User:Perchan/Sandbox

The sandbox is a page where I'mma be submitting ideas for my characters and stories. As a result, I'd ask you not to copy whatever you see on this page without permission. Please note that these ideas are works in progress as well.

Come on guys, this page is chock full of multiple spoilers for future stories, characters, potential plot-lines, yadda yadda. So I'm asking you not to read this page. At all. Please? As you know, I've been sometimes giving out spoilers for my stories- well, not anymore. It ain't fun ruining your surprise when you're supposed to be shocked. Thanks!

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

Renee Ashdoll (ルネ・アッシュドール, Rune Asshudōru) is an Ice Devil Slayer and a member of Serpent Tail.

Appearance
Renee is an odd bishoujo with a 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 color-coordinated clothing to her two-toned hair. The color theme of her entirety consists of black, white, and icy-blue. This usually signifies her in general, but not enough for people to fully understand her. Part of her title as "Ice Queen" (氷女王, Kōri joō) derives from this specific trait. 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 coloration. Her waist-length hair, as stated before, is two-toned, black on the left half and white on the right half. 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 B-Cup. However, her exact measurements are currently unknown.

Renee's attire is like her, simple in some aspects while complex in others. Sticking to the color theme of black, white, and icy-blue, she wears a black, long-sleeved fully-body suit. Oddly enough, the left sleeve is white, with a black sleeve with a white borderline edge near the elbow, possibly from another piece of clothing, put on top of it. On her right side, there's a white cuff with a black edge hanging from the elbow, origins of it being unknown. On top of said body suit is where most of her fashion sense shows. She wears a unique dress, fashioned similar to a cheongsam of Eastern tradition, that's connected by the neck, which has three diamond-shaped patterns, and waist, segmented near the bust area, having a bow-tie knot on the left pectoral side. Many people say that the outfit looks like a collage of mismatched pieces of various clothing, fashioned together in a strange manner. Whether she did this on purpose or it being a design-flaw is up for debate, but many go with the former in most cases. It should be noted that there's a white piece of cloth flowing in a circular manner near the bottom, possibly another piece that's holding the outfit together. On the outside, it's mainly black with various icy-blue borderline designs. When turned inside-out, the opposite is true. It can be seen that it's double-layered, as there's additional pieces of the same clothing underneath, yet formed in a different way than the original. Finally, her footwear is based off of those found in the Lolita fashion culture, having straps that go up to her ankles, containing two blue gems embedded into each side, one on the top strap and the other on the bottom. She has an additional blue strap on the shoe itself and the sole is platform-high. In short, her attire in general is mainly mismatched, but it oddly meshes well with her personality and outer beauty, making her stand out as an individual.

When she was younger, Renee's attire was known to be provocative in nature. It's unknown why, but many people theorized that she wanted to be the center of attention at an early age, but earned her the ire of others, in most cases females, being called an "attention whore" because of it. Others guessed that it might be that she didn't really care how she looked for particular reasons unknown. Then, there are those who say that it might reflect her outer beauty that she retained since a young age and can also give insight on her true personality. The theories are endless, with only Renee knowing the truth behind it all. A lesser version of her current attire, being skimpy in nature, it consists of a black sleeveless full-body suit, consisting of icy-blue borderlines found along the edges, tied together with small ribbons near the waist. It's known that a jewel-like ornament is seen near the upper-center. It's known to be very valuable in the magical world, many paying high prices for it. An additional cloth-like material flows out the back. She wears knee-high stockings and stiletto-heeled shoes with many blue pearls embedded into each side, arrange in a gorgeous design. She also wears a blue jewel-encrusted hair ornament on the right side of her hair. It's unknown where it got it from, but like her other piece of jewelry, it's also highly-sought after by others willing to pay a pretty penny for it. She wears a cloth-like boa around her arms that flows outward. Overall, her appearance can compared to a beautiful ice spirit found in legends, many stating that she's from a different species altogether.

Ways of Combat
Master Swordsmanship Specialist: Renee's swordfighting style is known as Shimatsuken (始末剣, Settlement Sword); and she mainly attacks by utilizing her weapon. Renee is extremely skilled with a blade; she is able to produce beams of energy by swinging her blade, can effortlessly cut through solid metal and concrete, and can swing the sword faster than the eye can see, striking opponents multiple times in only a few seconds, attacking with a fast one-handed style with her blade. The stance that she takes within battle is a partial crouch, both knees bent, left arm drawn back and right extended forward; she grasps the hilt of her sword with her left hand and rests the tips of the fingers of her right hand (usually the thumb) on the blade near its tip. Her attacks and techniques range from stylish and flashy to brutal and powerful; possessing a good variety. Renee also demonstrates enough skill in wielding her blade to perform incredibly gentle and subtle movements that would normally be impossible for such an immense blade, like deflecting the course of bullets that were aimed at her with only a slight touch. Yet as well as having the ability to use it to slice up houses or giant masses of ice just by swinging her blade, making a powerful, long-range slice, she is also graceful with the blade enough to knock bullets and change their course with little effort and at great speed. She is also able to cut through steel with ease and rapidity. This is usually done in combination with specific armors of hers, which can make her deadlier in close melee combat or, when combined with her Telekinesis, allow her to target opponents which are out of her physical range. Most of the time, Mayu uses Iaidō (居合道, Way of Iai), a sword style where the user quick draws the blade extremely fast to strike, then re-sheathing it after every attack. Renee's speed is so fast that she prevents opponents from reciting magical incantations making it highly effective against regular mages, however, if one has no need for incantations, then they could hamper Renee's advantage. Renee is able to strike so fast that the opponent does not realize they have been cut until she sheathes her weapon.

Master Hand-to-Hand Combatant: Renee fights primarily with kicks, focusing on a form of kickboxing, a style she has derived from her special combat training, and is rarely seen using her arms or fists when fighting, very much like Tsuruko. When in battle, she primarily fights her opponents by using a large number of skillful and specialized kicks to strike blows. Using her agility in line with her training, Renee can perform moves such as high kicks, side kicks, spinning kicks etc. striking her opponents with deadly precision and efficiency, and can even send her whole body spinning through the air with her feet first, turning herself into an all-piercing spear. Her fighting style frees the use of her hands and prevents her from being damaged during a battle, something that is disastrous to her. As a result; Renee tends to drop into certain stances in which her upper-body portions are most relaxed, such as placing her hands inside their pockets or crossing her arms together across her chest, and only puts them into action whenever the event requires her to do certain maneuvers such as handstands, which aren't prohibited. Renee boasts a wide and impressive array of kicks, coupled with super acrobatic skills, her fighting style allows Renee to effectively weave continuous and powerful attacks upon adversaries She can even deflect and parry magical blasts with her kicks, at both close range and long range. Renee can also complement her fighting style with her flight abilities, allowing her to take her fighting techniques to airborne opponents and allowing her to launch aerial kicks and strikes at her opponents. Renee's strength originates from her magic and relies heavily on their execution. By using her magic in conjuring with her moves, Renee can create unique and dynamic attacks that deal destructive damage on her targets, making her a fierce force to be reckoned with in combat.

Magical Abilities
High Magical Power: Even the Ten Wizard Saints have stated that the magical power of Renee is more than a force to be reckoned with; a fact that a multitude of them prove without a doubt. While Renee normally keeps their magical power under control, when sufficiently angered, they can release it to its full extent. Due to their unique origins, Renee's magical power is unlike anything ever felt before. The presence it exudes is completely at odds with their personality and appearance; the magical pressure itself is a vibrant pitch-black, crackling intensely when the Cyber Mage focuses; when the user's power is at it's peak, it transforms into the frightening visage of a dragon which surrounds Renee, striking fear into the hearts of their foes. It is so great it can be felt from a great distance and it has the tendency to make people perspire in fear; and people in the immediate vicinity can be brought to their knees by its power, even potential S-Class Mages, and its force can be felt at great distances.
 * Magical Aura (魔力の霊気 Maryoku no Reiki): A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains, or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections. A standard aura is produced by mages with a moderate level of magical power within their body. By exerting it outward, it forms a thin layer of pressure that can cause one to be intimidated if they aren't a mage, or if they are a rather weak mage. This is generally demonstrated by individuals of S-Class strength when they are holding back, or when standard mages are showing that they are entering their full reserves of power. It should be noted that the density of this aura, by a S-Class mage, can cause physical attacks to be repelled with notable ease.
 * Second Origin Activation (二番原解放, Nibangen Kaihō): Second Origin Release is a spell exclusively mastered by those mages who possess the control and power to summon their Second Origin without it passively inducing its effects. Second Origin is a force known as the "second container" of magical energy in an individual. This container exists due to the mage in question constantly, and passively, absorbing a quantity of magic from the environment to renew their original reserves. Any excess is placed within this container and kept sealed until absolutely necessary, or unlocked through a Second Origin Release spell. This Second Origin, when initially activated, places an enormous level of stress on the body unless it is awoken in gradual amounts, as the body isn't accustomed to handling so much magical energy in the body at one time. This can be circumvented by mages with control of their magic, however, allowing them to restore the magical power as a reserve that can be accessed whenever required, therefore providing an extremely useful back-up. Second Origin Activation can only be taken place, as said before, by mages who have control over their own magical energy. It generally only works when one is in a magic-rich environment and has nearly exhausted their initial supplies. By absorbing a copious quantity of magic from the surrounding environment passively (which can be noticed through a tingling sensation in the body), the user's internal reserves can be released at the same time. This, in turn, allows for an immense quantity of magic to replace the initial, depleting reserves. Notably, one can allow the Second Origin to passively increase the quantity of magic that is within it, so long as it isn't used during this period of time, otherwise it has to accumulate magic once again.

Ice Devil Slayer Magic
Ice Devil Slayer Magic (氷の滅悪魔法, Kōri no Metsuaku Mahō) is a Caster Magic, Lost Magic, and lastly, a Slayer Magic of the Devil Slayer Magic Kind that grants the user absolute dominance over the element of ice, capable of manipulating it in any way that they wish. The Ice Devil Slayer Magic is activated by reducing the kinetic energy of their magical energy and reducing temperature to absolute zero, freezing it over, becoming ice; in addition, in order to assist, the user is capable of freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere; lastly, a master is capable of manipulating the water in the atmosphere and then halt the movements of the molecules that compose it while hardening it, turning it into ice in a matter of moments. In any case, the Ice Devil Slayer Magic enables the user to create and absorb the element of ice; capable of manifesting it in many forms beyond the norm; as it allows them to produce and control ice from any part of their body, which can be used in melee by the user saturating their body with ice-element magical energy, allowing them to transform their body into a makeshift weapon in order to enhance their hand-to-hand combat abilities; this is a unique feature of the Slayer Line. A testament to the strength of the ice created by this Magic is that Natsu, a Fire Dragon Slayer, was incapable of melting the ice and was later instantaneously frozen solid.

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

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

Trivia

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

Marta Shinespark (マルタ・シャインスパーク, Maruta Shainsupāku) is the Guild Master of the Serpent Tail Guild, and the only Guild Master it has ever had. The reason for this is because during the Human-Dragon War, Marta was punished with the Dragon Slayer's Secret Art: Frozen Heartbeat for breaking the taboo of her Ice Dragon Slayer Magic, causing her heart to beat a hundred thousand times every year, effectively giving her physical immortality. Because of this, Marta's efforts in opening the Serpent Tail Guild and experiences gave her a new outlook on life, and for the most part, the Serpent Tail Guild is full of people with "abnormalities" like herself.

Appearance
Marta is a slender, 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. She has an unruly mop of 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, along with a long ponytail. There is a trio of bundles of snow-white 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. Marta's eyes are a stunning red in texture, and her most unique feature are her pointed ears, a sign of perhaps mutation.

In terms of attire, Marta dresses rather extravagantly, but at the same time, she is also fairly lightly-clothed. Marta 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 Marta'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, Marta 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, Marta 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.

