, though it is not uncommon to see a user of this power to affect the fundamental forces of the enemy as well.

Chronos Rose
Chronos Rose (, Kuronosu Rōzu lit. Forbidden Heretical Sorcery: Ultimate Time Control) is the name of a Caster Magic that enables the user to manipulate the essence of time itself. Chronos Rose is referred to as the Original Chronokinesis (, Orijinaru Kuronokinesisu lit. Primeval Time Magic), being the magic from which all other time-based magics stem.

Chronos Rose was previously the "Yin Half" of the Ouranoforce (, Ōranofōsu lit. Time-Space Power), a Lost Magic which was originally "The Strongest Magic"; Spatioaxel was the "Yang Half" of the magic. The original Time Space Magic was capable of incredible feats such as creating rifts in space and time, which could make those who passes into them be banished to the void. In battle, this could also be used to distort space and thereby damage the opponent, and stop time for a matter of moments- this power could also be used to replay the battle again and again, performing numerous attacks in what appeared to be an instant. However, as centuries passed, the magic's power degraded to only a pale imitation of its former self, though this was mitigated by the splitting of the Ouranoforce into the magics referred to as Chronos Rose (, Kuronosu Rōzu lit. Forbidden Heretical Sorcery: Ultimate Time Control) and Spatioaxel (, Supēshoakuseru lit. Space Magic) before the Ouranoforce deteriorated into its current form.

It isn't a magic that gives the illusion of something referred to as "Chronomancy" but is simply a mockery of such – no, Chronos Rose is the name of the name of Persephone's unique branch of magic that was carved from the stone known as "hard work and dedication", spending countless eras researching how time and space flows and affects all four dimensions and how exactly to unlock that constant law of existence and render it accessible to a bog-standard humanoid; after untold generations that passed by as Persephone remained stagnant in her pursuit of this ability, a single fruit was grown from the tree of Persephone's hard work, peeling the skin off of the fruit to reveal a power beyond the regular confines of the arcane – Chronos Rose. It's name was something truly worthy and reprehensive of the power of controlling time; the god Chronos (クロノス／Χρόνος, Kuronosu lit. time) was the personification of time in Greek Mythology. As society progressed, Chronos was constantly confused with the Titan, Chronus, and this give birth to the anthropomorphism of time itself, "Father Time". This "magic" was given a title that alluded to all three concepts – but particularly the former – as it was a magnificent rose that finally bloomed under the sunlight of Persephone's study and hard work, and as its petals revealed themselves to this master of magic, the power that was associated with these mythological figures and concepts came into her possession as the greatest of her already impressive accomplishments.

To get down to business (to defeat the huns), Chronos Rose, as if the grandiose description above and the name would ever-so-subtly suggest, is the power to control and manipulate time (時, Toki), which is the metaphysical concept of the indefinite and constant progression of existence and events that occur in a supposedly irreversible succession from the past through the present to the future. As a one-of-a-kind existence exclusive to Persephone and as a "magic", Chronos Rose is capable of being differentiated from regular forms of time manipulation in that it could be seen as something more akin to a force of nature – it isn't a "group of assorted spells of all types with a single concept typing them together", but rather, it's an ability that enables this master magician to constantly affect the metaphysic aspect that allows all four dimensions to continue its progression – because of Chronos Rose, Persephone has advanced something as simple as "telling time" into "telling time what to do", sending a message to the laws of conservation to "screw you" and force these fundamental laws of the universe to shoulder the burden of a past that has no future. Since the beginning of when humanity and the like began to start thinking, time has been an integral part of religion, philosophy, and science, but even so, countless scholars have been incapable of defining it in a way that this solid description of the concept of "the constant progression of existence" would fit in quite nicely in every and any field of study where it was applicable. However, Persephone Tray, through her thorough study and excavation of this power once thought to be naught but a phantasm, took any and every definition into account during the creation of Chronos Rose, resulting in a "power beyond power" as its applications encompass all ideas of what "time" is.

