Kogu Marlowe

Kogu Marlowe (ゴクア・マーロウ, Gokua Mārou) is the female protagonist of Fairy Tail: Seekers and a young girl that Tsuyo happened to find while he was traveling through Mt. Hakobe as he was inspecting a rumor he heard about a Dark Guild being in the area. Tsuyo discovered her after he made his way in the direction of a nearby explosion, only finding the destruction of what seemed to be a laboratory and Kogū lying in the cold snow. He took her to a nearby village, staying in the village until she was fully recovered and awakened. Upon her recovery, Tsuyo questioned her about why she was out in the mountains. When she stated that she could not remember, Tsuyo concluded that she possibly had a form of amnesia. He then gave her the name that she goes by now and offered her to travel with him, as his partner. Kogu accepted and thus, the team known as Seekers was born. Throughout the world of Earth Land, Kogu is known under the alias of Torrential Champion (沛然の選手権, Haizen no Senshuken) due to her spectacular usage of Water Magic.

Later in the Natura Impellunt Arc, it is unveiled to Kogu that she is apart of a special experiment known as Project Catudhatu and is an Elemental. However unlike the actual beings, Kogu was created through artificial means and as such, her body is not composed of the element that she was infused with. Being created by using a Lacrima and the astonishing power of Arc of Embodiment, Kogu was created with the purpose of replicating the effects of Slayer Magic through a special form of Magic known as Asura Essence. Kogu herself was known as Experiment No.01 – "Celestial Ocean" (実験No01「天の海」, Jikken No01 "Amenoumi") due to her Lacrima was magically charged with Water Magic and she was meant to be the first artificial Elemental ever created. However during the procedure of being "born" into the world, Kogu's Lacrima began to act up as it began to absorb the lacrima around it, making it hard for the mages that were working on it to keep it stable and eventually led to the destruction of the facility where the project was being held at.

Appearance
Kogu is an extraordinarily adorable young girl, often being seen as called the mascot of the team she is a part of, much to her confusion and later annoyance when she discovers the meaning behind it. She has been featured numerous times in the past in a new segment of the Sorcerer Magazine known as "The Most Adorable Wizard I'd Want as My Girlfriend" Rankings, though said segment was later taken down due to rumor circulating about some of the girls that were featured in the segment were actually underage. However before said segment was canceled, it should be noted that Kogu was often ranked among the top 3, an impressive feat though Tsuyo and Hogotsu do not like the idea of a man looking at pictures of Kogu in a magazine. As a young girl, Kogu is unsurprisingly short in regards to height, barely coming up to Tsuyo's chest, and has a rather small, petite build, that is quite fitting for a little sister figure, this can seen through her: thin "noodle arms" as she prefers to call them, slim waist, small yet still developing breast and thin legs. Despite participating in a large number of battles over a course of time, Kogu does not possess any forms scars or blemishes, her skin being as creamy soft and smooth. Her facial features are very child-like, which is a great factor into her interactions with people as with just a smile, she can make people's hearts melt. Her most prominent feature that she posses is her long deep blue hair that is the same shade and color another water mage's hair, and is styled in a manner that is similar to a high ponytail, having a few long, loose curls that fall to her shoulders. Her eyes are also a matching blue, being large and show her emotions to the fullest, expressing her happiness or her anger towards whoever she is interacting with.

When it comes to what clothes she shall wear, Kogu does not actually have that big of a preference as she will simply put on whatever she can find, not actually caring if it matches or if there are holes in said outfit. She does seem to have certain outfits for when she is doing certain things however. When she is traveling with the team, Kogu will wear a black, revealing leather bodysuit that has a zipper worn just below her belly button, exposing her stomach and chest, though her chest is covered by bandaging. The bodysuit has thin red and blue lines on the sides and is worn with big cuffed, gray gloves and matching boots. She also wears a long red flowing scarf that seems to flutter in the wind despite there being times when they are inside, a backpack that resembles a Eneguin which actually serves as her own portable dimension as she has been seen to keep Varunastra in there, and a gray and gold pouch that is strapped to her left leg.

After five years have transpired within the series, Kogu has changed not only in personality but in appearance as well. Kogu has aged considerably, transforming from a young little girl into a beautiful woman that is ready to take on whatever the world may throw at her. Upon her return into the world, she was featured in the Sorcerer Magazine, being seen in the "Top Female Mages I Want As A Girlfriend" Ranking and has even been called in to act as a model for one of their covers, though she rejected it. As a young woman, she has become much taller as she is now able to reach Tsuyo's shoulders, and possess buxom figure, which can be seen evident through: curvy, voluptuous body, sharp rear, slender legs and large breasts, all of which make her more desirable to many males and females. Her hair, while still the same color, has changed as she prefers to keep it short, with a few bangs covering her forehead. Her attire has also changed as she now wears a black skintight, short sleeved unitard with pauldrons, matching fingerless gloves that extend to her biceps, and thigh-high boots, all of which are adorned with straps. She often wears this attire under a white hooded cloak with gold and blue accents.

Personality
"I might not understand this world, as I was just brought into it a few months ago and I might not understand how it works, where words such as "good" and "evil" do not truly matter. However that does not mean I'm going to just sit here and let you or your guild try to kill those that I care for. I will not allow you to go through with your villainous plot of plunging this world into darkness and sapping all of hope from mankind. I will become the ocean that washes away the hatred that fills this world and bring peace and prosperity to everywhere that my waves may travel."

- Kogu declaring her resolve to Kali during their first encounter.

Kogu, as a person that was created through artificial means and not being properly educated in a sense like most people in the world, was initially a emotionless, not being able to properly register the emotions that she felt at certain moments and would often question them as if she believed that something was wrong with her, as if she was going to die. Kogu would often speak in a dead and robotic tone that often said to be uncomfortable and offsetting, as even Tsuyo has stated in the past that such a cheerful looking girl should not speak in a manner. It was ironically this very statement that cause Kogu to be introduced to her first emotion and one that would play a factor into her ever-growing personality: the feeling of joy. Just by hearing Tsuyo saying that caused Kogu to try to understand the world, often getting her references from movies and such, through both he and Hogotsu would attempted to get her to go outside and talk with people.

Eventually, Kogu's personality evolved into what people would usually expect from one of her looks, becoming very happy and cheerful, as she was ready to look on the bright side of things, hoping to find the positive things in the world. She often greets people with great enthusiasm, even people that she has never once met. She is very childish and naive, as she still does not understand how certain things work such how to interact with people as evident when she called one of the Wizard Saints, an important figure of magic and power, a "creepy-lookinng old man", much to Tsuyo's surprise and Kiso's hidden enjoyment, and when she asked about where babies came from, which was incredibly awkward for the entire team and ultimately fell on to Kiso to explain to her as he was the oldest in the team, something Kiso still regrets having to do to this day.

However due to her naive personality and her sense of looking on the brighter side of things, Kogu does not seem to understand that the world does not work in a black and white manner, where there will always be a side of good and evil. Despite being told this by a great member of teammates, she still does believe that there is a small spark of good in people that have committed evil deeds and that she should bring it out. She often will hesitate to deliver a killing blow which is something that her enemies can exploit in battle. She is rather easy to trick at times, as seen when Hogotsu was able to fool her using the same tactic four times in a row. This can often lead to Kogu receiving a great amount of damage when could have easily finished a fight. There are situations where Kogu will abandon this code, the most known time being when she is enraged.