Ways of Combat
Master Swordsmanship Specialist:
 * Spellblade ( 魔法煎剣(スペルブレード) , Superuburēdo lit. Magic Infusion Sword): Spellblade is a specialized Subspecies Magic of Sword Magic which is easy to perform for almost any Sword Magic user with any experience; Spellblade is a powerful hybrid technique combining both sword skills and magic. When initiating this style of combat, the user infuses their raw magical power within their blade, giving it elemental properties, in addition to unrestrained cutting power. It was originally designed as a magic technique which creates an exceedingly thin layer of eternano capable of cutting through almost anything. The eternano can easily be switched to their spells, ensuring the cutting power remains; but also allowing the user to utilize their own individual style. When the user's blade is infused with their raw magical power, it replaces the hard, metal blade of the sword with a blade of light, similar to a laser. When Spellblade is in effect, it turns the user's attack into a power on the physical and magical side. This makes it incredibly useful for fighting demons, who do not have physical bodies and therefore can only be hurt with magic. It can also be used against foes whose magic bodies are sealed off or missing, and thus are immune to most magic. The Spellblade is powerful enough to destroy lesser demons in a single blow if the wielder can manage to hit them. Even middle-ranking demons can be seriously wounded or killed by this attack. High-ranking demons such as the Primordial Demons, however, often display near immunity to the weapon's power, requiring more powerful techniques to kill. It enables the user to break down the basic elements of various spells and then focus them upon their blade; this essentially combines magical energy with their sword in order to cause various effects, in addition to merely strengthening blows. The size and length of the blade appears to correspond with the amount of the user's raw magical power that they poured into it. At its fullest, Spellblade can result in a long blade of light, while when exhausted from magical energy, the user creates smaller, sometimes flickering blades. Due to the blade now being composed of magical energy, Spellblade can also be used to channel and amplify spells, increasing their power as they are released from the blade. The sword can also absorb spells to become stronger for short periods of time; and the magic itself can also be controlled and fired at opponents from the user's sword, resulting in powerful explosions of pressurized magic. Especially skilled practitioners can control the influx of magical energy, making even lower-leveled spells potentially fatal when directed through the user's sword.
 * Spellblade: Frost End (魔法煎剣・絶氷刀 (スペルブレード・フロスト・エンド), Superuburēdo: Furosto Endo lit. Magic Infusion Sword: Severing Ice Blade): Spellblade: Frost End is a powerful Spellblade spell which is born from merging Ice Magic into the Spellblade; when performing Frost End, the user gathers stray magical energy upon their swords, which condenses to its utmost limit and shapes itself on the end of their sword, giving it a sharp cutting edge while the temperature is lowered as to transform the blade into ice. The design of the sword when under the influence of Frost End is that of an extremely large broadsword which is highly sharp and durable, capable of slicing through magical barriers, and its slashes are capable of trailing large amounts of ice in its wake, which can damage the opponent. The moment that the sword makes contact with the foe via impaling them, the composition of the sword is altered to cause additional, smaller blades to protrude from the blade inside of the foe's body, drastically increasing the number of wounds dealt to the foe.
 * Frost End: Freeze Bringer (絶氷刀・凍牙氷刃 (フロスト・エンド・フリーズ・ブリンガー), Furosto Endo: Furīzu Buringā lit. Severing Ice Blade: Frozen Fang Ice Blade'')

Magical Abilities
Immense Magical Power: As somebody who has survived the Human-Dragon War, Marta is in possession of an absolutely overwhelming amount of magical power; and she has natural control over the exertion of her magical power, keeping it contained to the point where it is virtually impossible to detect her by normal means, though the constant effort can be taxing. It is so great it can be felt from a great distance and it has the tendency to make people perspire in fear. Interestingly, Marta's magical power is in tune with her preferred magic, being ice-oriented in nature. This causes her magical energy to be extremely cold; and it is common that the Serpent Tail Guild has to turn the numerous heaters on when she enters the building or is stressed. This magical energy also causes some people to freeze. Her skill and control at using manipulating her magical energy aura allows her to perform a variety of abilities. Additionally, the sheer aura radiating from her person has the additional effect of affecting entire areas to the point of disrupting spells from enemies, as well as affecting others from seemingly miles away. Magic originates from a Magic Origin (魔原, Magen), which is exactly what the wording indicates—it is a special organ that is located within the body of a magician, that absorbs eternano and bunches it up into clusters, which is processed into magical power. Every Mage has a container inside their body that determines the limits of their Magic Power; this is precisely what a Magic Origin is. If the case becomes empty, eternano will come from the atmosphere and enters the Mage's body and after a while, their Magic Power is restored.
 * Magical Aura (魔力の霊気, Maryoku no Reiki): A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains, or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. A single magical aura can have a wide variety of effects dependent on the power an individual exerts, which will be outlined in the following sections. A standard aura is produced by mages with a moderate level of magical power within their body. By exerting it outward, it forms a thin layer of pressure that can cause one to be intimidated if they aren't a mage, or if they are a rather weak mage. This is generally demonstrated by individuals of S-Class strength when they are holding back, or when standard mages are showing that they are entering their full reserves of power. It should be noted that the density of this aura, by a S-Class mage, can cause physical attacks to be repelled with notable ease.

Assorted Magic
Fire Magic (火の魔法, Hi no Mahō) is a Caster Type Magic which is utilized by various mages. It utilizes the element of fire. Fire Magic allows the user to control and manipulate the kinetic energy of magical particles to generate, control or absorb fire, being able to manipulate it for general purposes. This is induced by the user raising the motion of a target's magical particles through telekinesis in order to ignite it. They can excite or speed up an object's magical particles, increasing their thermal energy until they ignite, not necessarily objects, but also air particles. They can control and move the flames, including the shape, heat and even colour. With this in mind, the user is able to create fire-based attacks which can be used both in melee and as a ranged form of offence and is immune to being burnt. The generated flames can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency by manipulating the magical particles in the air. The user can form fire into long streams, spheres, or even more complex shapes like letters in skywriting. These flames-objects will only remain their shapes as long as the user concentrates upon them. The objects will only burn about 3 minutes before expiring unless the user continues to infuse them with energy. The temperature of these fiery projections is generally around 2,800 F, near the melting point of iron. Fire Magic seems to be unaffected by water, as the user is able to create flames even when submerged in water. In short, the user of this Magic can release fire from their body and manipulate it. User can also change the properties (such as heat, smell, and taste) of his/her flames for different effects, which corresponds with a different flame color and generates them by first summoning a Magic circle with his/her hands, from which the flames soar outwards. Marta does not use Fire Magic much, if at all; but she instead learnt the magic in order to harness the extremely powerful Combination Spell known as Frostfackel.

Ice Magic
'Ice Magic: Fimbulvetr (氷の魔法・吹雪の魔法 (フィンブルヴェト), Kōri no Mahō: Finburuveto, Japanese for "Ice Magic: Blizzard Magic", Norse for "Ice Magic: Harsh Winter"): Ice Magic is a Caster-Type Magic that utilizes the element of ice. Ice Magic allows the user to manipulate or create the element of ice. Ice Magic is activated by reducing the kinetic energy of eternano and reducing temperature to absolute zero, freezing it over, becoming ice; in addition, in order to assist, the user is capable of freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere; lastly, a master is capable of manipulating the water in the atmosphere and then halt the movements of the molecules that compose it while hardening it, turning it into ice in a matter of moments. In any case, Ice Magic enables the user to create and absorb the element of ice; capable of manifesting it in many forms beyond the norm. Primarily, Ice Magic is used to freeze others in place or to create a sheen of ice over an intended target. The user can also use Ice Magic to summon gusts of super-cold air, with which they can use to hurl frozen objects (usually ice daggers) at specified targets. The user is also able to generate ice once even a single drop of water has been made contact with, or it has been touched by a single drop of water. It should be noted that in some cases, Ice Magic draws its power from the moon, and its effectiveness is drastically increased at night.

Marta's Ice Magic is known as Fimbulvetr (吹雪の魔法 (フィンブルヴェト), Finburuveto, Japanese for "Blizzard Magic", Norse for "Harsh Winter"); which is a Subspecies Magic of Ice Magic, that, for all intents and purposes, takes the vanilla concept of Ice Magic and kicks it up to eleven—Fimbulvetr is activated by reducing the kinetic energy of the user's magical energy and reducing temperature to absolute zero, freezing it over, becoming ice; in addition, in order to assist, the user is capable of freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere; lastly, a master is capable of manipulating the water in the atmosphere and then halt the movements of the molecules that compose it while hardening it, turning it into ice in a matter of moments. In any case, Fimbulvetr enables the user to create and absorb the element of ice; capable of manifesting it in many forms beyond the norm; as it allows them to produce and control ice from any part of their body, which can be used in melee by the user saturating their body with ice-element magical energy, allowing them to transform their body into a makeshift weapon in order to enhance their hand-to-hand combat abilities.