No matter what it is, as long as time is a major proponent in its existence and mechanics, with Chronos Rose, Persephone is capable of inducing it and displaying amazing control and knowledge of the subject, manipulating the concept of time from various ranges and manners, affecting an overall area or a specific target, including herself – there's no real limitations to what she can and cannot affect with Chronos Rose. In order to actually activate this power, Persephone is required to induce the mechanics of the ability with a snap of her middle finger and thumb on any one of her hands- this gesture acts as a conduit which focuses and dictates the flow of magical energy, tapping into the magical energies that already exist within the earth and matter; representing the cyclical flow of eternano and turns that power to manipulable ends; allowing Persephone to mold and initiate the fusion of magic energies and eternano without having to draw it towards herself, molding these supernatural energies into the form of gears referred to as Timegears (時空研歯車（タイムギア）, Taimugia lit. Time-Space Grinding Cogwheels); which are rotating machine parts that mesh with another toothed part to transmit torque; these gears are commonly summoned two apiece, and visually, the gears manifested via Chronos Rose are predominantly golden spurred gears with an emerald glowing gemstone in the very centers of their existences. Once brought into the current plane of existence, the gears of time begin to spin, their toothed portions mesh together and engage as they whirl in a clockwise or counter-clockwise direction, producing enough torque and rotational speed that the gears begin to affect the surrounding environment.

Discharges of static electricity and horrendous screeching sounds resound throughout the atmosphere, and all the while, the gears only increase the velocity with which they turn at; the speeds amplifying continuously to the point that what the gears eat away at expands from previously being limited to "each other", ascending to the point that the forces produced by their infinite grinding enables them to affect the laws of time and space itself, eating away at the fundamental laws which govern the universe. Persephone's Timegears gnaw at these concepts, as the energies released by the resonation of the cogwheels spinning like tornadoes wreaking havoc on the current plane of existence transfigure themselves into an unleashing of positively overwhelming amounts of magical energies, charged by Persephone's willpower – these supernatural energies spread out to cover the entire vicinity, spanning several thousand kilometers or even more; the magical energies released by the Timegears intermingle with the ambient eternano that are saturated throughout the environment, initiating the usual fusion of eternano with magical energies as the entirety of the surroundings are put under Persephone's thrall; the passage of time and space in this controlled area are hers and hers alone to command in any way that she deems it suitable. In the split-second that it takes for Persephone to activate Chronos Rose and gain dominance over the backdrop of the area-of-effect, any and every attack in motion that anyone other than Persephone utilizes are brought to a complete stop via bringing the magical energies that saturate their existence to a halt, especially any projectiles as they suddenly slow to a crawl before ceasing movement entirely.

With the passage of time being strong-armed into following her absolute order, Persephone is now capable of displaying the full might of Chronos Rose to her bewildered opponents – altering the flow of time in the vicinity to her liking with virtually unlimited ways to customize and modifying the concept of "time" – as mentioned above, as Chronos Rose affects any and every definition of "time" as debated by scholars and other figures of importance, she is able to affect certain aspects of time, such as the speed of movement and reaction speed, as well as aging and rewinding time to undo a mistake – it is well-documented that through Chronos Rose, Persephone has absolute dominance over the concept known as "controlling time", and on the rare chance that she is forced to fight another other user of any other type of time-manipulation ability, the sheer mastery she displays over the ill-defined power grants her the ability to negate their own time control and/or move as normal when they are affecting time while her spells are left undeterred by the forced change of time via an opponent. Persephone displays the ability to accelerate the passage of time, causing spells against her to reach their "finish point" and thus age into nothingness, while her own spells will move at speeds beyond mortal comprehension, striking near-instantaneously while the opponent is left incapable of reacting to the incoming assault. Slowing the time halts the movements of incoming attacks towards Persephone as her opponent can also be forced to suffer a drastic drop in their movement speeds, enabling her to simply walk around them and attack with impunity.