When Kogu has reached her boiling point, the maximum amount of anger that she keep stored up, she will eventually snap and turn into an embodiment of rage and destruction, abandoning all of her virtues in an attempt to kill that which has cause her to be filled with such emotion, the rage and hatred of one that feels that they must destroy. While Kogu is a bit of a hot-head, as she will get made at people who mock her or those that she cares for, when Kogu is angry, she actually shows her serious side, with her deep-blue eyes that normally show cheerfulness and kindness will instead become icy orbs that are filled with great fury, a look that does not fit that looks so innocent. While there are not many things that cause Kogu to be sent into a rage, one of the things that will certain cause her be enraged is the threat of her team, which is like a family to her.

After the timeskip, due to spending the last five years wandering Earth Land and away from her team, fending for herself in the woods and eventually coming across her creator who then proceeded to teach about nearly everything that the world has to offer, Kogu has grown into a very intelligent and independent young woman. Clearly a difference in how she acted during her "childhood" — where she was impatient, childish and, before being able to understand anything, would often jump to conclusions — Kogu has completed her growth into adulthood as she is now a mature, confident adult. She has a better understanding on how things work, from social encounters to even magic, and uses it to her advantage, which can be the undoing of her opponent. While she still maintains her cheerful mentality, she is more willing to be serious as she does not wish to cause any harm to those around her.

One thing that has significantly changed about Kogu over the course of timeskip is her view of the world. She no longer believes that the world is black and white, good and evil, instead she knows that the only thing that defines the world is one's choices that they make. She now realizes that world is a cruel place where you must find a way to get back up and move on or else you will fall and you won't be able to continue forward. While she does still that their are good people that deserve to be saved, she is not as willing as she was to let her opponents run free. She now posses the mental strength to deliver the finishing blow on her opponent, ending their life without hesitating. Kogu's newfound intelligence also allows her to be able to catch onto her opponents tricks faster as she can process what exactly they are doing at a faster rate and can even find and then exploit her opponent's weakness as well, using it to bring them down.

Moving on to miscellaneous things about Kogu, there is a lot to cover. She seems to have a fondness of blueberry ice-cream for some odd reason, on that she does not even known. She hates spicy food as she states they leave a bad taste in her mouth and cause her to feel angry, something that she is not sure why, though Hogotsu states that this might be due to her Water Magic having an effect on her preferences when it comes to food. It is revealed through okames that Kogu is a fan of old western styled movies and comics. Her favorite comic is about a newly-appointed sherif that tries to clean the town but there is a league of villains that are trying to assassinate him and steal the riches of the town. Kogu often draws inspiration from these things, basing some of her own spells of characters or events that occur in the story. She also seems to developed a strange fear of bananas after Hogotsu told her about one of his favorite pranks on the corrupt officials of his town. Whatever he told her must have been horrifying to cause her to develop a fear of the fruit.

History
"Do I wish to know my past? Of course I do. But I think I can put it off for a while. I have so much to learn and see, not to mention, I have people that I care for and they need me. I can't just abandon them and besides I know that they will help me on my quest, what I'm seeking: myself."

- Kogu explaining her desire to find out about her past but her need to move forward.

Kogu, codename Experiment No.01 – Celestial Ocean, was created by the Magic Council under project Aditya which was created with the intension of replicating the effects of Slayer Magic through a unique form of Magic that is known as Element Killing Embodiment. Kogu was the first of the project, being created with a Lacrima that was magical-infused with Water Magic. However during the process of her birth, an unexpected factor that occurred-the lacrima that was being used to create her began to absorb the eternano of those around it, specifically the element of wind, which ultimately led to the process becoming unstable and caused the facility to initiate its destruction. Tsuyo, who happened to be in the area as he was investigating a rumor of a Dark Guild, heard the explosion of the facility and traveled towards it, finding the destroyed debris of the premises and Kogu, who underneath the debris. He took her to a village nearby in the area, taking her to the hospital and visited her daily, to monitor her health. After a week passed, she woke up and after Tsuyo spoke to her, began to follow him until Tsuyo reliantly allowed her to come with her, the unofficially beginning of the team known as Seekers.

Synopsis
Main Storyline= Genesis Arc Roleplays=
 * Gelid Sea
 * Climbing the Mountain:

Equipment
Sea Serpent: Varunastra (海蛇・バラナストラー, Kaija: Baranasutorā): A blade of significant power, it's rumored to be forged for an unknown material. It's unknown how Tsuyo came into possession upon such a weapon, but upon meeting Kogu during their initial encounter and witnessing her unique powers of water and wind, he decided to entrust the weapon to her since it'll help her further develop her power, the weapon acting as a conduit for said goal. The weapon sports a unique appearance, not seen in any other blade belonging to it's kind. Normally, the blade is silvery gray in color, but because the very blade itself is unique, as its made from a material that re-acts to certain elements (specifically water and wind), an aquatic-based shimmering glow is emitted from its person whenever said elements are poured into it in the form of magical energy. It has a hook-based edge that can be used for various purposes, specifically ones dealing with grappling, parrying and the like. Near the bottom edge is rigged, the reason for this is currently unknown. The grip of the sword is wrapped in a soft brown material, making it easier to wield in battle for prolonged periods as opposed to other sword-based weapons, and a red ribbon hangs from the pommel area, having two yellow stripes at the bottom, one thick and the other thin. Like the blade's namesake, the guard is unique, being black in coloration and taking the shape of a sea serpent's skull, extending only over the back of the blade. Despite being classified as a long sword, it's surprisingly lightweight, thus can be wielded with one hand at any given time. This might be partially due to the fact that light and water magic, two elements known to be associated with weightlessness are imbued within the blade itself. This allows Kogu to use it in an unrestricted freestyle manner of her choosing, letting her pull off feats that can't be normally done with a regular long sword. However, this is merely an iota of what it can really do. As explained before, this blade can be imbued with specific elements - water and wind. When this is done, the elements in question are magnified to new heights, allowing Kogu to utilize certain abilities that she wasn't able to access before. An example being that she can manipulate any and all water & wind sources within the vicinity, even those of her opponent's, to such an extent that she becomes unmatched by any individual. This also extends to the spells she casts, via. her blade, manipulating the shape it takes, adjusting the amount of pressure it produces and the velocity of its flight path, influence the flow or direction it takes at will, alter the physical mass said element takes by either expanding or condensing it to a singular point, and altering the temperature of said element, producing certain effects that can affect the surroundings in such a way, an example is causing flash-freezes in mere instances or create scalding masses capable of second- to third-degree burns with mere ease. The capabilities are as endless as Kogu's own imagination and tacticionary prowess on or outside of the battlefield. Thus, it can be said that with a single spell, she can easily overpower the mightiest of individuals. The other abilities belonging to this blade are unknown at this moment, as Kogu is still figuring out the mechanics of the blade itself, but once unleashed and fully mastered, it's said that she can be considered one of the most powerful mages in the history of Earthland. Varunastra is the water weapon incepted by Varuna. In stories it is said to assume any weapon's shape, just like water. The weapon discharged would release torrential volumes of water. This weapon is commonly mentioned as used to counter the Agneyastra.