A testament to the strength of the ice created by this Magic is that a Flame God Slayer was incapable of melting the ice and was later instantaneously frozen solid. In addition, the ice produced by Fimbulvetr is far colder than a standard one, with even the user's body temperature being capable of freezing magma; and it drains eternano from the atmosphere in order to power its spells, giving it the appearance of eroding all life that comes into contact with it. Interestingly, the user is capable of making numerous hand gestures while harnessing the power of Fimbulvetr, to make it appear as if they can project ice directly from their fingertips. This is not necessary however, and is done mostly for theatrical effect. However, Fimbulvetr has one, critical weakness—and it is relatively simple. The weakness is that the user is unable to turn it off; leading to the user unconsciously freezing everything within the vicinity, causing them to be labeled as a natural disaster. However, in order to circumvent this weakness, the user is capable of wearing a special gauntlet which draws in all of the ice generated by their body and dispels it due to the immense heat generated by the gauntlet's fingertips.
 * Freudenstachel (霧槍尖晶斬 (フロイデンシュタッヘル), Furoidenshutahheru, German for "Joyous Sting", and Japanese for "Mist Spear Tipped Crystal Slash"): Freudienstachel is a powerful Ice Magic spell. When harnessing the power of Freudenstachel, the user reduces the kinetic energy of eternano and reduces temperature to absolute zero, freezing it over, becoming ice; this is either done on a solid object or with air. In any case, upon freezing anything of the user's desire, the user shapes their target into a large, jagged, crystalline sword; which the user is capable of harnessing in a peculiar way—instead of for direct combat, it is used for transportation by leaping upon it; the sword moves at high speeds to the point that the user becomes a blur. When the user comes into contact with the opponent, it will knock them down if they are standing, and the jagged tip of the blade they are riding on is capable of piercing all sorts of Barrier Magic variants, with the sole exception of Wave. The first strike will freeze the opponent, but the second hit will cause the ice to immediately shatter as the user slides along the ground; in addition, it is capable of knocking the opponent back if it is utilized when the user is airborne. When in motion, Freudenstachel is capable of trailing large amounts of ice in its wake, which can damage the opponent. The attack's actual threat lies within its fragility, as upon impact, it results in the production of numerous razor-sharp shards that descend downwards when disturbed by the adversaries' magical energy, subsequently mincing the enemy to pieces. A single shard is capable of tearing through defenses and destroying weak foes with a singular strike; essentially becoming an overwhelming hail of absolute destruction, spreading out for miles, ensuring that nothing is left standing; a beautiful geometric curtain of death. At any moment, the user can leap off of their transportation and strike their foe, either downwards or overhead with tremendous force.
 * Subjugation of the Heavens (天相従臨, Tensō Jūrin): Subjugation of the Heavens is one of the most powerful Ice Magic spells, and the strongest in the original user's arsenal. Subjugation of the Heavens works by the user sending faint traces of their magical energy into the sky, which expand at a rapid rate, forming artificial rain clouds in the immediate vicinity that float above the area- these clouds are distinguished by the faint crimson glow that they emit while serving their purpose. At any moment's notice with a snap of the fingers, the user can call down a torrent of rain from the clouds with tremendous force and speed, which can also serve the secondary effect of harming all in the vicinity sans the user themselves. Every drop of water that falls from the sky is melded from a tiny portion of the user's magical energy, as such, if the user causes a rain storm for prolonged periods, it is extremely draining, and any opponent could finish them off in a single blow after such a heavy storm has passed. Essentially, it allows the user to control the weather in the immediate vicinity, or more specifically, the water in the surrounding atmosphere. The user is also to reduce the kinetic energy of atoms and reduce temperature of the rain generated by Subjugation of the Heavens, combined with the ability control, generate, or absorb ice. With this, the user is capable of generating and sending forth various freezing effects as well as transform moisture or water into varying forms of ice and control, manipulate and move it as they wish; and it allows the rain drops generated by this spell to contain the force and impact of large icicles. Due to the mass devastation rained down by Subjugation of the Heavens and no possible way to control the destruction that it causes, the user prefers to rarely perform the spell, except for only within times of need.
 * Human-Shaped Absolute Zero (人状の絶対零度, ''Hitojō no Zettaireido"): This spell is an Ice Magic spell which doesn't emit ice, but rather, it brings the body of the user to a temperature below zero. The spell, in actuality, is simply an arm which allows the freezing range to increase. Essentially, it momentarily kills the user's body by controlling and regulating the flow of their eternano with Ice Magic—all of the molecules inside of the user's body become stopped, as everything regarding magical attack is defended against on the surface. The user's blood becomes frozen in place, as it does not even flow out of any open wounds; and the water inside the ground that the user's feet touch freeze up completely, forming an earthquake of ice of sorts; freezing everything going on for several meters, in a similar manner to that of Ice-Make: Floor. As the user exerts the power even more, the user becomes virtually indestructible, allowing their body to reform if it is shattered through rare, immense force. The user is able to use the moisture in the air to form spikes, shields and attach other extra appendages to their body; and they have a virtually unlimited supply of moisture since it is always present in the surrounding air or environment. Even desert air has sufficient moisture content for the user to make temporary practical use of; however, the mental effort needed to employ the spell under these circumstances could eventually fatigue the user and render the spell temporarily dysfunctional. This spell is only enhanced through harnessing the user's Magical Aura as a medium; enhancing the range and power of the Magical Aura enormously while not changing the user's physical body too much. Essentially, in the beginning, it'd be an uncontrollable wave of freezing everything without remorse.
 * Combination Spell: Frostfackel (合呪・凍炎 (フロストファッケル), Aiju: Furosutofakkeru lit. Combination Spell: Frozen Flame, German for Freezing Torch): 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. The Combination Spell known as Frostfackel is a fusion between Fire Magic and Ice Magic. By condensing stray eternano upon her hand, her hand becomes charged and immersed in power. In an instant, the layer of gases which surrounds Marta when using Ice Magic normally attaches itself to the eternano, bringing their temperature down to absolute zero and freezing them; but adding Fire Magic into the mixture, it forms as methanol, causing the ice to take the appearance of burning with boric acid, causing a brilliant green flame. Marta releases the fire and ice in the form of several dozen clusters of burning green ice in the form of jagged spheres which shoot towards her foe at high speeds; these burning ice clusters go berserk, before homing in upon the user's foe in a similar manner to heat seeking missiles, all with the intent of bombarding them all at once. The burning ice clusters possess incredible strength, as their refined edges enable them to tear through obstructions in their way of the foe as if they were nothing. Upon impact, they shatter and release the flaming icicles that they are composed of towards their target, with little to no time to evade because of the close-range. As they travel through the air, launching at Marta's foe, the burning ice clusters erode everything they touch with frightening ease, though by doing this, the scales begin to decrease in size; however, by becoming smaller, it's speed is increased drastically, but it becomes slightly weaker the longer it travels. Despite all of this, Frostfackel remains extremely powerful, and it is said that it will chase Marta's foe down until the ends of the earth.
 * Celsius Cross Trigger (零と雫の霧雪（セルシウス・クロス・トリガー）, Serushiusu Kurosu Torigā lit. Absolute Zero Fog Snowdrop): Celsius Cross Trigger is a powerful high-ranked Ice Magic spell which is akin to an ice-elemental version of Abyss Break; and as such, it is only being capable of utilized by the absolute strongest of ice mages—and as such, it is classified as forbidden to use, unless one's own life depends upon it. When beginning to cast Celsius Cross Trigger, the user must first form a stance which will then cause a large Magic circle to open beneath their feet; doing so draws in any and all water from the atmosphere which is condensed upon their magic seal—as if by a mere reaction, the water is converted into ice around them—this is gathered around their hands, as four magical glyphs manifest at the user's sides; converging the vapor in the atmosphere into the magical glyphs before focusing and reducing the temperature of the vapor to absolute zero; the user then throws their arms forward, causing the energies in the five glyphs to erupt into a powerful stream of ice that glows many a colour similar to an Aurora Borealis; the release of the attack reduces the temperature down to absolute zero temperatures (−273.15 °C). At such extreme temperatures, events which do not normally occur in nature begin to happen, such as breakdowns on atomic level and super conductivity. For a mage, lowering temperature may seem to be a simple enough operation, but to so completely bypass the Laws of Thermodynamics as this spell does, requires an incredible amount of magical ability. Celsius Cross Trigger is able to cancel any type of other ice attack while continuing to hit the opponent; and it is able to produce gusts of cold degrees below absolute zero, as well as coat objects in a block of ice, create similar-looking constructs or encase opponents in a frosty 'cocoon'. As the ice beam travels towards their opponent, it freezes anything that it touches, finally impacting with enough effect in order to freeze the opponent solid for a few moments. This attack is capable of delivering mass devastation and freezing anything it touches; it is basically an enormous blast of aurora that is even able to freeze the magical particles in the air and the opponent's soul for a time, making it akin to a limited use Iced Shell without the drawbacks. When opposing an attack of similar power, it will not only double or multiply, but increase infinitely; meaning that eventually, Blasting Freezer will overpower the opposing spell and blast the foe to smithereens through sheer power. The sheer magical output released by Celsius Cross Trigger is capable of withering the skin, muscle and tissue of any being of pure evil to a quivering mess. The user will usually be immobilized for a short time after performing this move, leaving them vulnerable to counterattack.

Ice-Make
Ice-Make (氷の造形魔法 (アイス・メイク), Aisu Meiku lit. Ice Molding Magic): Ice-Make is a Caster Magic and Molding Magic involving the creation of objects using ice. While underrated among the variety of obscure magic such as Dragon Slayer Magic, God Slayer Magic and similar Lost Magic, it can be considered one of the most versatile forms of magic in existence. Through Ice-Make Magic, Alyssa has the ability to reduce the kinetic energy of atoms, absorbing the heat of the atmosphere, allowing her to become capable of creating a variety of effects, the most basic of which is making things colder. As such, Marta is capable of taking moisture from any source, including the air, and harden and solidify it into ice. She can then manipulate the ice as she pleases, from objects to forms of attack and defense. From this simple execution, Marta can use Ice-Make Magic for a variety of different effects, and due to her age and accumulated knowledge, may be one of the strongest Ice Mages in the world.

Her ice can be formed into any object of her choosing: the only limitations are her own imagination, and the ambient air temperature which determines how long her ice sculpture will stay icy. She does not have to hold the ice physically with her hands in order to shape it. She can simply direct the waves of coldness she projects in certain ways so as to create ice in the shape she desires. Marta is capable of creating countless amounts of objects for a multitude of uses. Outside of combat, Marta is capable of altering her surroundings using ice, such as covering the ground with ice. The ice also can be used as wound dressing, stanching bleeding and preventing the swell of an injury. According to Marta, she is capable of producing virtually anything that she wishes, giving her a capacity to create that is virtually unmatched. Over time, Marta's skill with Ice-Make Magic improved so that she has the ability to freeze nearly anything as solid ice — such as flames, or energy, and can create an effect similar to "stopping time", completely stopping the movement of a target's molecules, freezing the target in place, something she considers to be her most interesting ability yet.
 * Freeze: Ice-Make's most basic, yet one of its most useful capabilities is that of covering everything the user comes into contact with in ice. This comes in useful for a variety of purposes, from damaging opponents to making things' composition weaker in order to more easily break them. What can be frozen depends on the user's own ability; interestingly, Marta has proven capable of freezing even burning things such as flames.
 * Ice-Make: Tyrfing (氷の造形魔法・魔帝剣 (アイス・メイク・ディルヴィング), Aisu Meiku Diruvingu lit. Ice Molding Magic: Demon Emperor Sword): Marta uses Ice-Make to create a sword made of ice for melee combat. From tip to handle, it is approximately five to six feet long, with a double-edged large blade approximately one foot wide. The blade is a lighter colour on the bladed edge while the rest of the blade is dark grey, and the handguard appears to be bolted or riveted into place. There are two holes near the handguard. With its long, spear-like handle and even longer double-edged blade, the design of the ice blade was made to take down enemies in a single swing, but due to its unwieldy size and a weight decidedly greater than any other sword, it is said that no one has even been able to brandish this unusual blade to its full capacity. Its full length is nearly eight times Marta's height and a blade several times wider than normal. The design of the sword is that of an extremely large broadsword which is highly sharp and durable, capable of slicing through magical barriers, and its slashes are capable of trailing large amounts of ice in its wake, which can damage the opponent. The moment that the sword makes contact with the foe via impaling them, the composition of the sword is altered to cause additional, smaller blades to protrude from the blade inside of the foe's body, drastically increasing the number of wounds dealt to the foe. Marta can utilize Tyrfing as transportation; the sword moves at high speeds to the point that Marta becomes a blur. At any moment, Marta can leap off of her transportation and strike her foe, either downwards or overhead with tremendous force. Tyrfing is the titular sword used in the Norse legend collection the Tyrfing Cycle. According to the legend, it was a sword forged by the Dwarves Durin and Dvalin. They are forced to do so by Scafrlami, the king of Gardariki, but in revenge they curse the sword so that it will kill a man every time it is unsheathed, cause three evil deeds and be the undoing of Svarflami.
 * Ice-Make: Shield (氷の造形魔法・盾 (アイス・メイク・シールド), Aisu Meiku Shīrudo lit. Ice Molding Magic: Ice Barrier): Ice-Make: Shield is a simple Ice-Make technique that is exactly as it says on the tin—when performing the technique, the user reduces the kinetic energy of their magical energy and reducing temperature to absolute zero, freezing it over, before projecting it outwards in the form of a barrier that surrounds the user's entirety. The barrier resembles the form of geometric shapes that connect to form the overall shape of tessellating hexagons. Spinning around at high speeds, these hexagons gather energy by drawing it from the user and the surroundings for a split second, before quickly counterattacking by reflecting said projectile at such a speed that it seems that the user has access to the opposing attack; instead of blocking the opposing attack with a higher concentration of energy, it is capable of bending the opposing projectile away from the user, as well as some physical attacks. Ice-Make: Shield appears to be immovable by any outside force. The barriers are strong enough to defend against even a Sword Magic spell. The shield can also be used for offensive purposes, launching forward to create powerful forces to strike the targets, or to deflect forces sent by enemies right back at them. However, the technique is difficult to use as it can only manipulate so many magical particles at a time and it required precise timing. Thus, this grants the user immunity to most attacks, and the user can defend other allies with Ice-Make. The user had mentioned how difficult it is to use it and the chances of successfully using it are near impossible and that they would never use it unless they had no other choice.
 * Ice-Make: Eislanze (氷の造形魔法・改・槍騎兵 (アイス・メイク・アイス・ランツェ), Aisu Meiku: Aisurantze, lit. Ice Molding Magic: Modified Lancer, Eislanze being German for "Ice Lance"): Ice-Make: Eislanze is a powerful Ice-Make spell, and a modified version of the regular Ice-Make: Lance, changed up by Marta in order to produce more power. When performing Ice-Make: Eislanze, Marta places her fist over her palm, using Ice-Make to manifest numerous crimson lances of ice that lock onto the opponent, being launched forward at amazing speeds; resulting in a punching force traveling through the air in the opponent's direction; manifested in the form of a powerful crimson lance that moves at blistering speeds and inflicts massive damage. Eislanze is able to cancel any type of other ice attack while continuing to hit the opponent. Eislanze contains the properties of targeting and propulsion, always condensing the magical particles that compose it, before spreading them out to the tip, coating the outer surface of the lance, enhancing its penetrative qualities. Upon contact with the foe, Eislanze releases all of the ice and magical particles that compose it—the foe's own magical pressure serves to contain and amplify the destructive power of the ice lance, causing a large blast of ice that can freeze something completely solid in mere moments. Even so, Marta has a limit to how much Ice-Make: Eislanze shots she can use. Even if she runs out of magical power, Marta can still fire a single shot; however, it loses its rapid-fire capability and it will not fire up or downwards as it did when she had magical energy, instead it will fire only straight across.
 * Ice-Make: Freeze Lancer (氷の造形魔法・氷創騎兵 (アイス・メイク・フリーズ・ランサー), Aisu Meiku: Furīzu Ransā lit. Ice Molding Magic: Ice Wound Cavalry): Ice-Make: Freeze Lancer is a powerful Ice-Make spell, and a stronger variation of Ice-Make: Lance. When performing Ice-Make: Freeze Lancer, the user places their fist over their palm, manifesting their magical seal in front of them, before harnessing Ice-Make and shaping ice into the form of a multitude of lances composed entirely of ice that they direct towards their target, launched forward in a similar manner to that of a rocket. These lances aim to impale the opponent with incredible speed and force. However, mid-flight, the lances veer off wildly in different directions, homing in on different targets in order to attempt to take out multiple opponents at once. When making contact with the opponent, the lances freeze them solid. The moment that the lance makes contact with the foe via impaling them, the composition of the lance is altered to cause additional, smaller blades to protrude from the blade inside of the foe's body, drastically increasing the number of wounds dealt to the foe—these lock on to the target, tracking their heat signature. Ice-Make: Lance is effective for quick, widespread, and massive amounts of damage, but it is very draining on the user's magical level. The lances themselves take the form of two thin light-blue beams with a pointy tip; one remains straight while the other coils around the straight beam. It is useful for quick, effective, and causing massive accumulations of damage to the foes.
 * Ice-Make Unlimited: Heimdall (氷の造形魔法・限りない・凍流星 (アイス・メイク・アンリミテド・ヘイムダル), Aisu Meiku Anrimiteddo: Heimudaru lit. Ice Molding Magic Eternal: Frozen Meteor): Heimdall is the strongest Ice Magic spell that Marta is in possession of; it is a two-part cold-based attack that can only be accessed in a similar manner to Iced Shell, resulting in a much higher quality ice. When unleashing Heimdall, the user bows down and points their hands downwards, with all the fingers closed except the index and middle fingers. The user then begins to slowly move their right hand until it points upwards, causing the clouds above them to begin circling around, forming a hail as the skies darken. From the center of the swirling formation, a glowing orb of ice begins to form, growing in size as the user draws in water from the atmosphere, whether it be the rain or in any body of it upwards; there, the user coats their magical energy around the water and compresses it to it's utmost limit, forming a casing around the water which then freezes instantly into the exact visage of a giant floating iceberg. From there, the user decompresses the magical energy casing to provide a rocket boost of sorts hurling it downwards the target of choice at high speeds; falling quickly to earth from the upper atmosphere down towards a specific location on the ground. As it descends along a linear trajectory, it moves at such a speed that evasion is near impossible; as even though it is extremely telegraphed, the iceberg is so large that it is extremely difficult to dodge it. The user can also summon another iceberg which will then collide with the first, ensuring that they crash into their intended destination. When the iceberg hits, the force is strong enough to create a large explosion, which engulfs a wide area and releases a wave of ice that freezes almost anything that comes into contact with it completely solid. The actual extent of the ice can stretch for miles and last for over a week. After impact, the iceberg dissipates into snow to prevent the risk of a tsunami. Since it deals physical damage, it is difficult for anyone to cancel. It also places a heavy strain on the user's body. Heimdall is a god from the Norse mythology.

Ice Dragon Slayer Magic
Ice Dragon Slayer Magic (氷の滅竜魔法, Hyō no Metsuryū Mahō) is a Caster Magic, Lost Magic, and most obviously, a type of Slayer Magic and Dragon Slayer Magic which deals with the manipulation of ice. Ice Dragon Slayer Magic was activated by reducing the kinetic energy of eternano and reducing temperature to absolute zero, freezing it over, becoming ice; in addition, in order to assist, the user was capable of freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere; lastly, Marta was capable of manipulating the water in the atmosphere and then halting the movements of the molecules that composed it while hardening it, turning it into ice in a matter of moments. It was a form of magic that required a physiological change in order to properly employ, and during the initial training of utilizing this magic, the Dragon who passed on this magic actually created a magical change in how the body's origin (internal magical power) worked, therefore causing their bodies to possess the magical powers of a Dragon - otherwise known as Dragon Slayer Magic. Continuing with this process, this magical power acted alongside the energy of the body in order to catalyze a variety of bodily processes when younger, therefore allowing the morphing of their physiology to a point where the individual has adopted some physical traits, as well as the element, from the said Dragon.

In any case, Ice Dragon Slayer Magic enabled the user to create and absorb the element of ice; capable of manifesting it in many forms beyond the norm; as it allows them to produce and control ice from any part of their body, which can be used in melee by the user saturating their body with ice, allowing them to transform their body into a makeshift weapon in order to enhance their hand-to-hand combat abilities; this is a unique feature of the Slayer Line. A testament to the strength of the ice created by this Magic is that a Fire Dragon Slayer, was incapable of melting the ice and was later instantaneously frozen solid. The generated ice can be manipulated in a wide variety of ways, their "type" can be changed at will, and they can even be given a material consistency. The ice produced by the Ice Dragon Slayer Magic is far colder than a standard one, with even the user's body temperature being capable of freezing magma. The user attacked with the icy scales of an ice dragon, the chilly claws of an ice dragon, and the freezing breath of an ice dragon.

Marta was one of the first Dragon Slayers to exist, being taught Ice Dragon Slayer Magic by an unnamed ice dragon. She used it to fight in the Human-Dragon War, and while it is currently unknown if Marta was capable of slaying any dragons, something peculiar happened during the war—Marta broke the "taboo" of her specific Ice Dragon Slayer Magic, which was killing a defenseless human in anger (opposite to what the element of ice would portray), and thus, her Ice Dragon Slayer Magic mostly locked up upon her, reducing her power with it drastically. In addition, as punishment for breaking the taboo, she was "gifted" with the Ice Dragon Slayer's Secret Art: Frozen Heartbeat, which affects her even to this day.
 * Atem des Eises (氷竜の咆哮 (アーテム・デス・アイセス), Ātemu desu Aisesu, Japanese for "Ice Dragon's Roar", German for "Breath of Ice"):
 * Dragon Slayer's Secret Art: Frozen Heartbeat (滅竜奥義・凍心拍, Metsuryū Ōgi: Tōshinpaku): Dragon Slayer's Secret Art: Frozen Heartbeat is one of the most legendary spells of an Ice Dragon Slayer—but unlike most other Slayer Secret Arts, Frozen Heartbeat is famous for all the wrong reasons. Upon breaking the taboo of Ice Dragon Slayer Magic by killing a defenseless human in anger, Frozen Heartbeat automatically activated; it caused Marta's magic origin to momentarily go out of control and produce ice from inside her body. However, Frozen Heartbeat is not meant for killing, but instead, for torturous punishment; as the ice interacted with her modified origin, it formed a sheen of ice in the inner walls of her body's systems, freezing her internal organs and bones solid. Due to her draconic features, Marta was able to survive this (as expected), it "killed" Marta's body by controlling and regulating the flow of her eternano with the Secret Art—all of the molecules inside of her body became stopped, and her blood became frozen in place, as it did not even flow out of any open wounds; her heartbeat was reduced to something even slower than a crawl. Effectively, Frozen Heartbeat stopped her body by freezing it, but thanks to her dragon powers, Marta survived the ordeal—rendering Marta "immortal"; giving her drastically delayed aging, enabling her heart to beat only one hundred thousand times per year—one hundred thousand is the average daily number of heart beats, so in two hundred and fourty years, Marta aged the equivalent of only two hundred and fourty three days.

Trivia

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

Trivia

 * This article is going to be the official Fairy Tail Fanon wiki representation of Natsu's new power in the upcoming Fairy Tail movie; until then, this article will remain unedited.
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Devil Slayer Power
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Devil Slayer Power

Devil Slayer (滅悪力導士 (デビル・スレイヤー), Debiru Sureiyā lit. Demon Destroying Ability User), also incorrectly referred to as Devil Slayer Magic (滅悪魔法, Metsuaku Mahō), is a supernatural ability utilized by Devil Slayers. Originally, there was not much revealed about this ability—however, it was soon discovered by scientists that Devil Slayer is extremely unique; as it can take the form of a regular Caster-Type Magic, or even a Curse, which are utilized by False Demons; calling it the very first Variable Skill (変技, Hengi) in existence; known as Demon Slayer Magic (滅鬼魔法, Mekki Mahō) for humans, and the Devil Slayer Curse (滅悪呪法, Metsuaku Jūhō); for False Demons. The people who use Devil Slayer are known as Exorcist Mages (悪魔祓いの魔導士, Akumaharai no Madōshi).

Description
Devil Slayer is perhaps the most unique of the four Slayer Magic types; as was mentioned above, it can take the form of a regular Caster-Type Lost Magic, or a Curse, which are the signature skill of False Demons. While it is not completely certain yet, both variations of Devil Slayer could quite possibly be distinctive in multiple ways, and because of this, it could leave the opponent in confusion as a user of Ice Devil Slayer Magic could have multiple differences and alternate spells compared to a user of the Ice Devil Slayer Curse. For one, Curses seem to be inherently more powerful than the bog-standard magic, and they are lethal for human magicians due to their composition of Magic Barrier Particles. However, the Devil Slayer Curse is an unusual paradox for the False Demon wielding it, as Devil Slayer is noted to hurt beings which are demonic in origin, and the user is in that very category. It is unsure yet whether or not if the Devil Slayer Curse can harm the user; but even so, effects vary from user to user and sub-category. Anyway, the mechanics of Devil Slayer are very similar to that of its three sister magics, which are Dragon Slayer Magic, God Slayer Magic, and Spirit Slayer Magic. The two differing forms of Devil Slayer have alternate mechanics; it is at this point that the two versions veer off in opposite directions.

Devil Slayer Curse Description
For the Devil Slayer Curse, the False Demon must have their Curse "modified" by an Etherious Demon, very similar to that of a Dragon teaching a human Dragon Slayer Magic. The Etherious Demon who passes on the Curse to the False Demon modifies the student's demonic origin with their own Magic Barrier Particles, which changes how the Magical Barrier Particles circulate within their body, therefore causing their main ability, the Curse, to "evolve"; as a portion of their own power changes the student's Curse into that of Devil Slayer. Continuing with this process, the Magic Barrier Particles of the Etherious Demon acts alongside the energy of the body in order to catalyze a variety of bodily processes when younger, therefore allowing the morphing of their physiology to a point where the individual has adopted some physical traits, as well as the element, from the said Etherious Demon.

As a result of Devil Slayer Curse's mechanics, the False Demon can transform their body with features of their respective element, utilizing both offensive and defensive styles. They can consume external sources of their respective natural element to replenish their own energy. A Devil Slayer Curse user is immune to the effects of their own element, and can consume external sources of their element to replenish their strength. However, as far as has been discovered, a Devil Slayer cannot consume the element that they produce themselves, and elements must be consumed through the mouth. Interestingly, out of the three "main" Slayer Magic styles, which consist of Dragon Slayer Magic. God Slayer Magic, and itself, it seems as if Devil Slayer Curse has the most power—as a user is capable of devouring the elemental magic of its peers.

Demon Slayer Magic Description
Demon Slayer Magic, however, enables its users to transform the physiology of their body into that possessed by a demon. As a result of this, those who know Demon Slayer Magic are able to change their body to match the corporeal body possessed by their demon teachers, making use of their new physiology in both offensive and defensive styles. They can even turn into the element itself, this form being the true essence of a demon's existence. They can also consume external sources of their natural element to replenish their own energy and are also naturally immune to the effects of their own element that came from both their own person and to those from other sources.

Interestingly, making use of this form of magic corrupted a mage's souls to a sufficient enough degree for a demon to take possession of their body. Plus the contract that is signed when a mage starts learning this magic is another link that allows the Demon to take over his or her mage's body. The more this magic is used, the easier it starts to become for the Demon to take over. Also the repeated sharing of thoughts and emotions with a Demon, which happens every time the Demon tries to take over the mage's body, starts to drive the mage insane, a human's mind just not being capable of processing most of what goes on in a Demon's head. It should be noted that for Devil Slayer Magic, it is considered near impossible to learn for humans, as demons of any kind look down upon mankind, and it is unknown how Magic Barrier Particles can merge with a Magic Origin, thus making it an almost literal Lost Magic.

Dual-Element Devil Mode
Much like Dragon and God Slayers, a Devil Slayer's power can be drastically enhanced by consuming an element other than their own, enabling them to combine both elements inside their bodies and use them to increase their destructive abilities. It is also shown to have exceptional penetrative power, and using this ability has been described as similar to using a "super mode". Even though it's momentary, the user is able to call upon it when they are in a state of anger. However, this ability places a heavy strain on an untrained body, to the point that even a single use is capable of completely draining the user of all their energy. If the user boosts up their power, they are able to use this ability more easily with less strain. However, unlike the Dual-Element Dragon Mode, the Dual-Element Devil Mode, thanks to its classification as a Variant-Type Magic, has several catches with harnessing this amazing ability; these obviously, hinder the sheer potency of this ability.

The first, and most obvious, is that a user of Devil Slayer Magic cannot obtain their Dual-Element Devil Mode by consuming a Devil Slayer Curse, and vice-versa. The reason for this is exceedingly obvious—without a Demon Factor, which would still be unable to allow the user to accommodate for the Devil Slayer Curse in the first place, the Magic Barrier Particles that compose any Curse are exceedingly lethal to human magicians, and unlike that fool's idea to eat the lightning of the Lightning Dragon Slayer, the Magic Barrier Particles would possibly kill the user of Devil Slayer Magic from the inside out if they were so idiotic as to attempt it in the first place. For a user of the Devil Slayer Curse attempting to devour an Devil Slayer Magic of an opposing element, the Magic Barrier Particles that compose the Curse would simply annihilate the eternano and magical power that the magic consists of before the user could ingest it. In addition, the Devil Slayer Curse is somehow, for one reason or another, unable to consume a Devil Slayer Curse of an alternate element; scientific progress on the reason why has been rather slow in results. Interestingly, a regular Devil Slayer Curse is shown to be as powerful as a user of Devil Slayer Magic harnessing the power of Dual-Element Devil Mode.

Demon Force
Demon Force (デーモン・フォース, Dēmon Fōsu) is the final stage of the Devil Slayer Curse, though the exact conditions to invoke it vary from person to person. When Demon Force is achieved, the False Demon's body completely turns into their element through saturating the insides of their body and the outsides with an overdose of Magic Barrier Particles, and their strength, speed, and demonic abilities are enhanced, improving their combat capability significantly. Demon Force greatly increases the damage done by standard Devil Slayer Curse attacks, and grants the user access to more advanced, powerful attacks. It also drastically enhances the user's physical prowess, making them far stronger, more resistant and faster, and boosts their demonic power, prompting it to violently become visible, taking on the shape of their demonic form; when used at the fullest, the generated silhouette seems to gain corporeality, likely as a result of the immense amount of demonic power employed. As the Devil Slayer Curse user's entire body turns into their element, after activating Demon Force they are virtually immune to physical harm. They can allow any attack to simply pass through them or simply absorb the attack. As the references indicate, only a False Demon using the Devil Slayer Curse is capable of utilizing Demon Force; as it is essentially a boost in the demonic properties that Devil Slayer provides to the user—if a Demon Slayer Magic user were to attempt to harness its power, then it would overwhelm them and destroy them from the inside out.

Trivia

 * The decision to merge both Demon Slayer Magic and the Devil Slayer Curse into the just-made-up Devil Slayer Variable Skill was based on the fact that the official Fairy Tail wiki lists Silver's Ice Devil Slayer Curse as a Devil Slayer Magic, and while it is probably a mistake on their part, it does save FTF some space by merging the two and gives us a new ability to experiment with.
 * This is the semi-official description for the Devil Slayer Curse, and unless Hiro decides to finally give out information (which he probably won't), and if it is consistent with what we have seen so far, than that information will be integrated within this page. (Hey, if Ashy and I did it for Curses in general, we can do it for Devil Slayer too).
 * As another note of trivia, before anyone complains, the reason that the Free Use template is on the top of the article instead of the Fairy Tail Wiki Content template is because the Admin of Magic, User:Perchan wrote the entire article (sans the merger parts of Demon Slayer Magic and the kanji) by herself, nothing from the Fairy Tail wikia is located on the page. In addition, users have to ask her to create a Slayer Magic and Lost Magic anyway, so it works out in guiding new users.


 * }

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

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

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

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

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

Devil Slayer Magic (滅悪魔法, Metsuaku Mahō) is a Caster, Lost Magic, and finally, a subsection of the Slayer Magic line utilized by those known as Devil Slayers (滅悪魔導士 (デビル・スレイヤー), Debiru Sureiyā lit. Demon Destroying Magicians). Originally, there was not much revealed about this magic—to the point that some people thought that it was a Curse known as the Devil Slayer Curse (滅悪呪法, Metsuaku Jūhō); however, as of recently, it was discovered that it is indeed a magic, and an extremely powerful one at that. The people who use Devil Slayer Magic are known as Exorcist Mages (悪魔祓いの魔導士, Akumaharai no Madōshi).

Description
In order to learn the Devil Slayer Magic, the user must have their magic "modified" by one of the Books of Zeref, which contain notes on how to obtain Magic Barrier Particles, very similar to that of a Dragon teaching a human Dragon Slayer Magic. The Book of Zeref which passes on the Magic Barrier Particles of the element to the user modifies the user's magical origin with the book's own Magic Barrier Particles, inverted by the paper to not harm the user, which changes how magical energy circulates within their body, therefore causing their magic origin and own magical energy to become "demonic" in nature; thus a portion of their own power changes the user's magical power into that of a Devil Slayer. Continuing with this process, the (now harmless to the user) Magic Barrier Particles of book acts alongside the energy of the body in order to catalyze a variety of bodily processes when younger, therefore allowing the morphing of their physiology to a point where the individual has adopted some physical traits, as well as the element, from said book.

As a result of Devil Slayer Magic's mechanics, the user can transform their body with features of their respective element, utilizing both offensive and defensive styles; turning their body into a makeshift weapon unique to themselves. They can consume external sources of their respective natural element to replenish their own energy. A Devil Slayer Magic user is immune to the effects of their own element, and can consume external sources of their element to replenish their strength. However, as far as has been discovered, a Devil Slayer cannot consume the element that they produce themselves, and elements must be consumed through the mouth. Interestingly, out of the three "main" Slayer Magic styles, which consist of Dragon Slayer Magic. God Slayer Magic, and itself, it seems as if Devil Slayer Magic has the most power—as a user is capable of devouring the elemental magic of its peers. In addition to this absolute dominance over the user's element, they are capable of controlling the element of others with hand motions.

The user of Devil Slayer Magic is capable of modifying the properties of their element, morphing it from having immense cutting power to smashing into foes with incredible blunt force. The Devil Slayer Magic seems to surround the user with a small, barely felt aura of their own element—in one case, a user of Fire Dragon Slayer Magic noted how the temperature lowered after the appearance of an Ice Devil Slayer Magic user. Even though Devil Slayer Magic is capable of dealing immense damage against Etherious Demons and their Curses, a user of Devil Slayer Magic is unable to consume elemental curses, as they are composed of dangerous Magic Barrier Particles, whereas the regular Devil Slayer Magic's Magic Barrier Particles are considered harmless to the user. It should be noted that for Devil Slayer Magic, it is considered near impossible to learn for humans, as demons of any kind look down upon mankind, and it is unknown how Magic Barrier Particles can merge with a Magic Origin, thus making it an almost literal Lost Magic. Because of this, it was discovered that magicians are capable of learning Devil Slayer Magic from the Books of Zeref and the like, similar to that of how God Slayer Magic can be learnt from several books.

Trivia

 * This is the semi-official description for the Devil Slayer Magic, and unless Hiro decides to finally give out information (which he probably won't), and if it is consistent with what we have seen so far, than that information will be integrated within this page. (Hey, if Ashy and I did it for Curses in general, we can do it for Devil Slayer too).
 * As another note of trivia, before anyone complains, the reason that the Free Use template is on the top of the article instead of the Fairy Tail Wiki Content template is because the Admin of Magic, User:Perchan wrote the entire article (sans the kanji) by herself, nothing from the Fairy Tail wikia is located on the page. In addition, users have to ask her to create a Slayer Magic and Lost Magic anyway, so it works out in guiding new users.
 * }

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

Steel Mode (鉄の滅竜魔法・変鋼 (スチール・モード), Suchīru Mōdo lit. Iron Dragon Slayer Magic: Steel Modification) is a secret art of the Iron Dragon Slayer Magic, it is the result of taking the adaptability of Iron Dragon Slayer Magic to the maximum of its potential.

Description
As a user of Iron Dragon Slayer Magic is capable of adapting to the situation by transforming their body into iron at the moment of impact in order to cushion the blow and take the kinetic energy out of the opposing strike, Steel Mode takes the adaptability further by allowing the magic energy that the iron emits draws in and absorbs small elements of carbon as the iron is slowly acting as a magnet to it. Once enough of said carbon is absorbed into the user's skin, the user focuses it with their magic and melds it together, resulting in the chemical reaction of iron and carbon to fuse together and create a new style that the user can now access. However, by doing so, it is shown to be extremely deadly, as it is toxic to the user's body, as well as harmful. Despite this, activating Steel Mode, causing the addition of the natural element, changes the composition of the user's spells, enabling them to dish out enhanced damage and break through any defense that their iron was unable to. The user usually uses Steel Mode to partially strengthen the density of selected parts of their body during battle, but can extend the effect to its entirety. As the user has control over the configuration of their body's carbon atoms, the substances that they can convert their skin into can vary based on their intentions.

With this, the user is even able to stopping a downward slash from a Magic Sword; and they are strong enough to shatter bone and rock alike, are resilient against almost every single type of spell in existence. As the user's defensive power is immense and lightweight, their movements are surprisingly more agile than they appear from their new heavy armour. Because of the glittering and sharpness of their body, their enemies only see the user's figure as an afterimage that cannot be pursued. When Steel Mode is active, the user has the ability to manipulate the atomic structure of their physiology at will, allowing the user to form their limbs into steel weapons more freely, however they can control all metals, regardless of it being part of their biological structure or not. It is also shown that once the elemental style has changed, the user is able to access it whenever they can, often changing their appearance and form when they use it.

Spells

 * Steel Dragon's Sword (鋼竜剣, Koryūken): Steel Dragon's Sword is an enhanced version of Iron Dragon Sword, only available when the user is harnessing the power of Steel Mode. In order to perform this spell, the user manifests a large amount of steel on one of their arms or legs; before focusing it and shaping into a large, jagged blade composed of steel which possesses incredible cutting power—making it all the more deadly. The spikes along the blade's edge make its slashes more painful and dangerous, and the sword's length can be increased to reach enemies who are far away from the user. It should be noted that from this singular sword, the user can generate a plethora of other, smaller swords, which increase their range even further. It's power and reach allows the user to slice may objects, including humans (at its strongest without any reinforcement), clean in two, and if they expel more of their magical aura into it, it can cleave through even the strongest of magical barriers, while causing a 'backlash' effect which enables the user to harm a foe by releasing the blade in the form of a blast of pure energy at them the moment they shatter a barrier. The swords can be elongated at the user will, making them powerful ranged weapons. They are capable of increasing their size dramatically and to detach them from their body. The blade is also sturdy enough to function as a shield of sorts; and the sword can also function as a chainsaw, effectively increasing its potential damage output while its explosive reactive properties bolster the damage dealt even more. The moment that the sword makes contact with the foe via impaling them, the composition of the sword is altered to cause additional, smaller blades to protrude from the blade inside of the foe's body, drastically increasing the number of wounds dealt to the foe.

Trivia

 * Steel Mode is free to use by anyone.
 * }

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

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

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

Spells

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

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

Gold Keys

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

Silver Keys

 * Gate of the Chisel Key (鑿の鍵, Nomi no Kagi): The Gate of the Chisel Key is a Celestial Spirit Gate Key used by Celestial Spirit Mages to summon the Chisel, Caelum. The key is depicted to be an ordinary silver key with the crest of the Chisel stamped on its bow. The bow is circular and bears the crest of the Chisel on its center, colored green. The blade of the key ends in a simple design, similar to other silver keys. While in possession of the key, a Celestial Spirit Mage may be able to summon the Chisel Caelum by reciting the quote, "Open Gate of the Chisel! Caelum!". This summons Caelum, a robotic Celestial Spirit that can be used as a sword or laser.
 * Gate of the Compass Key (磁石の鍵, Jishitsu no Kagi): The Gate of the Compass Key is a Celestial Spirit Gate Key used by Celestial Spirit Mages to summon the Compass, Pyxis. The Gate of the Compass key is a silver Celestial Spirit Key bearing the crest of the Compass. While in possession of the key, a Celestial Spirit Mage may be able to summon the Compass Pyxis by reciting the quote, "Open Gate of the Compass! Pyxis!". This summons Pyxis, a Celestial Spirit capable of pointing out the cardinal directions.
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Three Shining Armours
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Three Shining Armours Three Shining Armours (三輝甲, Sankigai): The Three Shining Armours, also known as the Original Units (オリジナル・ユニット, Orijinaru Yunitto), are a trio of Magical Armours which existed during the time of a Black Wizard, during the Human-Dragon War. They were created for the three strongest magicians of humanity, forged by a holy sage using the MP Engine as a core in order to function independently regardless of the user's magical reserves. The reason why the Three Shining Armours were forged was in order to combat the threat of the draconic race whom were looming over humanity, as well as the Black Wizard whom ruled over Earth Land with an iron fist—at the current state, all of mankind were doomed to a swift extinction until the holy sage stood in, using the MP Engine, which was shaped from Aer Kerne, "springs" of magic which produced an unlimited amount of eternano, forcing the core of the Aer Kerne into the armour as to enable it to emit an unlimited quantity of magical power and fuel the armours, giving the wearer unlimited energy, strength, and stamina. With the Three Shining Armours, humanity was able to force a comeback, managing to take down numerous dragons through the sheer power of their attacks, as well as fighting the Black Wizard to a standstill. However, at the end of the war, all but one of the armours was destroyed, and people gathered their remains, burying them underneath the earth as to ensure that humanity would never use their terrible power once more, as they were no longer needed. Despite this, an esteemed blacksmith managed to get her hands on a part of the Xerium Armor; reforging it; and the Fafnir Armour reemerges within Dusk. The three armours are known as Belphoebe Armour (ベルフィービーの鎧, Berufībī no Yoroi), Armour of Fafnir (ファヴニールの鎧, Favunīru no Yoroi), and lastly, the Xerium Armour (ゼリャムの鎧, Zeriamu no Yoroi).

Belphoebe Armour
Belphoebe Armour (ベルフィービーの鎧, Berufībī no Yoroi): The Belphoebe Armour, also known as the True Fairy Queen's Armour (真・妖精女王の鎧, Shin Yōseijoō no Yoroi) is a special Magical Armour and one of the Three Shining Armours; legendary armours that have existed since the time of a Black Wizard. The Belphoebe, along with the other two armours, was the original attempt to mass-produce the Soul Armours, and is the common ancestor of both the Soul Armours and the regular Magical Armours depicted within the Daybreak continuity. The trio of armours were used to fight against said Black Wizard; being forged by a holy sage, but the trio of warriors were defeated and their armours were sealed away, only uncovered in the present day. However, the Belphoebe Armour is the only one of these armours to survive until the present day—as it's wielder, Ein, had managed to defeat said Black Wizard, if only barely. Meanwhile, the other two armours were completely destroyed, and other blacksmiths managed to replicate the other two. Being the first generation Magical Armour, the Belphoebe Armour is bleeding edge armour technology; it utilizes untested weapons and equipment as a test-bed for future armour development. Although it was an experimental armour, the Belphoebe Armour was the most advanced Magical Armour of its time; however, Phenex outperformed it. The Belphoebe Armour is mostly coloured in shades of silver, black, grey and blue. Notable additions include a silver breastplate resembling an upside-down crescent moon and a dark-visored helmet. The helmet bears two prongs on either side, with the silver ones wrapping around the sides and angling diagonally downwards; and the cape is that of a dusty-rose colour. It also has more armour near the upper legs and hips. Built from lightweight Luna Metal, its frame was both lighter than that of other regular armours and much sturdier, able to shrug off a dragon's breath with little to no damage. The armour is specially tuned up to be used under gravity, known to be powerful enough to balance itself while holding its huge weaponry; modeled after a knight. Unlike other armours in the Solar Wars four hundred years ago, the armour of the Belphoebe Armour is strong enough to withstand attacks from a dragon's roar with no apparent damage. The Belphoebe Armour was the first Magical Armour to incorporate the "Eternano Flight" system, a miniaturized eternano craft system designed to keep the armour hovering in mid-air at any altitude while maneuvering with its rocket and vernier thrusters. The Belphoebe is a well rounded armour, featuring both long range and melee weapons, and also light-weight armour coupled with high power boosters which allow it to zip around the battlefield at high speeds. However, the powerful boosters put a lot of strain on the wearer, producing acceleration of about fifteen Gs. In this form, the user's sword transforms into a wave-like weapon called the Drag Visor-Zwei, which can assume Drag Blade mode with the sword opening from the visor like a pocket knife with a blade measuring one point two meters in length. By four hundred years later, during the time of Daybreak, the Belphoebe Armour's overall performance had been upgraded to a higher level to keep up with the other Soul Armours; thanks to Giselle's addition of a Magical Particle Drive. Its combat data proved invaluable to Giselle four hundred years ago, as with it, she was able to create newer weaponry and functions for her Soul Armour project. Belphoebe (or Belphebe, Belphœbe) is a character in Edmund Spenser's poem The Faerie Queene (1590), a representation of Queen Elizabeth I (conceived of, however, as a pure, high-spirited maiden, rather than a queen). Spenser intended her name to mean "beautiful Diana" (Phoebe being an epithet of the Greek moon goddess Artemis, who was known to the Romans as Diana), and it is suggested that she is a member of Poseidon's family.
 * Faerise Mode (妖精化 (フェイライス・モード), Feiraizu Mōdo lit. Turn Into A Fairy): The Faerise Mode is a special function of the Belphoebe Armour; it is the predecessor of the Forme Shifts of the Soul Armours. When activating Faerise Mode, the armour sheds the unnecessary parts. Thanks to the shedding of the unnecessary portions of the armour, it gave the user the ability to mimic the power of demons. While little is known about the mechanics of the system, the primary component is known to have been the captive soul of a psychic maiden. The conflict of the maiden's soul with the bonds of the system made it extremely unstable and hard to control, to the point that the system - and the armour - would sometimes go berserk. While under the influence of Faerise Mode, the armour's optical sensors would glow red. Normally, the Belphoebe Armour is a high performance armour with generally above average statistics but nothing of any particularly remarkable quality, but when the user strong enough emotional pull (usually anger), the armour feeds off of it and transforms into Faerise Mode. Its speed ramps up significantly, its strength seems to increase, it gains new abilities related to the psychic linings on the suit, becoming mentally controlled by the user, and it gains an E-Field, making it invulnerable to magical projectiles. In addition to this, the Belphoebe Armour gains numerous beams of magical energy protruding from its shoulders, wrists, knees, feet, and back—the beams on the back extending outwards into four gigantic wings that enable flight. Faerise Mode compresses the user's magical power into a small, condensed form, and uses the power of the form in order to perform high-speed combat. Their new speed enhances their movements a hundredfold, allowing them to create dozens of afterimages to confuse their opponent. By focusing this power into a single leg, the user can launch a much faster kick with much greater impact; and the user's speed appears to create up to four doubles of themselves while in motion. These doubles are not illusory; the user is moving at a speed between different positions that is faster than the speed of sound. As such, were all the doubles to attack at once, it would mean that the user is attacking from all those positions simultaneously, giving them incredible destructive power. Similarly, because of this same speed, attacking the doubles would be futile as the user would have moved long before the attack even reaches them. This is entirely not good for anyone who happens to be facing the Belphoebe Armour down, as the user generally goes from on an even footing or slightly underperforming the enemy to stomping their face in on a one-sided epic beating.

Armour of Fafnir
Armour of Fafnir (ファヴニールの鎧, Favunīru no Yoroi): The Armour of Fafnir is a special Magical Armour and one of the Three Shining Armours; legendary armours that have existed since the time of a Black Wizard. The Armour of Fafnir, along with the other two shining armours was the original attempt to mass-produce the Soul Armours, and is the common ancestor of both the Soul Armours and the regular Magical Armours depicted within the Daybreak continuity. The trio of armours were used to fight against said Black Wizard; being forged by a holy sage, but the trio of warriors were defeated and their armours were sealed away, only uncovered in the present day. The Fafnir Armour was the last of the Three Shining Armours to be uncovered; being excavated by Austa Rayominana a good eight hundred years after the armours were sealed; whom gave it to Kratos Sōma after the armour immediately attached to him during an invasion—some speculate that the reason for this is because of the fact that his descendants are Soul Armour Knights. Being the first generation Magical Armour, the Armour of Fafnir is bleeding edge armour technology; it utilizes untested weapons and equipment as a test-bed for future armour development. Although it was an experimental armour, the Armour of Fafnir was the most advanced Magical Armour of its time; however, Phenex outperformed it—though as Giselle revealed, the Armour of Fafnir was designed later on, as it was based off what she had at the time for Soul Armour Gaiki. The Armour of Fafnir is predominantly sporting shades of steel blue, gold, and black armour, with several red lines decorating it; and it has a yellow cape to that is discoloured, almost appearing rusted. The armour on the knees are gold and bear a sharp, upward-pointing hook on the outer side of each one. The helmet is more squashed and flat at the top, and it also has two prongs on either side of the user's head which point backwards and angle diagonally upward. The boots are coloured completely gold when the Armour of Fafnir is active. In every respect, the Armour of Fafnir is a scaled down version of Gaiki. This was done possibly to reduce the strain placed on the user by the Starcharger System and the superior capabilities of Gaiki. The weapons of the Armour of Fafnir are also considerably less powerful than those found on Gaiki, as the Armour of Fafnir was designed to be "strong," but not "overpowering" like its ancestor. Its mix of physical ranged and melee weapons makes it a potent contender on any battleground, while its reactive armour helps to reduce damage dealt to the wielder. It is a rounded armour, featuring both long range and melee weapons, and also light-weight armour coupled with long variable X-shaped thrusters, composed of four thrusters can be pointed at any direction: the main thrusters allow high mobility, while combined into one huge rocket column they largely increased the armour's top speed, without increasing the size and mass of the armour. However, the powerful boosters put a lot of strain on the wearer, producing acceleration of about fifteen Gs. The Armour of Fafnir was also the first Magical Armour to incorporate the "Eternano Flight" system, a miniaturized eternano craft system designed to keep the armour hovering in mid-air at any altitude while maneuvering with its rocket and vernier thrusters. Overall, the Armour of Fafnir is a deadly contender, but also quite balanced in terms of power thanks to the numerous limitations placed upon it by the creator.
 * Dragorise Mode (竜化 (「ＤＲＡＧＯＲＩＳＥ」ドラゴライズ・モード), Dragoraizu Mōdo lit. Turn Into A Dragon): The Dragorize Mode is a special function of the Armour of Fafnir; it is the predecessor of the Forme Shifts of the Soul Armours. Thanks to the shedding of the unnecessary portions of the armour, it gave the user the ability to mimic the power of demons; or rather, the Armour of Fafnir's Dragorize Mode replicates/predates Gaiki's Survive Mode. While little is known about the mechanics of the system, the primary component is known to have been the captive soul of a psychic maiden. The conflict of the maiden's soul with the bonds of the system made it extremely unstable and hard to control, to the point that the system - and the armour - would sometimes go berserk. While under the influence of Dragorize Mode, the armour's optical sensors would glow red. Normally, the Armour of Fafnir is a high performance armour with generally above average statistics but nothing of any particularly remarkable quality, but when the user strong enough emotional pull (usually anger), the armour feeds off of it and transforms into Dragorize Mode. Its speed ramps up significantly, its strength seems to increase, it gains new abilities related to the psychic linings on the suit, becoming mentally controlled by the user, and it gains an E-Field, making it invulnerable to magical projectiles. When Dragorize Mode is activated, the MP Engine operates at full power by releasing all of the stored eternano and increasing the MP Engine operation rate to its maximum output. These released magical particles saturate the frame of the armour, which renders a glowing pink-reddish hue on the entire armour; and when in motion, the armour leaves afterimages, these afterimages normally confused by people seeing them as the armour-shaped eternano; as Dragorize Mode gives the armour's wielder extreme high speed and maneuverability, along with unlimited bursts of accelerations. This improves the armour's defense and at the same time, increases the amount of thrust produced. Overall, the Dragorize Mode increases the armour's speed, attack and defense by thrice its normal specifications. This is entirely not good for anyone who happens to be facing the Armour of Fafnir down, as the user generally goes from on an even footing or slightly underperforming the enemy to stomping their face in on a one-sided epic beating.
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Eternano Saber
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Eternano Saber

MC-EVSMS-V-Eternano Saber (ＭＣ (魔法評議) ・ＥＶＳＭＳ (実験可速魔刃) ・Ｖ (変離) ・エーテルナノ・セイバー, Mahō Hyōgi Jikken Kasokumajin Henkyori Ēterunano Seibā; lit. Magic Council Experimental Variable Speed Magic Sword Variable Range Eternano Saber) is an experimental weapon developed by the Magic Council.

Description
The Eternano Saber, along with the Eternano Rifle, is one of the three "magic-driven weapons" developed by the Magic Council in their "E Project", a project with the goal of revolutionizing magic weapons-based combat forever. The name "eternano saber" is considered to be a misleading name as, unlike other weapons with the word eternano incorporated within their name, the Eternano Saber does not use eternano as its main power source. Instead, when the user grasps the Eternano Saber, their Magical Aura will surge into the Lacrima-crafted hilt, and the hilt will, upon reaction with the user's Magical Aura, generate an magic barrier in the shape of a blade, before filling the magic barrier shell with the user's Magical Aura which becomes superheated due to the magic barrier, producing an highly effective cutting blade. The termination of the magic barrier along the defenses (or lack thereof) of a solid target allows the Magical Aura to devour the material that the target is composed of until the magic barrier reestablishes itself, allowing the weapon to "slash" through almost any target. In addition, as the Eternano Saber's magic barrier not only keeps the blade's magical aura in but also keeps the magical aura from another blade out allowing one Eternano Saber to be used to defend against another. Finally, since the magic barrier which contained the Magical Aura is capable of being morphed into a variety of shapes, it would be considered trivial for anyone to create exotic variants of the Eternano Saber, such as an Eternano Axe or Eternano Spear. Despite this fact, numerous Eternano Saber-based variants have been created- and interestingly enough, these have proven to be stronger than the bog-standard Eternano Saber, if more specialized, whereas the Eternano Saber is more of a general-purpose weapon.

Trivia

 * The Eternano Saber was based upon the beam sabers of the Mobile Suit Gundam series, one of the author's favourite series, but tuned to the world of Fairy Tail.
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Story Ideas
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Story Ideas

History and Shizzle
In the beginning, there was only nothing. Before the dawn of time, Order and Chaos existed within an extra-dimensional entity known as The Exalted One. To explore the fledgling universe, he created the astral being known as Varian, and then subdivided her, creating her twin, Origin. Both sisters were multiversal singularities, unique in all realities, but whereas Varian could only exist in one universe at a time, moving between them at will, Origin existed simultaneously in all realities at once. It is suggested, in fact, that the two sisters embody the basic concepts of reality—good and evil, order and chaos—and that their continued existence is necessary for the stability of the multiverse.

As Varian and Origin went about their appointed task, venturing through the cosmos, it became apparent to Origin that Varian was a corrupt being, and she took it upon herself to stop the threat posed to all of existence by her sibling. In combat, Origin was no match for Varian. In cunning, however, she proved herself to be her sister's superior when she shifted their battle to the astral plane, and then back to the physical world once more, only to have both their essences manifest within planetoids, leaving them both trapped. It was with this act of sacrifice that Origin hoped to contain Varian's evil forever. Unfortunately for her, over time, Varian learned to psionically shape her prison into her eldritch form, and Origin followed suit.

The war between Varian and Origin came to its seeming end during a climactic battle in which it ended when Varian was sucked into a black hole and disappeared from reality. With Varian gone for now, Origin entered an eons-long slumber, her self-imposed sleep preventing Origin from detecting her through the mental link the sisters shared. After her defeat at the dawn of time, the entire planet of Earth Land naturally formed around Varian over billions of years.

With Varian gone; Origin birthed the Guardian Trio—A special trio of holy demons that represent knowledge, emotion, and willpower, respectively. They are based on the Imperial Regalia of Japan: the Yata no Kagami (wisdom), Yasakani no Magatama (benevolence), and Kusanagi (valor); known as Elainerius, Blazeout, and Sentinel respectively. The trio, along with Origin's ability to give life; managed to breathe life into the land and create the human race.

Meanwhile, as Varian momentarily awoke soon after the Guardian Trio was conceptualized, which Origin took note of—Varian would once again be unleashed upon the world. Knowing this, Origin searched for a more permanent solution. Ultimately, Origin succeeded by using her Divide Unto One ability to divide Varian into two separate constructs that would later become known as the Ancient Duo; Gehaburn and Elysdeon, scattering them throughout the world. Meanwhile, with more than half of her power gone, Varian fell back into a deep slumber; as did Origin—however, remnants of Varian's scattered magical power formed themselves into the beings known as Dragons.

Gehaburn and Elysdeon were natural enemies—and while Gehaburn, the Alpha, controlled Darkness and the Earth, Elysdeon, the Omega, controlled Light and the Skies. The dual beings battled fiercely for centuries on end, obliterating countries with their signature spells; Alpha Raze and Omega Discharge. However, eventually, the humans learned the secret of God Slayer Magic via the lucid dreams that Origin sent them; and with it, they were able to seal the dual demons in towers.

Over 400 years ago to the current time, the Dragons were the Kings of the World. The humans were food to the Dragons who flew the skies, freely dominating the lands and seas. However, an unknown Dragon questioned the reign of the Dragons. The latter wanted the Dragons and the humans to coexist in the world. A war brewed between the Dragons who supported Dragon-human coexistence, and those who were against the ideology.

The war spread chaos through the lands and the Dragons were at stalemate. The human-supporting Dragons devised a cunning plan. They provided some humans with Magic that allowed them to slay Dragons, giving rise to the fearful Dragon Slayers. The plan proved to be very successful, as the human-supporting Dragons gain the upper hand in the war. However, they did not anticipate their fellow Dragons Slayers' next move.

Corrupted by immense power gifted unto them by the Dragons, the Dragon Slayers started to slay the Dragons on their side. Amongst those Dragon Slayers was one who murdered many Dragons, bathing in their blood until, eventually, he became a Dragon himself. This particular human proclaimed himself to be the Dragon King, and became known as the Tyrant Dragon, Vritra; the dragon took center stage and almost destroyed the opposition. The war ended, when the Legendary Hero, the ancestor of Crux Kouga, with the legendary blade Dragredder, managed to seal Vritra away.
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Serpent Tail Guild
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Serpent Tail Guild

Serpent Tail (サーペン・トテール, Sāpento Tēru) is a Legal Guild located within Fiore; it is noted to be one of the most powerful around, though it is near impossible to determine how strong it is. Despite this, it is noted to be more powerful than Sabertooth, whose members have been hyped up too much to the point that they were unable to back up their claims. Despite the dark imagery that the guild displays, they are noted to be a friendly bunch. The name "Serpent Tail" symbolizes a snake biting its own tail, symbolizing infinity.

History
The Legal Guild known as Serpent Tail was formed ten years before the current time; during the time of Makarov Dreyar's rise to fame as the Third Guild Master of Fairy Tail, the Guild Master, who had met the man a grand total of once, decided to start his own guild to compete with the famed Fairy Tail. However, while Fairy Tail exploded in popularity, Serpent Tail fell into relative obscurity until Fairy Tail's disappearance during the Sirius Island incident, where it suddenly had a surge of new members joining; leading to their competition in the Grand Magic Games, where they lost to Sabertooth, by only a small margin—with the Guild Ace even knocking out Minerva Orland, but she lost to Rufus and his overpowered Memory-Make Magic. After Fairy Tail returned, they did not participate in that particular Grand Magic Games, but rather cheered on Fairy Tail from the sidelines as their strongest members were training.

Come the next Grand Magic Games, Serpent Tail steamrolled the competition, effortlessly dominating guilds such as Lamia Scale and Sabertooth without breaking a sweat. However, the S-Class Mage and the last participant of Serpent Tail, Kirara Masamune, was scheduled to face the infamous Natsu Dragneel in the final round, but she was late by ten minutes to the match, causing Fairy Tail to win by default. This mistake was what caused Serpent Tail to gain a great deal of infamy; but of course, there is no such thing as bad publicity, as many people continued to flock to the guild precisely because of this loss.

Strength
The strength of Serpent Tail is absolutely phenomenal; with the strongest S-Class magician, Kirara Masamune being nominated for Wizard Saint status more than once; however, she denied the position multiple times. The rest of the guild members are also known to be extremely strong—without about twelve full members; all about S-Class Magician strength, and dozens upon dozens of minor members who simply hang around the building.

Magic and Equipment
The Serpent Tail, very much like their rival, the Fairy Tail Guild, has a trifecta of highly powerful spells that are exclusive to the Guild Master, and anyone whom she blesses them upon—these are known as the Three Great Magics of Serpent Tail (サーペン・トテールの三大魔法, Sāpento Tēru no Sandaimahō).
 * Ouroboros (無限の龍神 (ウロボロス), Uroborosu lit. Nothingness Restricting Dragon God): Ouroboros is an extremely powerful spell that...

Trivia

 * If anyone wishes to join Serpent Tail, just message my talk page.


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

Deus Machina (デウス・マキナ, Deusu Makina lit. God Machine) are a group of seventy-four combat androids created in the Old World. They were created by Dzerve Sejren, who intended to use them to destroy Devius as the latter had reverse-engineered her zero particles to create Magic and the Hellions because of his desire to rule the universe. However, during the Cataclysm War that unfolded, all but seemingly one Deus Machina survived; this android was thrown into Earth Land following the Universal Reboot.

Nearly ten of millions of years later, this Deus Machina was found by chance by Giselle Mercury, having lost its own Daybreak Drive's power-source- as her daughter was suffering from the Reverse disease, Giselle hastily transferred her daughter's soul into the Daybreak Drive, allowing her to live once more, free of disease.

Along with absolutely ridiculous physical parameters, the Deus Machina have the power to invoke the "Power of Zero" and utilize the zero particles to destroy the supernatural, including Magic.

Biology and Traits
The Deus Machina could be thought of as the next evolutionary step of mankind. For all intents and purposes, the Deus Machina were the same as humans on a mental level; they thought and felt, giving them the ability to make their own decisions and develop unique personalities. The only Deus Machina shown to lack this trait was the mentally degraded Signa. In terms of appearance, the Deus Machina were generally humanoids, and might appear either male or female. They usually looked identical to humans, with the exception of doll-like joints. The Deus Machina were also fitted with a chip that granted immunity from all viruses. The Deus Machina were also capable of expressing themselves in a very human-like fashion, such as crying and sweating. In addition, they were capable of eating and drinking.

However, some Deus Machina were built to actually resemble robotic animals with humanoid traits. These particular Deus Machina tended to be designed for very specific tasks; for example, a heavy duty Deus Machina might be large and bulky, whereas a marine Deus Machina might be based on a shark. There was no limit to the tasks a Deus Machina could perform with the right design. The Deus Machina were created from a unique alloy known as "Meteorium"; which was created by breaking apart the Catalyst Comet and infusing the zero particles within the comet with the rock, refining it into a metal that is considered to be the strongest alloy of all. The mystical properties of the zero particles also granted the Deus Machina unprecedented speed, strength, and durability, along with the ability to harness these zero particles. As machines, the Deus Machina did not age, although they still required rest and maintenance to remain functional.

However, the Deus Machina had a few crippling flaws; as artificially made beings without any links to a supernatural power, they could not produce fighting spirit, and thus, their strength and other parameters could not increase beyond their already admittedly high capabilities. In addition, since their A-Trans allowed them to learn from other beings regarding how to act, they could unwittingly end up copying the wrong people and rebel against their creator's original intention.

History
The Deus Machina were created by Dzerve Sejren in 3568 AD in the Old World. As the world was quickly advancing in all fields, Dzerve and Klaus discovered the Catalyst Comet in the middle of the Grand Ocean. Bringing the comet back to their government-funded lab, the two dissected it to find a unique particle known as the "Zero Particle". This mythical particle could perform magical feats; but more importantly, Dzerve decided to utilize the material the Catalyst Comet was composed of to create the world's very first independent robots; they were created with a unique system akin to that of a conscience, that allowed them to think, feel and act completely on their own, and highly advanced mechanics that far surpassed anything ever seen before.

While Dzerve's original blueprints were confiscated by the corrupt section of the government and later utilized by Doctor Vulcan to create seventy-two of the seventy-four Deus Machina; with Dzerve Sejren managing to create one Deus Machina by memory; this was her magnum opus, Deus Machina Number Three. However, Klaus himself later stole the blueprints back and with his true, nasty personality shining through, he created Deus Machina Number Thirteen.

The purpose of Deus Machina Number Three's construction and birth was in the sake of Dzerve's dream, of one day giving robots the ability and freedom to evolve and grow in the exact fashion of all living beings. However, Dzerve was not without foresight and fears for her ultimate project. Though Deus Machina Number Three was now akin to that of a living, sentient being with their own free will, but with a physique that of a strong and powerful machine, Dzerve feared she could grow instead to be a potential threat to the world. For that, Dzerve sealed her Deus Machina away.

Being unable to reproduce Dzerve's blueprints perfectly, Vulcan was forced to invent alternative solutions. All robotic designs based on Dzerve's were imperfect "replicas" of the original blueprints. Thenceforth, Deus Machina were mass-produced to live among humans on the Old World. However, some Deus Machina started to rebel against their creators, and would harm those they did not agree with; they were labeled 'defective'. Not helping matters was the fact that Klaus had reversed the zero particle to become the very first Magic, and he began to corrupt people into Hellions. In the ensuing battle between Vulcan's Deus Machina and the Hellions, all of Vulcan's robots were destroyed.

However, Deus Machina Number Three's capsule was left over after the Universal Reboot, eventually found by Giselle Mercury; the Deus Machina having lost its own Daybreak Drive's power-source- as her daughter was suffering from the Reverse disease, Giselle hastily transferred her daughter's soul into the Daybreak Drive, allowing her to live once more, free of disease.

Functions and Abilities
A-Trans (一切見のえる化 (Ａ・トランス), A-Toransu lit. Digitization of Everything): The A-Trans is the signature ability of the Deus Machina race; it is considered their "method of evolution" until their adulthood. They are designed to evolve by absorbing knowledge and information; upon with they start to form a personality. A-Trans is the ability to perfectly copy and mimic the quirks, traits, and abilities of the things around the Deus Machina; when the Deus Machina is "born", their Daybreak Drive researches the evolution and behaviour of living beings by digitizing the mysteries surrounding the Deus Machina, collecting oodles of data that the Deus Machina processes and downloads directly into their systems, allowing them to mature little by little as they learn from experiences. By the physical age of twenty, a Deus Machina would have accumulated enough data to "awaken" as their own identity. In battle, A-Trans can be utilized to flawlessly mimic their enemies' attacks, allowing a Deus Machina to become more skilled in combat with every experience and attack witnessed; indeed, a Deus Machina can observe any combat techniques or even unique abilities, such as super speed, martial arts, super strength, voices etc., store them as data and then execute them with unnerving accuracy and precision, allowing the Deus Machina to grow exponentially stronger with each battle they witness. This can also extend to any and every aspect of a target, enabling the Deus Machina to mimic running styles, jumping abilities, stances, and voices. Klaus' Deus Machina, Signa, seems to use a different form of A-Trans that is said to have the ability to "control all life".
 * Synchro (シンクロ, Shinkuro): An extension of A-Trans is the ability to perfectly mimic the form of any humanoid being or otherwise. This ability is the primary use of A-Trans, as, upon birth, a Deus Machina chooses an 'ideal form' and then utilizes A-Trans to copy it. Synchro works like shape-shifting; as the Deus Machina absorbs the data revolving around their target and flawlessly replicates it, morphing their standard body into the copied form. Interestingly, Deus Machina Number Three's Synchro ability is irreversibly permanent, as Dzerve Sejren instructed it to mimic her form and then disabled the Synchro function of A-Trans; this way, when the Universal Reboot happened, she would know where her creation was when she eventually reincarnated into the current dimensions.
 * Armament Replication (武装副書, Busō Fukusho): The copying abilities of A-Trans are not limited to the combat skills or traits of living beings. The Deus Machina can also replicate all forms of weaponry and machinery as well, be it weapons from the Old World or the modern day technology, allowing the Deus Machina to manifest all kinds of technology. If a Deus Machina is not physically capable of performing a technique, such as flight or an elemental attack, they are capable of replicating it in another way; for example, in a flying creature's case, Tsuruko utilizes the jet boosters installed within her back to induce zero-gravity flight or uses one of her limbs to imitate an attack with said tail, and in the case of a certain Water Dragon Slayer, she extends her arms outward with a cable-like cord to lengthen her reach. Indeed, a Deus Machina is capable of "absorbing" weaponry just by seeing it –even if it's from a work of fiction-, visualizing it, and then projecting it, allowing them to function as a living arsenal. This skill is actually part of the Infinity Code of the Gaiki Soul Armour's Super Mode, which allows Tsuruko to manifest any Arms Weapon of her choice through sheer willpower alone, allowing her to utilize them as if they were her own.

Daybreak Drive (デイブレイク・ドライブ, Deibureiku Doraibu): The Daybreak Drive is the central processing unit of a Deus Machina. When uninstalled, the Daybreak Drive takes the form of an orb that has numerous see-through holes, cased by glass, with the designation of "core" patterned over the non-translucent parts. Inside the orb is a mysterious energy source; referred to by Dzerve as "Mechanical DNA". The Daybreak Drive essentially serves as a power plant for the Deus Machina, though it should be taken into consideration that they are technically an optional feature- to function, Deus Machina work the same as humans, however, the Daybreak Drive grants them an advantage over their flesh-and-blood counterparts. The Daybreak Drive is a semi-perpetual energy generator installed within each Deus Machina, harnessing the byproducts of particle decay as an energy source- in this case; the particle decay refers to all sorts of particles instead of one in particular, allowing the Deus Machina to harness the Daybreak Drive's power in almost any situation. Every second that passes with the Daybreak Drive active, all elementary particles in the immediate vicinity transform into others spontaneously, allowing the Deus Machina to harness that energy; theoretically, because of this, a Daybreak Drive will continue to supply power for a theoretically infinite period of time, so long as the unit is not pushed to breaking limits, giving the Deus Machina an inexhaustible power supply. Interestingly, the Daybreak Drive has a unique compatibility with humans- anyone with significant knowledge of robotics is capable of replacing the energy source within the processing unit with a human soul, essentially granting them a superior body while also allowing the Deus Machina to harness fighting spirit and grow stronger.

Superhuman Capabilities: As a mechanical lifeform, a Deus Machina has physical prowess far beyond a normal human, or nearly any other life form in the current universe for that matter. While the specific amount of power varies from unit to unit, one thing remains consistent between each Deus Machina- they could be considered in a tier of their own in terms of physical capabilities. As a mechanical lifeform, a Deus Machina does not seem to feel pain, and can keep fighting even when missing limbs or injured severely.

Self-Repair (自己修復, Jikoshūfuku): Self-Repair is one of the most vital systems for a Deus Machina. As the name suggests, Self-Repair allows the Deus Machina to recover independently. Normally, this is represented by nanomachines manifesting from the Deus Machina's broken portions, which swarm and take the form of the missing piece, effectively replacing it in a matter of moments. The nanomachines allow a Deus Machina to take excessive amounts of damage without being destroyed or being seriously harmed, instead nanomachines are regressed to their infant form for a few hours before growing back. However, Deus Machina Number Three often displays a different type of Self-Repair; if she loses a limb, she simply re-attaches her limb again and the limb still works. Deus Machina Number Three can lose limbs or have her body torn asunder, only to return to perfect 'health' through replacement parts and repairs (however, the source of the replacement parts is unclear, especially since Meteorium is an unobtainable metal in the current universe).

Dimensional Coupler System (時空連結器・システム, Jikū Renketsuki Shisutemu): The Dimensional Coupler System is the most powerful function of a Deus Machina in battle terms. It takes the form of ports installed upon the palms of their hands- these ports are linked to the Daybreak Drive. In order to activate their power, the Deus Machina uses the Daybreak Drive to induce particle decay; causing the elementary particles in the immediate vicinity to transform into others spontaneously before focusing the particles into their palms, unleashing a high-density particle blast of concussive energy at anywhere that they aim at; these beams possess intense heat, enough to vaporize almost any type of metal. The trajectory of the blasts are directed by magnets and focused by electrostatic lenses, although they may also be self-focusing. The blasts released by the Dimensional Coupler System burn the surrounding area it comes into contact with, and even leave those who stare at it temporarily blind; it has a high rate of fire, enabling a Deus Machina to overwhelm their foes with a near continuous stream of blasts. In its weakest form it is capable of puncturing steel and destroying boulders. The charged version can blow a five foot diameter hole in a wall of solid diamond. Moreover, it is stated that a single shot from the Dimensional Coupler System fully charged possesses the energy far beyond the strongest magical spells. The Dimensional Coupler System can also be used to stabilize flight. Deus Machina Number Three has also been shown to be able to reduce the heat released by the Dimensional Coupler System to a warm breeze, which she uses to dry her clothes.
 * Dimensional Distortion Palm (時空歪掌, Jikūwaishō): A by-product of the Dimensional Coupler System- the Dimensional Distortion Palm is the close-range translation of the Dimensional Coupler System's beam to unarmed combat. A Deus Machina is capable of focusing the high-density elementary particles generated in their palms into their fists, causing their hands to take on a flaming visage. This not only drastically enhances the power of their unarmed blows, the high-density energies generated essentially allow the Deus Machina to smash their way through any obstruction, cutting through defenses of any kind as if it were a hot knife slicing through butter. The Dimensional Distortional Palm creates point singularities when the Deus Machina's fist hits any given surface. This instantly leads to highly-destructive explosions and, usually, lots and lots of gore.

Telescoping System (伸縮自在・システム, Shinshikujizai Shisutemu): The Telescoping System is a special function of the Deus Machina body—due to the creator building so much weaponry into the bodies of the Deus Machina, the weaponry is stored within the a transdimensional space connected the Daybreak Drive- this can be summoned with a mere thought. When the weaponry shows itself, the Deus Machina's limbs extend, armour appears, weaponry will sprout from nowhere, hatches will open up in various parts of their body to reveal even more weapons, and the Deus Machina will become ten metric tonnes heavier than before. While this system is mainly used for one-off gags, such as Deus Machina Number Three summoning numerous weapons from famous mecha series, it does have a far more important function- allowing the phenomenally powerful Spacetime Convergence Cannon to manifest. In particular, Deus Machina Number Three's transdimensional space is a seemingly bottomless pit of storage capacity.

Trivia

 * This article was created before the Machina reveal in the manga- however, as far as anyone's concerned, the two are on a completely different level. Also the author doesn't feel like changing the name because Tsuruko was called a Deus Machina before the reveal.


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