By rewinding time, Persephone is capable of bounding backward in time, returning her magical energies and current position to where they were previously, effectively serving as a backwards teleportation move and a health-regeneration move simultaneously. She can additionally speed the time of her own existence up for superhuman reaction time in combat which serves to drop the time required for spellcasting down to near zero, allowing her to unleash dozens upon dozens of high-powered spells of any and every rank which are also accelerated so that a volley of blasts lands instantly and simultaneously while also increasing her velocities to the point that she is capable of moving so swiftly that it appears as if she has teleported a short distance, allowing her to be capable of seemingly accelerating at a rapid pace, often causing those around Persephone to view her movements as something akin to teleportation; or slow down her bodily functions to avoid a search-and-destroy system. With Chronos Rose, she has displayed the ability to manipulate the "time" of objects and non-sentient living things, allowing her to perform maneuvers such as aging the floor underneath the opponent or accelerating the time of the tectonic plates under the earth into an earthquake, allowing her to cause natural disasters. Any weapon that she deems a suitable target can be aged into nothingness, or freeze the movements of an object which is airborne, suspending it in the atmosphere. Rewinding the time of an object enables her to change water to ice and vice-versa – something consistent is the fact that Persephone is able to un-pause an individual existence under the effect of Chronos Rose if she deems it suitable.

As mentioned above, Chronos Rose is capable of affecting various scopes in terms of its area-of-effect, and at its greatest potency, this power enables Persephone to exert a significant amount of control over the entire continuum of time and space. Since Chronos Rose revolves around the manipulation of the concept of time, it also has some rather minor yet somewhat noticeable effects on space as well as the two are interrelated, and by manipulating time, Persephone is still distorting space proportionally. In the heat of battle, whether she's been cornered into close-range or is still at her preferred medium-to-long range in combat, Persephone attempts to keep Chronos Rose under wraps at all times, refusing to overtly broadcast the power's mere existence, preferring to apply it in a subtle manner in select intervals to gently affect the course of a battle, making it appear as if she were teleporting around with impunity while evading everything thrown her way if she does not simply form a barrier to deflect it, and it often appears as if surroundings and opponents were being busted to naught but shreds simply by Persephone mentally commanding such a thing to happen, granting her an immense psychological advantage over her adversaries while giving off the air of being downright invincible.

Interestingly, activating Chronos Rose seems to be extremely exhausting which is certainly a massive drawback when combined with Persephone's natural rather awful stamina, and the interval of time manipulation that she is able to maintain decreases the longer the battle continues, hence why Persephone rarely uses it for prolonged periods of time. Additionally, once an inducement of Chronos Rose complete and time is returned to normal, the world will adjust the "incorrect time." This places a large burden on Persephone with each use; punishing her for messing with the natural order; so to get back in sync with the normal time flow, adjustments occurring within her flesh greatly damages her very soul and body. As Chronos Rose is the result of Persephone Tray breaking the taboo of the arcane, not only does it severely damage her, it's also the cause of her condition of constantly vanishing – as such, the more that Persephone harnesses the power of the Chronos Rose, the longer that she will vanish for at a time until she splits from the current timestream for eternity.

Destruction Magic
Destruction Magic (, Desutorakushon Majikku lit. Disassembly and Decomposition Magic) is a phenomenally powerful Caster Magic which can induce the disintegration of objects and opposing magics; Destruction Magic is known to be overwhelmingly devastating, compared to even Lost Magic in terms of power; for this reason, it has been referred to as a Forbidden Magic. Sometimes, Destruction Magic is compared to the Black Arts as a 'nasty, evil-powered magic' due to its vile nature and how terrifying the nature of its decompositions appear, though it also seems to be related to Crash. Persephone Tray, the creator of the magic, is the only person capable of utilizing the full potential of Destruction Magic- others lack the skill with which to shape the magic into spells, simply being a highly destructive blob of energy that they can use; Destruction Magic is said to have been derived from Destruction (, Desutorakushon lit. Absolute Annihilation), one of the One Hundred and Eight Cardinal Codes.

Destruction Magic is one of the rarest magics around; while under technicality, it isn't a Lost Magic, it has been referred to as one rather erroneously by all sorts of mages and even some members of the Magic Council. The reason for which is because it is a rare sight to behold, but whenever it rears its head, death and absolute destruction soon follow. Because of its immensely destructive nature, it is compared to the Black Arts and is labeled a Forbidden Magic by the Magic Council, whom refuse to allow information surrounding this elusive magic to enter public domain...if they knew how it worked and how it was taught. The only user of Destruction Magic's "true form" is Persephone Tray, the so-called Magnus Magus (, Magunasu Meigasu lit. The Strongest Magician in the Universe; Latin for "Ultimate Wizard"), perhaps one of the greatest magicians to have ever lived despite her (relatively) young age.

In any case, to cease jibber-jabbering, Destruction Magic is induced by the user amassing a vicious maelstrom of radiant, scarlet and raven magical energy upon their hands or anywhere else that they desire. This scarlet magical energy is formed by the user generating their magical energy outwards as they gather ambient eternano from the atmosphere, compressing it upon their energy before manipulating this energy into a powerful form of pressure—pressurizing the magical energy to the point that it turns a vibrant crimson in texture, giving it the power to pulverize almost anything within the user's way. Because the immense pressure causes the movement of the magical particles to become so aggressive that everything is overwhelmed by it. By using highly-trained eyesight, the user can analyze the design of any supernaturally-based (such as Magic and Curses) or otherwise being, including inanimate objects and humans; upon identifying it, the user is capable of using the crimson magical energies in order to directly interfere with their structural composition, erasing any part of the target by transmogrifying the portion touched of their choice into particles upon contact before annihilating the "foundation" (the method of keeping everything stuck together) at their leisure.

Destruction Magic, as mentioned above, has an extraordinarily wide range of what it can affect; more often than not, everything in the vicinity can be the user's next target. For example, when the user utilizes Destruction Magic on a collection of supernatural energies such as a spell, they are capable of disassembling the design of the spell by shattering it in an instant, prying each eternano particle away from the magical energy core which draws in the particles by breaking it down into meaningless energies before the spell is cast, or the user can simply erase a portion of the spell. When cast upon physical objects of countless sizes, Destruction Magic is capable of breaking them down into the molecules they were originally composed of- though this can be taken even further, see below. Now, here comes the interesting part- when Destruction Magic is cast upon a person, the ruby-red energies formed when the magic is in use will affect the human body and its many, many parts, body fluids, cells, flesh, nerves, and bones, plus whatever else there is- it's all a good target for Destruction Magic, which, when colliding with an enemy, can decompose those structures at a molecular level, leaving naught but dust.

In addition to this, with simple or even complex hand movements, the user can launch the scarlet destructive energy at their enemies in unrestrained waves which usually cover a large distance, directing it towards the user's target. The energy is touted to chase the user's foe to the ends of the earth, no matter where the foe is standing, even if they possessed high speed, as it would catch the user's foe eventually. The energy can move at impossible angles that almost always manage to reach its target; it will always change its path around any obstacles or pierce through any wall in order to reach its target. The time in which it takes to bring Destruction Magic out and ready to annihilate anything the user targets with it is less than half a second, meaning that more often than not, it can surprise the enemy even more. Destruction Magic is one of the most difficult magics imaginable to use, in some cases, it is said to be even more troublesome to utilize than Lost Magic and Black Arts; however, as it is able to directly interfere with molecular structures; though it can be considered a 'high risk, high reward' kind of magic.

Persephone, as the creator of Destruction Magic, is the strongest user of the magic; indeed, Persephone is the only person capable of utilizing the full potential of Destruction Magic- others lack the skill with which to shape the magic into spells, simply being a highly destructive blob of energy that they can use. Persephone's iteration, no, the original Destruction Magic packs far more power and possesses far more speed to the point that more often than not, the foe cannot comprehend the velocity of this magic, enabling Persephone to vanquish her target without a trace. She is capable of focusing the destructive energies into a more condensed form in order to reduce the damage the surroundings would take due to Destruction Magic's overwhelming power. She is capable of launching spheres of Destruction Magic at high speeds, faster than the eye can see, cast it as an area-of-effect spell to act as a defensive wall around her body in a similar manner to that of Defenser, and she can focus around portions of her body if she is about to be struck by an enemy's attack, providing an instant defense in a moment's notice. It is said that in terms of destructive potential, nothing can properly match Destruction Magic, and due to Persephone's sheer skill in manipulating and altering the properties of her magic, this claim can be proven effortlessly.
 * Ether Demolition (, Ēteru Demorisshon lit. Anti-Magic Disassembly Annihilation Ray): Ether Demolition is a Destruction Magic spell which is one of Persephone's signature skills; and the most basic of Destruction Magic spells. Ether Demolition is a power that was developed with the Cardinal Code of Destruction, one of the One Hundred and Eight Cardinal Codes, which are the origins of certain types of magic. When initiating Ether Demolition, Persephone gathers ambient eternano from the atmosphere, compressing it upon her magical energy before manipulating this energy into a powerful form of pressure—pressurizing the magical energy to the point that it turns a vibrant crimson in texture; in an instant, Persephone compresses the scarlet energy before launching it forward, using Destruction Magic's properties to forcibly annihilate all the accompanying supernatural energies, breaking down any compositions and the like; basically, anything that is related to the supernatural recorded on it is blown away; indeed, the trajectory of Ether Demolition can be modified through thoughts, enabling Persephone to force its power upon more than a single opponent with the ease of simply blinking. At any moment, Persephone is also capable of launching multiple Ether Demolitions at an enemy in a maneuver intended to overwhelm an entire platoon of soldiers or to decimate an enemy's defenses from all directions. Though it is called a spell, it is simply a cannonball of scarlet energy that has neither structure nor an incantation to modify an event, so it is not affected by anything that can negate all types of supernatural energy, including the Curses displayed by Etherious, Lost Magic and Slayer Magic, and magics that nullify other magics such as Nullification Magic; once a spell in motion is hit, even if the enemy is utilizing it in close-range combat as a magical energy-enhanced attack, the kinetic energy that was fuelling its motion and power is displaced and rendered null and void, bringing their attack to a halt and allowing Persephone to immediately counter. The pressure of Ether Demolition prevents this Destruction Magic spell from being hindered by any obstacle; though it also has no physical effects, and due to its short effective range, Ether Demolition has no true weaknesses, though a notable amount of magical energy is required to activate it, and even then, very few magicians are capable of utilizing it.
 * Extension: Distant Deletor (, Ekusutenshon: Disutanto Derītā lit. Additional Attack: Far-Striking Anti-Magic Disassembly Annihilation Ray): Extension: Distant Deletor is the name of a Destruction Magic spell, and, as the prefix would indicate, an extension of the basic Ether Demolition spell; it is a variant which solely affects the magical properties of the target rather than both, allowing Ether Demolition to deal more damage to the enemy's "soul". In any case, when performing Extension: Distant Deletor, Persephone gathers ambient eternano from the atmosphere, compressing it upon her magical energy before manipulating this energy into a powerful form of pressure—pressurizing the magical energy to the point that it turns a vibrant crimson in texture; in an instant, Persephone compresses the scarlet energy before launching it forward, using Destruction Magic's properties to forcibly annihilate all the accompanying supernatural energies, breaking down any compositions and the like; basically, anything that is related to the supernatural recorded on it is blown away; however, in the case of Extension: Distant Deletor, the spell shoots forth, and upon impact with anything, whether it be organic or inorganic, the blast targets the supernatural presence within and instantly induces decomposition upon it, allowing it to remove demons and gods from human hosts and the like – because of this, it can be considered a "Take Over killer". It can be used to target any aspect of the supernatural, blasting through casting sequences and spells alike while possessing the capability to remove somebody's Magic Origin outright, rendering them powerless. It is also effective against humans trained to use their willpower to control their physical body, although martial artists whom can harness qi may be able to avoid or deflect Distant Deletor – however, even then, if they manage to deflect the backlash of energy, the damage that they are inflicted with freezes the adversary momentarily, interrupting the casting sequence of their next spell or attack, and if left un-deflected, the target can be knocked out in a single blow.
 * Calamity Shielder (, Karamiti Shīrudā lit. Three-Hundred-and-Sixty Degrees Decomposition and Disassembly Magic Barrier): Calamity Shielder is a supplementary usage of Destruction Magic which enables Persephone to manifest a scarlet force field that surrounds her body from all conceivable directions as a protective shield; Calamity Shielder reverses any oncoming physical-based vector coming towards the field that protects her entire body, covering even the clothes she wears and select objects she is holding- this spell was conceptualized as "Destruction Magic meets Defenser". Persephone is able to resist or reduce injury from non-energy based attacks by causing the object to be deflected from her personal scarlet force field. This red barrier provides protection against physical attacks and projectiles, even things such as shrapnel—however, enemies are still capable of passing through it if they use energy-based attacks; the protection granted by Calamity Shielder is sufficient to be impenetrable to most conventional weaponry, but it could be penetrated by high-powered fighting spirit-infused weaponry. This field does not repel gases or energy based attacks as well. Calamity Shielder largely absorbs and negates impact shock, thus protecting Persephone from catastrophic events such as high-speed collision. More or less, Calamity Shielder is a filter that analyzes everything as harmful or not, with Persephone using her magical powers to push away anything that could harm her. Examples of these would be high-velocity vectors that are reflected, such as bullets, which Persephone obviously could not consciously react to, as the speed of a bullet is immensely high. The field of Destruction Magic will suspend any projectiles that enter its radius; and Persephone can then redirect the projectile back at her foe with twice the force, whether it be close-range or projectile, upon them, returning it to sender, causing Persephone to retaliate in any way that she wishes as well. If the attack is a projectile, it will simply be deflected behind her 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 this spell is 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. Persephone is capable of leaping out of the counterattack, allowing her to take the opponent by surprise; it multiplies a spell or technique's damage by one point five percent when there is a successful counter. For a summary, Calamity Shielder protects Persephone from nearly any sort of attack, and it is said with it, she can withstand a nuclear missile, shock-wave, heat, and radiation. Calamity Shielder enables Persephone to break free of an opponent's grip by pushing the field outward to force the opponent away while also hitting them with Destruction Magic; disrupting any attempt to bind her or even restrict her movements, though, on the flip side, Persephone is capable of rendering an opponent immobile by extending the destructive field as long as they are both standing on the same ground.
 * Extension: Armour of Calamity (, Ekusutenshon: Āmā obu Karamiti lit. Additional Attack: Decomposition and Disassembly Magic Barrier: Full Body Covering Armour): Extension: Armour of Calamity is a Destruction Magic spell and as its name would suggest, an extension of the Calamity Defenser spell – effectively, the Armour of Calamity results in the generation of a forcefield that possesses the magic's natural properties of absolute annihilation around the caster's body, dramatically increasing their physical prowess while destroying anything that they come into contact with. When activating the Armour of Calamity, the user focuses their magical energies intently, amassing a vicious maelstrom of radiant, scarlet and raven magical energy upon their hands or anywhere else that they desire. This scarlet magical energy is formed by the user generating their magical energy outwards as they gather ambient eternano from the atmosphere, compressing it upon their energy before manipulating this energy into a powerful form of pressure—pressurizing the magical energy to the point that it turns a vibrant crimson in texture, before mentally commanding the energies to wrap around their entire body and compressing it to its utmost limit, resulting in the scarlet and black energies of Destruction Magic forming into a skin-tight armour which is represented visually by a black and red outline of energy upon the user's figure, supplemented by crimson and stygian wisps of energy which constantly scatter off of their frame. This mass of energy centered around the user's body is effectively a semi-invisible barrier of destructive energy that surrounds the user from all conceivable directions, extending to about one foot in diameter from their body. Once the Armour of Calamity is activated, it remains active until the caster runs of magical power – but it allows for the user's body to cancel out physical and magical attacks of almost any tier, including Abyss Break and quite possibly the Three Great Fairy Magics, serving as a boost to their parameters which grants them the ability to fight against Spriggan Twelve level foes and beyond in close-range combat without a scratch, even if they could not do previously – although, special cases like the fa jin method of Chinese Martial Arts can breach the "absolute defense" of Armour of Calamity and forces its damage to go through, as per it's concept as an "attack which strikes the internal" instead of the external. The user can utilize the Armour of Calamity 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 skin-tight force field formed when casting the Armour of Calamity provides protection against supernatural powers, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic; the protection granted by the Armour of Calamity is sufficient to be impenetrable to most conventional weaponry, and it 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 their motion prohibited, they can erect this force field to break out of a cast; without the Armour of Calamity, the user would not be almost unstoppable. The Armour of Calamity 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. This armour of destructive energy has no structure like most other forms of armour-type magic or body transformation-type spells, meaning that it is downright invulnerable as long as it remains formless.
 * Apocalypse Breaker (, Apokaripusu Burēka lit. Decomposition and Disassembly Magic Secret Art: Cataclysmic Nuclear Energy Pulse): Apocalypse Breaker is the strongest Destruction Magic spell to ever exist- it was personally developed by Persephone in order to bring mass-destruction. Apocalypse Breaker was derived from the Abyss Break spell, which was a high-tier bombardment-type spell which delivered unholy devastation by combining the four fundamental elements into a single wave of pure energy- Apocalypse Breaker was developed in order to mimic that power and surpass it utterly, utilizing the Cardinal Code of Destruction as a basis. It is a ninety-nine ranked bombardment-type spell which also has an area-of-effect type sub-ability; likened to the magical equivalent of a nuclear warhead- Apocalypse Breaker also operates similarly on the fundamental principles of physics; Apocalypse Breaker works on the principles of breaking down physical objects into their constituent molecules, before pushing that amazing power even further; shattering them into pure energy- when performing Apocalypse Breaker, Persephone converts matter into energy before unleashing destruction comparable to that of a nuclear warhead without the radioactive material fallout- the amount of energy released through the decomposition of matter is generally far grander than the mass of the decomposed matter- effectively, by utilizing Destruction Magic on a single raindrop, it can release an explosion which is equivalent to a thousand tonnes of dynamite.; even at its lowest level of power, Apocalypse Breaker is capable of outperforming almost any other bombardment-type spell in terms of sheer destructive capability, possessing no foreseeable limits in regards to the sheer scope of its area-of-effect and energy output; if Persephone recognizes the structure of anything in the vicinity as something she can utilize Destruction Magic on, then, it can be broken down into molecules and even further into energy indefinitely; even if stated otherwise, if Persephone's magical energy recognizes something as having no structural complexity, such as highly complex machinery and the organs and body composition of living beings of any race- the former even extends to Magic Vehicles; generally over which various alloys and minerals are spread out unevenly; thus being recognized as being considered uniform- effectively, if Persephone recognizes it, she can convert it into energies and annihilate it; the spell is compared to the Satellite Square: Etherion as a weapon of mass destruction which can wipe away an entire country in an instant. Against a black demon who attempted to drop a replica of the moon on Earth Land, Apocalypse Breaker is able to kill it in one hit, scattering bits of its body for miles, leaving naught but its head and its chest, which quickly struck the ground and shatters and creating a mushroom cloud, completely stripping it of its scales when it struck. This attack covers a wide range, almost five kilometers in diameter while creating a massive storm over a large area to do heavy damage to all enemies; it creates an enormous explosion upon contact and leaves a huge mushroom cloud; similar a nuclear bomb. The only magician who is capable of using Apocalypse Breaker is the creator of Destruction Magic, Persephone Tray; due to it often being referred to as the most destructive spell of all time, she refuses to teach it to others.

Trivia

 * Persephone's personality was based off of the author's; as were several other traits of hers.
 * Generally not too physical, but is rather fit.
 * She owns two pets; just like the author owns two doggos.
 * Her godlike magical prowess is a nod to the author being the admin of magic; likewise, her creation of many magics is a reference to the fact that the author wrote the descriptions for most of those magics. The fact that she can replicate and mimic several high-level spells and magics which could be thought to be character-exclusive is a nod to the fact that the author often makes theories how they'd work before details are revealed.
 * Persephone was created as a sort of "celebration" for the author's 20,000th edit.
 * The quote comes from a discussion between User:Perchan and User:LastationLover5000 in regards to politics and how everything went pearshaped in the 2010s.
 * Persephone's other title, Heka (, Heka lit. Magic God /ˈhɛkə/; Egyptian: Ḥkȝ; also spelled Hike) was the deification of magic in ancient Egypt. The name is the Egyptian word for "magic". According to Egyptian writing, Heka existed "before duality had yet come into being." The term "Heka" was also used to refer to the practice of magical rituals.
 * As a side note, just as how Elraine Ardygun/"Vincent Albion" can be comparable to in terms of overall strength level and backstory, Persephone Tray can be likened to  as both are horrendously skilled wielders of Enchantment whom existed some hundred-something years ago with a past that's entwined with whom could be considered the main villain, along with both being rather full of themselves.
 * Persephone's stats are: