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.
 * 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'')

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. 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.
 * 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.

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. Renee 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-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 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):
 * 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.
 * 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)
 * 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.

Trivia

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

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

Trivia

 * This article is going to be the official Fairy Tail Fanon wiki representation of Natsu's new power in the upcoming Fairy Tail movie; until then, this article will remain unfinished.
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Ice Devil Slayer Magic
{|class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" !colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:#000000; color:#FFFFFF"| Ice Devil Slayer Magic Ice Devil Slayer Magic (氷の滅悪魔法, Kōri no Metsuaku Mahō) is a Caster Magic, Lost Magic, and lastly, a Slayer Magic of the Devil Slayer Magic Kind that grants the user absolute dominance over the element of ice, capable of manipulating it in any way that they wish.

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

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

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

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

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

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

Spells

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

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

Gold Keys

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

Silver Keys

 * Gate of the Chisel Key (鑿の鍵, Nomi no Kagi): The Gate of the Chisel Key is a Celestial Spirit Gate Key used by Celestial Spirit Mages to summon the Chisel, Caelum. The key is depicted to be an ordinary silver key with the crest of the Chisel stamped on its bow. The bow is circular and bears the crest of the Chisel on its center, colored green. The blade of the key ends in a simple design, similar to other silver keys. While in possession of the key, a Celestial Spirit Mage may be able to summon the Chisel Caelum by reciting the quote, "Open Gate of the Chisel! Caelum!". This summons Caelum, a robotic Celestial Spirit that can be used as a sword or laser.
 * Gate of the Compass Key (磁石の鍵, Jishitsu no Kagi): The Gate of the Compass Key is a Celestial Spirit Gate Key used by Celestial Spirit Mages to summon the Compass, Pyxis. The Gate of the Compass key is a silver Celestial Spirit Key bearing the crest of the Compass. While in possession of the key, a Celestial Spirit Mage may be able to summon the Compass Pyxis by reciting the quote, "Open Gate of the Compass! Pyxis!". This summons Pyxis, a Celestial Spirit capable of pointing out the cardinal directions.
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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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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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BLACK DS
Black Dragon Slayer Magic (黒の滅竜魔法, Koku no Metsuryū Mahō) is a Caster Magic, Lost Magic, Slayer Magic, and most obviously, a Dragon Slayer Magic which enables the user to absorb, manipulate, and generate the element of darkness.

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

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

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

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

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

Basic Spells

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


 * Phantom Knight Summon