Ways of Combat
Expert Hand to Hand Combatant: When it comes to close combat, one would assume that Kogu is not that good at fighting up close and they would be one hundred and ten percent correct in thinking such a thing. Despite being forced to undergo conditioning by Tsuyo, Kogu is not the best close ranged fighter as she is very reckless in how she fights, often throwing things such as form and focus out the window to go for a free-flow style that has many holes and leaves her wide open to be taken out by a foe that is clearly more advance than her. In attempt to make up for her lack of combat style or experience, Kogu tries to make it so that she cannot be hit easily, moving from one spot to another in a fast and quick movement. This often leads to her opponent finding a distinguished pattern in how she moves and they can eventually find a pattern before coming in close and striking with a great punch.

As the series goes on, Kogu begins to dive into the spectrum that is known as Elemental Martial Arts, a unique form of fighting that involves a user that is in possession of elemental caster magic to use said magic in collaboration with how they fight. While Kogu is still very new to the idea, she does understand the premise of it, as she will utilize her Water and Light Magic to enhance the force of her attacks and therefore unleash more damage onto her opponent. A primary example of this would be Kogu preforming a jab at her opponent's face and using her Light Magic to amplify the force behind that blow, delivering a jaw-shattering punch to her opponent's face. While this does help improve her combat prowess slightly, Kogu is still unfocused and not coordinated. Coupled with her hesitation on performing a killing blow at times, Kogu is best described as water that has several interruptions as it flows down the stream.

After five years have passed in the series, Kogu has changed not only in body and mind but in how she fights as well. Kogu is no longer the naive girl that things she can win by hoping for miracles or pure luck to rain down on her. She now fights utilizing her greatest asset her brain, making sure to notice everything about a person and exactly how they fight. She does this by analyzing how they move, react, and even speak at times. By doing so, she can notice certain things about her adversary and take full advantage of it, turning their strength into a weakness. When fighting hand to hand, Kogu uses makes use of her newly established fighting style, a mixture of how a Light Magic user and Water Magic user would fight if their styles were combined together. Kogu has officially called this form of Undetermined Flow of the Rapid Tides (急潮の未流, Kyūshio no Hitsujiryū).

This way of fighting revolves around Kogu making swift and accurate strikes that have a good amount of power to them as well as using her flexibility to keep out of the grasp of her opponent, moving around them as though she is a current that is constantly moving. By making use of this style, Kogu is able to keep up with her fellow teammates and even fight against opponents such as Kali who is known for being a master in armed and unarmed combat. She makes great use of her enhanced strength, delivering powerful strikes which are then augmented with her either one of her Magics, much like she would do in the past. However she is now able to manipulate the rotation, density and other factors of her magic which can make her attacks devastating when they are taken head on. Her reaction time and speed allow her to move around deadly strikes and retaliate with another quick strike that can change the entire battle. All in all, Kogu has evolved, transforming from a small kitten into a deadly tiger with the power to back her up.
 * Dolphin Kick (ドルフィン・キック, Dorufin Kikku):
 * KoguWaveSplittingPunch.jpgSecret Technique: Sea Splitting Punch (秘術・海割拳, Hijutsu: Miwarigen):

Expert Swordsmanship Specialist: When it comes to swordsmanship, Kogu is not the best when it comes to said art despite being around Tsuyo who is an exceptional swordsman himself. Much like how her hand to hand combat was initially terrible, her swordsmanship could be seen as barely passable, not being considered effective in an actual combat situation as it could instead lead up to Kogu causing an opening for her opponent to take advantage of and strike her down or to even harm herself due to her lack of formal training. However, that does not mean she does not have some skill. Due to the fact that Varunastra is very light in weight despite its large size, Kogu is able to use it in it in an unrestricted freestyle manner of her choosing. However as mentioned, without any proper training, this positive becomes a negative as due to how the sword is lightweight, Kogu can accidentally use too much power in her attacks, which can leave her unbalanced and open for a retaliating strike. Typically, Kogu uses her sword's massive size to her advantage, using it as a shield to defend her from attacks. She would often swing her sword with no form, using her sword as though it was a baseball bat, swinging and cutting whatever happens to near her.

However after five years have passed in the series, Kogu's swordsmanship has grown considerably thanks to learning under the tutorage of her sister Agni and she is now considered a much larger threat than she was before, her potential matching up to that of Tsuyo. She is now capable of delivering fast and accurate strikes to her opponent's body and even slicing through material such as steal with no problem, showing her evolution in skill. She is able to move with grace and skill, being able to use her flexible form to dodge attacks and then back up to retaliate with her own, sometimes being the decider of the match. Kogu also now makes better use of Varunastra as she makes sure to utilize its special ability which allows her to change its shape into whatever form she desire. Kogu typically transforms it into a mallet-like form, a blunt sword as one would describe it, to smash her opponent with great force and send them flying. Kogu is now able to use her sword with the skill it was intended to be used with, making her worthy of such a weapon. Overall, Kogu has acquired the knowledge she needed to become that which she could, a feared swordswoman that can cut through anything that stands in her or her friend's path.
 * Cutting Spiral Flower (刻螺旋華, Kokusenka):

Physical Prowess
Impressive Strength: Despite her small and petite build that would give most people the impression that she is not physically strong in a sense, Kogu is surprisingly known for possessing a great amount of strength, shocking those that happen to the chance to see her in action. While this might be due to the strange way that Tsuyo travels, preferring to maneuvering over large obstacles and taking the long route when there is clearly a shorter path, or her unique origin, the result of whatever the cause is as clear as day. Kogu is able to make use of this great strength to lift and carry objects several times her own body weight, which is surprising that such a small girl is able to do such a thing. By using her strength to boost her attacks, she is capable of causing cracks to make small dents appear on metal plating, though she does state that it does hurt at times when she does so. She can use her strength to kick herself off the ground as a makeshift booster, launching herself towards her opponent at surprising speeds and proceed to deliver a powerful punch, though this method does not often work as it is rather predicable. When Kogu is enraged, a strange phenomenon that occurs as her strength is augmented, being fueled by rage and hatred. Her strikes are twice as powerful, being to smash her way through a stone wall with some difficulty and is able to punch a person that is clad in armor, causing said armor to be dented greatly. After the timeskip has occurred, Kogu's strength has increased as she is now able to lift six times her own body weight which just so happens to be 336 kilograms, or around 740 pounds, with no problem whatsoever. Her punches and kicks now are more powerful as Kogu is now able to dent titanium, a very durable metal that is used to make the finest of armors. She can also launch herself into the air by using her impressive leg power, catching her opponents that are able to fly off guard. Overall, Kogu is powerful adversary that should not be taken lightly.

Remarkable Speed: Thanks to her small and light body which when coupled with her incredible leg strength, Kogu is able to move at incredibly high-speeds, being able to keep up with Hogotsu and, two mages who are known for possessing tremendous speed. Due to her astonishing speed, Kogu has earned the moniker as the Blue Blur (青俊足 (ブルー・ブラー), Burū Burā lit. Azure Speedster) as when she is on the move, all that her opponent is able to see is a speeding blue blur that is dashing around the area. Due to her small size, she is also very hard to catch, using her flexibility to her advantage t slip out of her opponent's grasp, almost like a fish. She can use her speed when she is in combat to unleash a furry of punches and kicks, though this tactic can be quite predictable when used by an inexperienced combatant which Kogu just so happens to be. She is able to dodge quick-incoming attacks with some difficulty, due to her reflexes still not being exactly the quickest. However there are points during a battle where Kogu is able to see a "path" of some kind that allows her to maneuver around or even perform a counterattack against her opponent. Tsuyo suggest that this is her brain working at a heightened level, being able to process information quicker similar to that of a Third Generation Dragon Slayer when they access Drive. After the timeskip has occurred, Kogu has become much faster, now being in a class of her own. While she is nowhere near Hogotsu's newly acquired speed, she is able to move at such speed that the ground literally tears itself apart when she moves at her maximum, sometimes disappearing from her opponent's line of sight. She is able to use her speed to dash from one spot to the next in a celerity manner, confusing her opponent with just how fast she is going. She can now react quicker to attacks now, being able to see the way that her opponent's muscles move and can then predict exactly how they will attack her, which results in her dodging the attack and then taking advantage of the situation to preform a quick counter. Overall, Kogu is a speeding death machine that should be taken carefully.

Enhanced Endurance and Durability: Kogu, despite her stature, is surprisingly durable, being capable to withstand a great amount of attacks and is still able get back up without receiving that much damage. She has been thrown through wall in the past and was able to get back up, complaining that her back feels itchy,m much to her opponent's shock at times. This due to Kogu instinctively using her magical power to harden her skin, thus granting her enhanced durability and allowing her to push forward in a fight. This skill is incredibly useful as Kogu has been seen to be able to resist some forms of magic as she was able to charge through a powerful Air Magic spell with no trouble and came out with a few scratches. However that does not mean she can tank everything as she received an enormous amount of damage from one of Kali's basic attacks, the results of said attack ended with her body being covered with slash markings that was leaking great amounts of blood. Despite receiving that damage, Kogu was able to get back up and continue fighting, showing her astonishing endurance which is fueled by her willpower. After the timeskip had occurred and the team regrouped, Kogu was able to demonstrate that she could take and continue fighting after receiving significant damage. She was able to take the brunt of a powerful spell that was said to destroy everything in its path and the only effect it had on her was the fact that she had a bruise on her arm that she used to defend herself as well as she took two steps back, installing fear into her foe. She is also still battle after long periods of receiving damage as she was able to continue fighting after being stabbed a great amount of times. All in all, Kogu is a wall that will not go down for anyone, possessing staggering endurance and durability.
 * Sharkskin (鮫肌, Samehada):

Magical Abilities
Incredible Magical Power: Due to her unique origin, Kogu possesses an extremely large amount of magical potential as she is able to contain an enormous amount of magic power within her body than most children would be able to hold. As mentioned, due to her special upbringing as a Deva, which is a human-like being that is created using a Lacrima, which is magically charged with a specific elemental type of magic, water and wind in Kogu's case, and the astonishing Arc of Embodiment, Kogu is able to keep an incredible amount of magic in her as her Magic Origin acts more like a Lacrima. This means that her Magic Origin is able to draw in the eternano at a faster rate than that of a normal mage and allow her to continue fighting for longer periods of time. While theoretically this means that Kogu can potentially have a limitless supply of magic, this is not possible as due to her small and still developing body, Kogu is only able to contain the same amount of magical power that is equivalent to that of an A-Class Mage which still an impressive feat on its own. Kogu has natural control over how she exerts her magical power, keeping it contained to the point where she can no longer be detected by normal means, though she can only do so for ten minutes as it is extremely taxing to do it for a constant period of time. When Kogu usually exerts her magical power, it will manifest in the form of a azure-colored aura of power that will intimidate her foe into submitting to her will. After the timeskip has occurred, Kogu's magic reserves have significantly increased as she is now able contain twice the amount of magic that an S-Class Mage is able to hold thus making the size of reserves being described as monstrous. She is now in the same league as Hogotsu and Tsuyo, and she can use her magic to last longer in battles, coating her body in her own magical power as a way to protect herself from damage. She is also able to unleash a greater variety of spells without exhausting herself as fast as she did when she was younger. 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; Literally meaning Aura of Magical Power): 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. 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 an S-Class mage, can cause physical attacks to be repelled with notable ease. When the series first started out, Kogu only possessed a Standard Aura (並力の魔霊気, Namiryoku no Mareiki; Literally meaning Magical Aura of Average Power), an aura that 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. Kogu's standard aura was rather large due to her magic reserves being the size of an A-Class Mage and would often appear in a azure-colored aura that would blanket her entire body. As the series went on and eventually the timeskip has occurred, Kogu was able to demonstrate the growth in her magical aura when she exerted her full power against Kali, her aura manifesting in the form of a Monster Aura (未力の魔霊気, Miryoku no Mareiki; Literally meaning Magical Aura of Outstanding Power), which as the name suggest and it is classified as, is the strongest classification of aura to date. Only extremely powerful mages are capable of this aura, and are generally Guild Aces, if not masters. In the canon, two individuals have shown this aura, notably Gildarts Clive and Makarov Dreyar, both individuals with tremendous levels of magical power. Upon release, the magic almost consumes the user in their color, leaving nothing but a phantom-like apparition to remain. It should also be noted that the aura is far wider, and is generally uncontrolled by the individual. However, "Monster" auras aren't limited to intimidation, and can be used for the preparation of a spell. This was demonstrated aptly by Jellal Fernandes in his activation of Sema, which caused the environment to become distorted due to the sheer level of magical power concentrated in the atmosphere thanks to his release of power. It is also worth noting that the pressure exhibited from such an aura can form a large column of energy, leaving the pressure enough to visibly cause strain on individuals even from a considerable distance away from the exertion of the aura, indicating at the sheer level of power within this aura.

Water Magic
Water Magic: Pranita (水系各種魔法・魄水 (अमृत), Mizu Kei Kakushu Mahō: Puranittā; Sanskrit for "Various Water Magic: Holy Water" and Japanese for "Various Water Magic: Soul Water"): Water Magic is a type of Caster Magic which utilizes the element of water. Water Magic is a form of Magic revolving around the use of water, which is placed under the user's command for them to employ it for various purposes. Depending on its use, the physical properties of water can be manipulated to the user's advantage; large masses of such liquid are shown to possess remarkable force, being usable to inflict blunt damage upon targets by sweeping them away with water. A similar effect can be achieved using high-pressure currents, which, due to their reduced size, focus the damage on smaller areas. Pressure is also manipulable to a great extent, enough that when it is focused on the outer sides of the water surfaces being controlled, the liquid can become an effective cutting weapon, acting like a real blade. Whirlpools generated on the ground by this Magic, combining rotatory force and slicing power, can easily reduce solid rock to pieces. The user is also able to erect domes of water around foes, in order to knock them out by depriving them of air.

Mages specializing in Water Magic can also achieve an extra, extremely versatile avenue of usage for such Magic: turning their own bodies into water at will. Such a peculiar employment allows them to become impervious to both physical and Magical attacks, which merely pass through them without harming them. In addition, the water from the user's body itself can be used as a medium to cast other spells related to this Magic (whereas casters unable to transform their bodies are apparently limited to using the water from the surrounding area), as well as have its properties altered, with the user being capable of making it boil without causing any damage to themselves. While unaffected by most types of offense, however, Mages with a body solely composed of water are still susceptible to freezing, which can immobilize them and inflict damage upon them. Possibly as a result of the liquid form granted to them, the most experienced users of Water Magic can seemingly breathe underwater, at the same time being able to encase oxygen in spheres of water for others to do the same.

Kogu's unique form of Water Magic is known as Pranita (魄水 (अमृत), Puranittā, Sanskrit for "Holy Water" and Japanese for "Soul Water"), being considered a sub-spell of Water Magic. In order to activate Pranita, Kogu, when initiating Water Magic, will use magical manipulation in order to infuse it with a source of light, either from natural methods, or by adding her own Light Magic into the mixture—or even an opponent's Light Magic. However, Kogu must be careful with the latter, as it could override the water if it is a higher tier than her Water Magic. In any case, the moment that this happens, the regular Water Magic will become infused with light, becoming Soul Water; naturally. In this state, Kogu's Water Magic is boosted in terms of strength, but its most useful aspect is akin to that of the effects of Devil Slayer Magic—it possesses a "purification" effect, able to deal double the damage to demons. In addition, it also serves as a healing power, able to flow into a target's bodily systems and rejuvenate injuries—the power of this spell is akin to that of Healing Magic; being capable of healing injuries in a mater of seconds and even purging the body of deadly poisons once Kogu gained a great amount of control and understanding of the magic.
 * Dhava (浄水 (धाव), Dohabā, Sanskrit for "Cleansing" and Japanese for "Water Purifying"): Dhava is one of Kogu's unique spells that she is able to use thanks to her special varation of Water Magic, which is described as the "pure water of hope". This spell essentially grants Kogu the ability to heal herself as well as her allies, an art that was previously believed to be long-lost within the sands of time, reappearing only in . She is able to heal even the deadliest of wounds with enough time, using her water as a medium to help with medical procedures and even purging the body of poisons. To utilize this spell, Kogu will manifest her white water by combining her water and light magic together. She will then maneuver the water over the wound and begin the process of using water molecules to regenerate damaged cells and molecules at an accelerated rate, thus causing helping the body repair itself. Alternatively, she can absorb the water molecules and transfer medicament into the body at a molecular level, though this requires control that she has not yet achieved. She is also able to push the water into a person's blood stream, which can amplify the healing process and also allow her to withdraw poisons that are within her or another person's blood as seen when took the deadly poison from Karasu's Take Over out of Hogotsu. However, this process is known for being very painful for the person that is receiving the treatment due to the water flowing their body at a quick rate while, at the same time, the poison is flowing through their body as well. However, this spell does have limits as Kogu is unable purge the body of diseases and cannot cause bones or massive chunks of flesh to regenerate. This spell is one of Kogu's most used supplementary spells as she can use it in various situations.
 * Water Gun (水鉄砲, Mizudeppō): Water Gun is Kogu's signature offensive Water Magic spell, being considered highly versatile as she is able to use in nearly situations that finds herself in to attack her opponent with immense force. There are two ways to perform this spell: the first and most common way involves Kogu gathering the moisture from the air around her, forming it into the center of her palm. Once an orb of water that is roughly the size of her fist forms in her palm, Kogu will unleash medium-sized bullets of compressed water that are capable of delivering incredible bludgeoning damage as Kogu once used it to leave a sizable dent in a gate that was made of steel. She is able to unleash 5 bullets in quick succession before she is forced to reload, creating another orb of water before continuing her assault. She can also use this variation to unleash a simple condensed jet of water that is able to act as a blade, cutting through anything that it passes through as Kogu was able to cut through solid rock with ease. The second, and faster, way involves Kogu mimicking a gun with her hand and compresses a drop of water in her her index finger, firing it with tremendous force and speed that is similar to a gunshot towards her opponent. This projectile, while small, is able to pierce through most defense with ease, being capable of causing damage to even a user of Steel Magic. Kogu is able to use this in rapid succession, unleashing a myriad of bullets towards her opponent, overwhelming them in a why that is similar to a machine gun. What is fun to note is that after Kogu is finished executing this spell, she will pretend as though her finger is a gun and will motion to it in a holster. This is ironic in a way as Kogu created this spell after watching a Western based movie, despite the fact Tsuyo constantly telling her to go to sleep.
 * Water Body Transformation (水体化, Suitaika): A Water Magic spell that is well-known amongst masters of Water Magic, it is a protean, whole-body spell that allows the user to liquefy their entire body at will; this is just yet another of the Elemental Body transformation spells of the Elemental Magic linage. When their body becomes liquefied, it turns their entire bodies into water at will. Such a peculiar employment allows them to become impervious to both physical and magical attacks, which merely pass through them without harming them. In addition, the water from the user's body itself can be used as a medium to cast other spells related to this Magic (whereas casters unable to transform their bodies are apparently limited to using the water from the surrounding area), as well as have its properties altered. This spell makes it impossible to receive damage from physical attacks. From a single hair, to the skin and muscles, everything can be liquefied and solidified at will. Be it to evade an enemy's attack during a short range battle, to infiltrate a structure, or to launch a surprise attack in a liquefied state, this technique boasts a high strategic value. Applying this technique, the user can also modify their body parts for suitable situations. While unaffected by most types of offense, however, even with a body solely composed of water, the user is still susceptible to freezing, which can immobilize her and inflict damage upon them. Possibly as a result of the liquid form granted to her, the user can seemingly breathe underwater, at the same time being able to encase oxygen in spheres of water for others to do the same.
 * Hydrification Blade (水化刃, Suikajin): The Hydrification Blade is commonly utilized using the user's sword as a medium; what is notable is that the spell has almost countless applications, making it one of the user's most useful spells. When holding their blade, the user can exert their magical aura onto the blade, transforming the energy into that of the water element, which enshrouds the sword, transforming the blade of steel into that of the water element, giving them an extended reach—but that is the most basic application of the spell, as the user is capable of manipulating the watery blade in any way that they wish as long as their magical energy allows it; even using altering the state of matter that the blade is in, transforming it into a solid or gas, or allowing it to remain in a liquid form. In the solid, the water freezes thanks to their magical energy, transforming it into a sword with an icy blade that leaves long arcs of ice in the wake of its slashes. When it is transformed into a gas, it becomes a long "whip" of gas that is constantly being emitted from the blade's hilt, which can obscure the vision of their opponent, and when it is reverted into another state, the gas will essentially work as a capture net; leaving the opponent ensnared. In its default form, when not being used to cut like any other sword, the water acts as a solid, allowing the user to grab onto solid objects as well as to perform a various array of attacks. When utilizing the Water Body Transformation spell that is oh-so-coveted by Water Magic masters, the Hydrification Blade essentially allows the user's sword to become an extension of the user's will; as when it is sunk into their liquefied body, they can use the Hydrification Blade spell to extend outwards, defend, or lash out in any way that they wish for suitable situations, making him extremely tricky to counter. This spell's name is intended to be a pun. "Suika" (水化) is the Japanese term for "hydration", but separately, the kanji mean "water" (水) and "to become" (化) respectively, translating to something more similar to "hydrification" ("to become water"). This explains the effect of this technique upon the user's blade more precisely.
 * Rising Danger of the Rapids of Time (上危時瀬, Jōkijise): The Rising Danger of the Rapids of Time is an extremely deadly Water Magic spell that allows the user to create exploding duplicates of themselves in order to attack the enemy and confound them. When performing this spell, the user thrusts their arm out, gathering magical energy upon their hand, adding their Water Magic into the mixture, before casting the spell; manipulating the eternano in the air with the water as to form duplicates of the user that are made out of oil and water, which possess half of the power of the user—these duplicates are capable of performing tasks the user is unable or unwilling to do for themselves. Interestingly, the water in the duplicates are shown to be immersed by a thin layer of oil and due to this structure, and their temperature is capable of being modified from cold to hot as much as the user desires, and whenever the duplicates exert themselves, the outer layers of oil within the duplicates heat up, evaporating the water within them—once the internal pressure has reached a certain point, the watery duplicates expand until the water vapour is released in a vicious explosion that can range for miles; devastating everything within its path. The duplicates move about the battle area to attack the opponent in the same way that the user would, forcing the opponent to defeat the watery duplicates –after which, they revert back to regular water- in a certain amount of time to avoid being killed by five enormous explosions. Despite all of its powers, the range of the duplicate is limited however, as it can not travel very far from the user without losing control; and because of this, the user normally uses five or more duplicates to swarm the enemy, bombarding them with vicious attacks from all sides as to keep them on their toes.
 * Water Dragoon (水流龍弾 (ウォーター・ドラグーン), Wōtā Doragūn lit. Water Current Dragon Bullet): Water Dragoon is a powerful Water Magic spell and the water variant of Dragoon Blitz; when performing it, the user projects their magical power outwards, using it to manipulate the temperature down to the level that allows water to manifest, before combining their magical power with the ambient eternano within the atmosphere in order to make that water a reality. When using Water Dragoon, the user shapes a large amount of water into a giant, powerful dragon; it seeks out the opponent's attack, taking ahold of its "essence" and targeting their weak point; charging forward with high speeds. It has been shown to be immensely powerful, devouring large fragments of rocks and erasing extremely high powered spells with ease. The dragon carves a violent trail of destruction wherever it moves, destroying everything in a straight line as a tornado trails around it as it completely overwhelms all it devours, as by colliding with most structures and opponents, grinding into the opponent like a powerful drill that is capable of piercing through any and every defense; striking them with such incredible power that the sheer force of the attack is enough to upturn steel, and wipe the user's enemies away with a force akin to a tidal wave. It is capable of blasting through even magic forms of defenses, as the dragon's movements swaths through the barriers, and supernatural defenses erected in vain to protect them, striking the foe formidable might, dealing physical damage. The ideal place to use it is near a body of water, but it is entirely possible to use it even in a place where there is none. The user expends very little water when materializing the dragon, being not taxing at all to form. The dragon can also heat up, making it capable of burning the opponent harshly. Being made of boiling water, the dragon completely burns all it devours, as by colliding with most structures and opponents, it is able to incinerate anything in its path.

Light Magic
Light Magic (光の魔法, Hikari no Mahō): Light Magic is a Caster Magic which draws on the positive emotions of the user and manifest it in a physical form, the element of Light. While Light Magic is not inheritably good in a sense as seen by users of the magic with malefic intentions such as Crux Kouga, it does give off a feeling of hope to the user's allies which in turn inspires them to do better in combat due to this magic releasing the benevolent nature of the user back into the world. It should be noted that Light Magic was intentionally created to be used as a counter against Darkness Magic and later Black Arts, two types of Magic that feed on negativity and cause massive destruction. This is triggered by going by the opposite of the 'magic = feelings' concept—by fueling their magic with positive feelings, the user is capable of initiating the usual fusion of eternano and magical power, only manifesting magical power in a light and benevolent nature; this is known as natural Light Magic, drawing from the inner feelings of the humanity to purify the world off all its evils and mistakes, like a beacon of hope. This version of light magic is more commonly known and used by Legal Mages as they are often encouraged to use their emotions when it comes to fighting, being taught it will increase the overall power of their spells, though this is just a rumor and has not yet been official confirmed.

However a recent discovery has just been made revolving around Light Magic; a group of scientist have discovered a new way to utilize Light Magic without having to go through the process of converting their own feelings into magic. This is considered incredibly difficult for a mage to successfully pull off and as such, there are only a small number of Mages that are capable of using this method of Light Magic. To do this, the user will manifest and modify their very eternano and magical energy, entwining it, into that of protons which the user can then alter the movement of them, allowing them to be able to use virtually any light based power; being granted the ability to control, generate, and absorb light as well as utilizing said element as a form of offense and defense. Users of, what has now been dubbed, natural Light Magic have taken note that the light that is manifested through this specific procedure is not capable of being sense as it does not have any feeling in it, making most mages feel uncomfortable around a mage that is capable of using this variation of Light Magic. Due to this fact that this Light Magic does not use any emotion and is based on science, this variant of the magic has been named artificial Light Magic. It has been rumored that more and more Dark Mages are gaining the ability to use this form of Light Magic, disguising themselves and spying on Legal Guilds.

Light Magic can be utilized in a multitude of different ways, ranging from offensive to supplementary applications. Occasionally, a certain technique will usually involve the use of hands to cast a spell, though an experienced user can preform said spell without having to go through such an approach. It can be used to destroy and pick up various objects, defend various enemies' attacks and unleash devastating beams of light with immense power behind them. Light Magic can also be used in the most basic way possible which can still lead devastating results; by emitting light from the caster's body, depending on the brightness and the heat that the light emits, it is capable of blinding as well as burning an opponent or causing the surrounding area to explode in a brilliant light. The user can create constructs and weapons made of the element, and even teleport themselves away via transforming into light; being capable of taking out a horde of opponents in a flash of light and rendering them unable to fight, blinding them with radiance. Similar to other elemental magics, Light Magic allows the user to transform their entire body into the very element that they use to fight: by transforming into pure light, the user is able to negate and avoid attacks, and gain the added advantage of traveling at incredible speeds and causing significant damage to their opponent and everything that they come in contact with, like a ray of divine light coming to unleash its judgment. <!--

Wind Magic
Wind Magic (風魔法, Kaze Mahō): Wind Magic is a Caster Magic that utilizes the element of wind as well as a variation of Air Magic, being more used than the mother Magic. Through this variation, the user is able to generate and manipulate the very winds around them using their will. This is done by using Telekinesis to manipulate the magical particles in the air around the user, allowing them to control the wind. This gives the user a great boost in offensive power as the are able to assault their enemies with different ways: the most prominent aspect of such Magic lies in the ability to give the wind cutting properties, manifesting it in the form of fast-moving air blades which are employed at mid-to-long range; they can also generate powerful gusts of wind to inflict blunt damage upon enemies and send them flying away, and even form hurricanes of various scales, which, in addition to their rotational power, seem to retain his wind's signature sharpness.

While many of the spell within this Magic require making special gestures which are preformed by using one or both hands, depending on the attack's power and magnitude—however, it has been seen that with enough control and understanding of this magic, one does not have to use said gestures unless it is for a powerful spell. Users can also employ the wind on themselves, using it to levitate and traverse over long distances, as well as to cover themselves in an armor of wind, boosting both their offense and defense. Like with other elemental Magics, the user is capable of turning into their element, in this case air. By doing this, they are able to negate both physical and Magical attacks or teleport to another location, making this a extremely useful skill. Something to note is that magic is incredible strong against Lightning Magic and Earth Magic, the first being able to be insulated by using wind on electricity and the latter being capable of upturning. However, this magic is weak against Fire Magic as the wind will enhance the power behind the fire though it is possible to cut through or force the trajectory of the fire to return to the creator if one has enough power behind their spell. -->
 * Boreas (北の勦風 (ボレアス), Boreasu lit. Devouring Wind of the North): Boreas is a modified version of the commonly used Emera Baram. Kogu saw that there were some problems concerning the original spell and as such, she tweaked it untill she got the spell she has now. Kogu was able to see a great amount of ways to improve the orginal spell. One of the main improvements being that Kogu does not have to engulf herself with wind in order to properly preform this spell, something that is great as Kogu does not have to waste anytime to use this spell. When preforming this spell, Kogu will place her both of index and middle fingers in an X-shape in front of herself, just like how a traditional Emera Baram is preformed. By using this gesture as a focus medium, Kogu will manipulate the air in front of her to take the form of a concentrated blast of wind blades traveling in the direction towards her target. Upon making contact, her target will be consumed by the blast and will be assaulted with hundreds of wind blades, cutting them in virtually every area. An unique ability that Kogu was able to integrate into this spell has is that it can absorb, or in better terms, devour, almost any incoming spell that utilizes wind or air and add it to the initial attack, increasing the power of the concentrated blast. While the ability will not work with certain magic such as Sky God Slayer Magic, it is able to devour the wind of a Dragon Slayer and nearly everything below that. Kogu is also able to control the size of the blast, focusing it on one area and dealing more damage to her target. In Greek Mythology, Boreas is one of the Greek wind gods who were each ascribed a cardinal direction from which their respective winds came, with him being god of the cold north wind and the bringer of winter. His name meant "North Wind" or "Devouring One", the latter name inspiring the special effect of this spell.
 * Zephyros (天洋風 (ゼピュロス), Zepyurosu lit. Heavenly Western Gale): Zephyros is another modified spell that Kogu has within her arsenal of Wind Magic spells. For this spell, Kogu decided that she need to modify the widely known Wind Wall spell as she saw that she could alter it to be used in a more defensive manner while at the same time retaining it's powerful nature, thus making the spell that she now uses today. Kogu was able to improve the spell in numerous ways, being able to use it in different ways. To preform this spell, Kogu will maneuver her hands to make an "X" sign—The right arm is above the left arm. The right palm facing down; left palm is facing up. Once this is done, she will begin to manipulate the wind around her in one of two ways—the first way involves manipulating the wind around her very body, making it spiral around her and creating a whirlwind that protects her from any incoming spells or attacks. This whirlwind also has attacking properties as if any of her opponents that gets too close to the whirlwind will be sliced up by the high-speed blades of wind. The second way that Kogu is able to preform this spell is by creating several small hurricanes in front of her, that act as a wall. Similar to the previous way has offensive properties, this one does as well. It has the same ability to where if the opponent gets too close they will be cut by the fast-moving wind. In Greek Mythology, Zephyrus, or just Zephyr, is one of the Greek wind gods who were each ascribed a cardinal direction from which their respective winds came, with him being god of the west wind and the gentlest of the winds.
 * Notus (南乱穿 (ノータス), Nōtasu lit. Southern Turbulent Drill): Notus is a one of the few melee spells that Kogu has within her arsenal. This spell was also known as Revolving Heaven Punch (回天拳, Kaitengen) before it had been given a new name, fitting the theme of all her Wind Magic spells and ensuring that it is a staple of Kogu's arsenal. To preform this spell, Kogu will gather and manipulate large amounts of wind around one of her arms, rotating it at vastly high-speeds. This rotates so swiftly that the wind becomes razor-sharp, turning her arm into an unstoppable storm of destruction. Once the wind is at its peak, Kogu punches forward with all of her might, with the wind gathered around her arm bolstering her strike. Should the target dodge, the force of the wind would knock them back, if not wound them and can be used as a shield against point-black attacks. When it strikes, it grinds into the opponent with extreme force, and the wind decompressing into his opponent at high speeds, grinding against them and shredding them through sheer force. The attack seems to strike the target multiple times simultaneously, creating a number of shockwaves of wind, and it is capable of slashing her opponents and sending them careening back. Kogu is also capable of using Notus as a series of jabs that deal even more damage than normal due to tripling the number of blows, however- this is rarely needed. In Greek Mythology, Notus is one of the Greek wind gods who were each ascribed a cardinal direction from which their respective winds came, with him being god of the south wind and bringer of the storms of late summer and autumn.
 * Eurus (東風球 (ユーラス), Yūrasu lit. East Wind Sphere):
 * Wind-Make (風の造形魔法 (ウインド・メイク), Uindo Meiku lit. Wind Molding Magic): Wind-Make is a form of Molding Magic that utilizes the element of Wind. Unlike most Molding Magics, Wind-Make is primarily used as a form of attacking or maneuvering around, as Wind does not have that many defensive applications. Another thing that makes Wind-Make standout form the rest is that Wind-Make has only one type of style, being Dynamic, as if wind does not circulate, it will cause the wind to lose it's shape. This is why Wind-Make must always within a Dynamic form. The main form of attacking regarding this magic involves sending out blades of wind or conjuring powerful gales that are used to slice or force the opponent back. Another thing way that is Wind-Make is used is boosting one's mobility. This can be used to create an air-scooter that the user can then ride on and move around quicker or they can use the winds to push themselves in any required direction, users are able to greatly increase there speed, and even attain flight through training. To properly preform Wind-Make, the user must hold his hands apart like they are holding a medium-sized round object.
 * Wind-Make: Wolfgang (風の造形魔法・無狼群 (ウインド・メイク・ウルフギャング), Uindo Meiku: Urufugyangu lit. Wind Molding Magic: Free Wolf Pack):
 * Wind-Make Unlimited: Anemoi (風の造形魔法・限りない・四方旋風 (ウインド・メイク・アンリミテド・エイネモイ), Uindo Meiku Anrimiteddo: Einemoi lit. Wind Molding Magic Endless: Four Directional Whirlwind): One of the strongest spells that Kogu has within her arsenal, being considered "ace-in-the-hole". This spell has earned a title of being known as the Magic Origin Destroyer (魔原駆逐, Magen Kuchiku) due to the deadly effect it has on a Mage. This spell takes three specific factors in order for one to fully use it and master it: Focus, Endurance, and Manipulation. To begin, the user first starts by producing an orb of wind in their hands, this is the first initial step that works on focus, because they then must begin to spin the orb in one direction as it slowly begins to go faster and faster as wind starts to swirl around the user. The next step is when the user collects the wind using their wind-make, adding to the sphere razor-like winds to it as it begins to expand out into a rough shape of what appears to be a throwing star, only bigger, but the endurance factor begins as the razor winds backlash on the user, slicing them the more the wind comes and comes. Finally, when the wind itself is completely in par with the orb, the final factor of manipulation begins as the user concentrates Eternano through their hand along with the Eternano in the wind, and begins to solidify the shape of the throwing star, something that takes up-most concentration in order to make it work, as the winds take shape to a full large throwing star spinning in the palm of the user's hand. When the user throws it towards any source of Eternano, the star expands, cutting anything large in the way, and detonates to create a dome of razor wind as it slashes and tears apart anything that stands in it's path. However, despite it being one powerful spell, unless one has fully mastered all three factors and uses proper time to achieve it, the results would be catastrophic as it would backlash on the user, resulting in them being caught in a torrent of razor wind, and taking the full hit of the attack as it shreds them apart like a sheet of paper. It is also seen that due to the incredible heavy force needed to keep it stable, the user's own arm can suffer damage to it's nerves if the spell is used too many times, leaving them unable to use it for an amount of time until it heals.

Imperial Empodiment
Imperial Embodiment (帝国・実施, Teikoku Jisshi): Imperial Embodiment is a unique form of Magic that one can possess but not use without risk. When this magic was first revealed, people had thought that the magic belonged to ancient civilization of magic users, who discovered a way to freely manipulate the magic within their bodies with ease, amplifying their bodies with their choice of Magic. This theory was soon proven wrong as a young mage by the name of Hogotsu Sezoku had created this magic, basing it off of the Earth Land equivalent of Dragon Ball Z. This magic as stated before is meant to enhance specific physical attributes of a single person with a type of Caster Magic. The attributes that are amplified all depend on the magic that is used, as the person would gain the properties of the magic. However, it is noted that only Elemental Magic is capable of being harnessed along with Imperial Embodiment.

In order to harness the power of Imperial Embodiment, after casting any elemental spell, the user suddenly and briefly voids their magical container, which was popularized when a certain Fire Dragon Slayer performed it against a rather irksome Flame God Slayer on Tenrou Island—emptying it as to allow the user to properly accept the sudden surge of elemental energy without any risks. Once this is done, they can safely accept the oncoming elemental magic; drawing it into their body, before flaring up their magical aura once more—the sudden return of their magical aura allows them to safely take in the magic; and use precise control of their magical aura in order to spread it within various limbs; essentially their whole body and use their magical origin to prevent it from h2arming them from the inside. This provokes an extraordinary change, cloaking them (most of the time) in the element of their choice; granting them enhanced speed and power, along with the ability to cast brand-new spells.

A primary example of this would be when Hogotsu uses his Lightning Magic while using Imperial Embodiment. Hogotsu, after going through the procedure, would gain enhanced speed and reflexes. As an added bonus, Hogotsu's melee strikes would also cause shock damage to whoever he hits. Not only that but by doing this, he become the element in question, using all of its abilities as if it was part of their own body. However, physical enhancement and magic personification aren't the only limit regarding Imperial Embodiment. The users are also able to access a new set of spells that before may have seemed impossible. Another thing to note is that depending on the form that one enters, their physical appearance will change. An example would be a person that uses Darkness Magic would enter the first form of Imperial Embodiment. Their hair might change to either black or the secondary color of their Darkness Magic and they also might have a slightly blackened skin tone. This physical changes range depending on the form that the user is in and each is different for another person.

Although there are many positives to Imperial Embodiment, that does not mean there are not any risks. The risk behind this, however, is that they can be harmed by the element that counters the one they are currently using. The exception is that if the amount of magic used to induce the effects of the Imperial Embodiment and what stage of the spell they're in. If they are in the Ultimate Form of the spell and used a lot of magic to power it, then they can't be harmed by the element opposite to their own. Also, it's important to know that mastering the flow of magic in your own body is a general factor to use it. If one attempts to use the spell and has not yet mastered the flow of magic in their own body, not only will it not work, but it will potentially backfire as a result and in most cases, severely damage or even kill the user, depending on which stage they want to enter.

Being a close friend of Hogotsu, he eventually taught her this magic as a sign of friendship as well as due to her pleads to wanting to become stronger, not wishing to fall behind in comparison to him and Tsuyo. She generally uses this Magic similar to Hogotsu, as her ace in the hole or as she puts it, "the rabbit hidden in the hat". This means that Kogū will not use this magic unless she is provoked in a way that causes her a great amount of anger, if she wishes to prove something or if she truly will start to fight seriously. Due to being a human artificially made from Lacrima, Kogū does not seem able to access the final form of Imperial Embodiment, Ultimate Form (究極体, Kyūkyokutai). To counter this, she actually developed and later used Transcendent Form (超越体, Chōetsutai), a form that uses two elements within Imperial Embodiment. This makes Kogū powerful within her own right, doing something that not even Hogotsu or Kiso were able to do. Due to using Water Magic and Light Magic with this Magic, Kogū has named her Imperial Embodiment as Celestial Ocean Mode (天海モード, Amami Mōdo).

<!-- Junction (人魔一体 (ジャンクション), Jankushon lit. Human-Demon Synchronize)

Halitus Jouffroy
Halitus Jouffroy (ハリタス・ジャウフロイ, Haritasu Jaufuroi) is a young girl who was recently born into the world of Earth Land. She is the results of the usage of Junction between Kogu Hirokai and Efreet, a pair of extremely powerful Milletian (進魔元素晶人 (ミルチャーン), Miruchān lit. Advance Magic Elemental Crystal Being) with completely opposite personalities; thus making the fusion shocking as one would not expect for these to be able to pull it off. However, the results have shown and Fusion Experiment No.08 – "Desolati" (融験No08「デソラティン」, Tōruken No08 "Desoratin") is ready for action. Due to being the product of two extremely powerful mages combining together, Halitus is strong in both physical and magical areas, possessing nearly all of the capabilities that her two halves possessed, and even more. Due to being partially Efreet, Halitus is able to use Element Killing Embodiment. She has also been named Tegura (テグラ, Tegura) by Kogu in an attempt to combine both of their names.

Equipment
Cherion (ケイローン, Keirōn): Cherion is the name of Joker's main weapon; it is a shimmering golden bow attached to her left forearm. The design of the bow is that of a pristine gold; with several runic symbols engraved upon it. The arrows that Cherion fires are imbued with sacred light that can easily pierce and destroy goodness itself. Due to their immense power, they can usually eliminate enemies with just one hit. While normally closed, it will open if it absorbs large amounts of energy, like fire for example. Once Chirion is open, Joker can then release exponential amounts of energy arrows by drawing back a string made from the same energy and letting it loose an absurd amount of arrows all at once. These arrows are always accurate, and seem to be able to home in on their targets. Chirion can also morph into a giant golden sword which it can utilize in melee. In Greek Mythology, Chiron was a centaur, half man and half horse, who was known as a great sage among his kind; the name is a reference to Sagittarius.

Ways of Combat
Master Swordsmanship Specialist: Joker swings her blade with impunity and finesse to the point that it appears that she is dancing elegantly. It could be said that she moves her blade like butterflies, allowing it to sting like bees. When wielding her blade, Joker focuses on precision and efficiency over wild, sweeping motions, enabling her to defend herself against an opponent with minimal effort, while placing a heavy focus on avoiding her own disarmament. Her style is elegant and focused, utilizing balance and footwork to outmaneuver opponents with fluid motions rather than strength, leading to Joker heavily utilizing jabs and light cuts rather than hack and slash movements; overall, her style is elegant. Joker also has the ability to alter the strength of both of her arms that swing her blade, giving her the ability to befuddle the opponent; and because of her incredible speed and strength, a single swing of her blade is capable of cutting an opponent, even at a fair distance away.

Trivia
-->

Trivia

 * Kogu's appearance, Pre-Timeskip, is based on Nisa from the game and her appearance, Post-Timeskip, is based on Xenovia from the anime.
 * For reason that are unknown or simply never explain, Kogu dislikes Seafood. It is possible that the reason she dislikes it is because as a Water Magic user, she feels a connection with the water and all the creatures that live within it and feels wrong in eating anything that happens to come from said environment.
 * Hilariously, Kogu has a case of chuunibyou. This leads to her creating bizarre long names for some of her spells or techniques such as Falling Bubble Pressure Cluster. Tsuyo often has to give them shorter and simpler names.
 * Strangely, the author does not remember exactly how he came up with the name Kogu. He does think it might have been the results of trying to combining the kanji for Blue (青, Ao) and Child (子, Ko) before he mixed up the kanji for blue with another, creating the name Kogu.
 * Kogu's status are: