Weiss Walküre (
169 cm (illusion)
47 kg (illusion)
|Guild Mark Location||
Princess of the Diabolus Dimension
|Base of Operations|
Grand King Bael (father)
Annarose Antoinette (アンナローズ・アントワネット, An'narōzu Antowanetto) is the name of an extremely powerful magician within the Kingdom of Aeternum and the leader of some division or something. Thanks to her overwhelming might, Annarose has landed a position as one of the Nine Elementals of the Kingdom's military. Not much is known about Annarose's past – however, some time prior to the formation of the Nine Elementals, supposedly, she and her family emigrated to Aeternum from the western continent to avoid the Alvarez Empire; during the move, she was taught everything she knows about the many arts of combat. Known as the Weiss Walküre (
There are some rumours that Annarose is much more powerful than the so-called "god of magic" himself Irminsul, because despite her bluster and buffoonish nature, she has displayed record-breaking prowess and a knowledge of magic far beyond what many in the kingdom have shown and incorporates minute aspects of that into her fighting style in a rather subtle manner as to constantly give her the edge in battle; however, thanks to her love of close-combat and her general apathetic nature, Annarose simply relies on her swordsmanship and physical prowess to get the job done and simply uses the most basic of magics in battle – any more than that is too much effort. Annarose can be considered to be a wild card of sorts, possessing no true loyalty to anyone except herself, and is more than willing to betray others to get a job done for the right price. However, it's also damn near impossible to realize when she's about to screw somebody over, making her something of a living mystery. Her patriotism and allegiance obscured, seeing the existing king as a "douchewaffle" and the opposing side as probably having a point which is undermined by how unsympathetic their leader is, Annarose fights for no side except her own, meaning that she's more than willing to switch in the blink of an eye if it's convenient for her - however, she joins Aine Euryphresea in her position in the rebellion because she wants to fight and defeat the self-proclaimed "Magic God", not out of any sense of doing good. However, in general, Annarose can be considered a mystery wrapped inside a riddle sprinkled with enigma flakes.
In reality however, "Annarose Antoinette" is actually a high-ranking demon belonging to the Lemegeton Spirit group, with her true name being Ultimaya (アルティマヤ, Arutimaya); as with all Lemegeton Spirits, Annarose, or rather, Ultimaya is from the Diabolus Dimension, a dimension parallel to Earth Land and Edolas that was previously connected to Earth Land when it was a planet devoid of life and magic before the advent of The One Magic severed this link between the two worlds and put an end to the substantial demonic influence in Earth Land and gave way to the flourishing of life; deprived of their direct energy source, the Lemegeton Spirits sought to reincorporate Earth Land to their demon world at any cost, thus starting the "Diabolus Deal" system where they would act as Summon Beasts for anyone whom was willing to contract with them through psychic dreams, eventually backstabbing their summoners in the end and stealing their souls to power up a gate to Earth Land. After a few thousand years, the Lemegeton Spirits had accumulated enough Souls of Desire in order to open up the gate to Earth Land - however, naught but a single demon could enter the portal and even then said demon was required to be low in power so that the gate wouldn't close mid-transfer; thus, Ultimaya was chosen, and upon landing in the Land of Isvan and later took up the name of Annarose Antoinette, using her Reflector in order to hide her true appearance while she infiltrated human society as to consume more souls and create a demon gate large enough to send her entire race through, thus beginning their conquest of Earth Land.
- 1 Appearance
- 2 Personality and Traits
- 3 History
- 4 Synopsis
- 5 Equipment
- 6 Powers and Abilities
- 6.1 Physical Abilities
- 6.2 Magical Abilities
- 6.2.1 Magic in General
- 6.2.2 Enchantment
- 6.2.3 Ice Devil Slayer Magic
- 6.2.4 Alternate Modes
- 6.2.5 Devil Force
- 6.2.6 Archfiend Mode
- 6.2.7 Reflector
- 7 Relationships
- 8 Trivia
In her illusion form, Annarose Antoinette is an odd pretty lady with an enigmatic and ephemeral air about her, described as by those around her, especially those of the opposite sex. This is especially shown in the way she presents herself, going from her oddly colour-coordinated clothing to her two-toned hair; she is a petite young woman who seems to be in her late teens/early twenties, though truthfully, her age is incredibly difficult to properly determine, even by those who have known her from the very beginning. Due to the almost flawless grace that she displays while in combat, she is described as a maiden with a fair skin tone that never really seems to be affected by anything, being peachy-white in colouration. Known to be rather tall for a young woman her (biological) age, Annarose stands a full head above most other females that she interacts with; to those whose eyes manage to catch even the slightest of looks at this lady, she gives off an enigmatic and ephemeral air which only adds to her general mysterious aura that seems to follow her wherever she goes; her exact age is said to be quite difficult to properly determine, even by those (who themselves are incredibly scarse) who have known her for extended periods of time. Annarose has a deceptively toned build that makes her appear almost Amazonian in bodily structure – while not really apparent under her extravagant and gaudy-looking outfit, when her clothing is damaged, her nearly statuesque and muscular physique reveals itself – it'd be best to describe her as highly athletic yet voluptuous while not sacrificing a single drop of femininity; even so her skin is said to be so white and smooth that it appears almost like she's made of the finest of porcelain, almost paler than the full moon as it shines in the black of night; accompanying this is her dark red lipstick and long, curled eyelashes. Despite her jacked build, her facial features are noted to be rather soft and along with a full figure, with a large chest, long, slender legs, and a shapely rear, almost consistently being described as stunningly beautiful by those whom observe her in their sights, all accentuated by her know-it-all-smile that could quite possibility have the influence on a woman's heterosexuality that Fire Dragon Slayer Magic has on damn near everything that it touches – that is to say, her beauty is to the point that it could be said that they wouldn't mind playing for both teams just for Annarose.
Her hair texture is a lightish-dark shade of deep crimson which can be comparable to that of cherry blossoms, which are symbolic of the clouds suspended within the azurite heavens due to their nature of blooming in profusion, suiting Annarose's general appearance as the silver shade of her hair and thus these flowers are somewhat of an enduring metaphor for the ephemeral nature of life. Even Annarose doing something as simple as going for a stroll produces a similar effect as petals scattering from cherry blossom trees in winter and into the winds as her long, shoulder-length hair which would be more suited to that of a supermodel shakes ever-so-slightly with every step that she takes. As mentioned before, with her masses of red hair draping down to her ankles, her bangs acutely frame her face in two layers of a sort, with the inner layer resting close to her rosy cheeks and the outer layer extending downwards as to rest upon her voluptuous chest, tied with green bands. The hair amassed around her forehead is parted in slightly on the left hand side with a single curved clump of red hair sticking downwards to reach the bridge of her nose; the tips of her hair are white in texture as well. There is also a slim forelock of hair sticking up at the top of her head. However, despite her beautiful crimson hair, Annarose's eyes are ever-obscured by the butterfly-shaped half-mask that goes over her eyes, which itself is predominantly black with a golden trim. Nobody has ever seen her eyes, leaving some to suspect that she's blind.
In terms of her non-combat attire, Annarose dresses rather extravagantly, but at the same time, she is also fairly lightly-clothed. While her hair will always remain the same in terms of arrangement, draping down to her knees as it glimmers like the silver that it is, Annarose is mainly clad in darker colours, especially the numerous shades of black – this, when combined with her fair skin and stark-white hair, gives the impression of Annarose herself being the embodiment of yin and yang as theorized in Taoism, mixing light and dark into the appearance of a slender girl who possesses an inhuman beauty about her. Clad in a slinky black dress that draws from eastern styles, specifically that of China, the majority of the dress resembles a tight-fitting qipao made of
satan satin which is short enough to not even cover her legs; much less her lacy red undergarments for that matter; the dress is fitted closely to the neck, and the stiff collar as well as the lower parts of the dress appear as if they were hewn from black leather, with a cutout around the chest area that exposes her cleavage ever-so-slightly – the cleavage window is accented by an almost transparent material that has numerous leather patterns etched onto it. The shoulders of Annarose's dress resembles puffy sleeves that extend downwards while retaining a certain stiffness before terminating at her elbows with numerous purple feathers erupting from the black portion of her sleeves – the rest of the fabric is mostly white and seems as if the ending segments of her sleeves are merged with her black gloves. The skirt portion of the black dress that Annarose is known to almost constantly be wearing possesses a slit which reaches high to the waist, and it is embroidered with flowery patterns that are made apparent by dull golden linings. Clad upon her long legs are borderline transparent thigh-high darkly-textured stockings that are accented by black knee-length high-heeled boots that despite their appearance, don't hamper Annarose's movements in any way.
In her true form, Annarose Antoinette is known to resemble Elraine Ardygun slightly; a seemingly young girl whose true age belies her childish appearance. The true Annarose possesses ankle-length, whitish-blonde hair that is accentuated by pink highlights in the tips and a black bow for hair decorations with two portions sticking up, accompanied by dark pink eyes. In terms of attire, the true Annarose is clad in a smart, sleeveless black and white double breasted dress with pink stockings and black shoes with gold buckles. Whenever the true Annarose displays signs of her demonic heritage, the white sclera of her eyes turn black as her pink pupils redden further, becoming crimson.
Personality and Traits
Despite giving off the air of being a hardened Valkyrie whom seems to have gone through quite a fair bit of bullshit, Annarose comes off as rather relaxed and casual with a burning desire to not have to do anything unless forced to do so, rarely taking anything that's thrown her way seriously – she's generally disinterested in the affairs of the world around her, and prefers to go at her own pace without any regard for the wishes and concerns of those whom are forced to follow her lead in the first place – it's said that many people upon meeting her – if they do meet her at all – are put off by her general lazy attitude. While giving off an air of being somewhat aloof, she also seems to be fairly boisterous and arrogant, and while she is generally not pragmatic and she will act according to her impulses. Most of the time, Annarose is hot-headed, wild, and relatively inconsiderate to others, constantly putting her own needs before the needs of others – if something inconveniences somebody else, no matter who they are and the position they're in, and yet it proves advantageous for Annarose, she will do it, no matter the backlash that she faces.
Annarose herself, on top of all of this, is fairly eccentric, constantly thinking of ways of how to improve her combat style, and seems to disregard everything else thrown her way that could constitute 'doing her job', preferring to laze about without a care in the world and just stick to her own goals. For this reason, she's rarely seen, even amongst the other Nine Elementals – it's mentioned that Annarose can't remember the names of over half of them, and just gives them their own personal nicknames in accordance to what she figures out just by taking a passing glance at her colleagues; amusing, since she can't care to remember even these nicknames, their personal epithets change each time she meets somebody. It's not that Annarose herself hates people, but rather, it would be more correct to simply refer to not being a big fan of talking to people she's not familiar with for long periods of time; while she often feels uncomfortable talking with people, she won't go out of her way to avoid conversation or act rude to somebody unless they go after her specifically, displaying a rather serious lack of social skills.
Even so, despite her ego being as big as a continent, Annarose tends to downplay her skills when others are around – it's not well-known that she's actually a master of the arcane as she seemingly prefers to focus solely upon speed-based combat with her weapons. This is because she seemingly gets a large amount of salary from her "job" as one of the Nine Elementals, and she believes that her pay would be jeopardized if she displays her true potency as a magic master matching and perhaps surpassing her "boss-person" of sorts; as such, this is one of the major factors in her rarely showing up to help her colleagues, as she might accidentally reveal how powerful she really is and thus the cash would stop flowing in. However, despite her countless vices and unpleasant personality, Annarose is fond of nature—she loves each and every aspect of it, even the "nastier" parts of nature such as the more ferocious animals. She is a proud 'tamer' of animals—she's capable of getting even the biggest of creatures to act like a docile puppy; indeed, she prefers flora and fauna to actual people. Annarose is quite possibly the least culturally-sensitive person around as while she doesn't go out of her way to be a jackass and break the laws of the cultures around her, she also doesn't bother changing her behaviour in accordance – because of this, it's said that Annarose can never visit the desert region of the western continent.
However, befitting her true nature as a high-ranking demon and a Lemegeton Spirit, Annarose has a hidden darker side to her personality, well-hidden away from the rest of the world. As her goal of gathering five million souls to open the gate between Earth Land and the Diabolus Dimension reaches ever-closer, the facade known as "Annarose Antoinette" begins to slip away and scatter to the winds while the Lemegeton Spirit known as "Ultimaya" reveals itself to the mortal plane. Her determination to accomplish her father's goal in his stead driving her to suppress her true instincts and thus the high level of contempt that she, as a demon, has for humanity and similar races, unveiling a truly terrifying side to herself as a total psychopath who's cruel, impatient and loves filling people with terror. She holds a high view of herself which makes her arrogant to such a degree that she denies her past failures and finds her terrible actions justified, seeing demons as naturally superior to the beings on Earth Land, and thus this supposedly allows her do whatever she wants. Driving by a constant desire to ultimately enslave the entire world, she is determined to do whatever it takes to achieve her goals, even if that means causing meaningless destruction or getting into otherwise awkward situations. Indeed, her uncaring personality is mostly due to her over-inflated ego, as she only views herself with utmost pride and is extremely vain.
With her racism towards humans and the like on full display once her true nature is out in the open, she fully expects those "inferior" to her to kneel in her presence, forcing them to genuflect by any means necessary even through violence if she deems it to be suitable, which, given her true nature, she most certainly thinks it's fine and dandy to annihilate somebody's kneecap to do so. Admitting that everyone else's humiliation, rage, and suffering delights her and makes her stronger, Ultimaya feels like it is the natural right of the Lemegeton Spirits to rule over mankind, being the ultimate joy that she believes no other could ever experience. Interestingly, despite her overwhelming power, despite her claims to prefer straight fights, unlike her "Annarose Antoinette" facade, Ultimaya always uses manipulation to put herself at an advantage in battle and barely strikes out on her own without some sort of advantage, knowing fully well when to fold and make a break for it, constantly using duplicates of herself as distractions, icy creations to swamp the battlefield and overwhelming her opponents through sheer numbers, and much more, before she strikes them down from behind without her opponents realizing what just happened. However, this seeming cowardice is because due to the Kingdom of Aeternum's anti-demonic properties, Ultimaya cannot fight out in the open for extended periods of time and thus needs to think creatively in order to defeat her enemies - even so, sometime after the reveal of her true nature as a demon, this weakness of Ultimaya's is removed, allowing her to display her full power.
Both of Annarose's swords are composed of a special alloy that has been lost to the sands of time; this alloy is downright mystical, as it contains the properties of both exceptional sharpness and durability without sacrificing light-weight as a drawback, enabling Annarose to swing them around with relative ease. Both blades were created to be dual-wielded; the right sword is used mainly for speed strikes, and the left sword, due to being in Annarose's dominant hand, is used mainly for power strikes; enabling Annarose to mix it up in battle a fair bit, swinging stealthily and dangerously as to keep the opponent in a constant state of defense. The pair of Schwarzrosen have a special charm cast upon the swords that ensures that once Annarose draws the blade, it can never leave her hands unless she wills it to- this is due to her previous weapons either breaking or being lost once they were knocked out of her hand. This is overlaid with a Nullification Magic spell which ensures that this charm cannot be undone. Because they were designed to be wielded together, they possess a strong bond with one another, linked together through their magic signature which enables both swords to attract each other like magnets- this link also extends to Annarose's own magic signature, enabling them to return to her even if she loses both of them; expanding from this, if Annarose throws a single sword at anything while holding its partner, once it has reached the limit of its flight, it will return at high speeds to her like a boomerang, and through the magic link between its partner, the other sword will always land safely within Annarose's hand without harming her. They can also negate the impact shock that her fighting style would usually cause, absorbing and dampening the recoil that she receives when using her magic by converting the kinetic energy of the shock into heat, which is then dissipated, protecting Annrose and her weapons from catastrophic events such as high-speed collision and getting an arm dislodged due to the sheer power of her magic-infused strikes. As such, Annarose does not suffer from backwards momentum after discharging all forms of attacks from her blows, meaning that the time between what would normally be recoil and the launch of another attack is reduced to zero as she can launch multiple attacks in a row without being impeded by her own body in any way.
Powers and Abilities
Ways of Combat
Master Swordsmanship Specialist: Taking to the art of kenjutsu (剣術, Sword Arts), the umbrella term for all schools of Japanese swordsmanship like a fish takes to water, Annarose displays a startling amount of proficiency with her blades to the point that her sword skills could be said to be capable of being mistaken for Sword Magic, the arcane power of wielding a sword, and as such, it should come as no surprise that Annarose Antoinette is one of the finer warriors of the way of handling a blade around. Indeed, Annarose is consistently competent in the art of swordsmanship, being one of the finest sword masters in history, as she constantly displays nothing but the utmost of proficiency with a blade, said to have a near-mastery of swordsmanship no matter the size of the weapon – but only as long as she is wielding her own swords as they are the only blade that she knows the ins and outs of, making them "supreme weapons" which are the only armaments that bring out her full potential. Annarose's swordsmanship style is classified as a form of swordsmanship known as Niten Ichi-ryū (
Annarose Antoinette is noted to be such an incredible bladed-fighter that it is well-documented that she has four separate styles of bladed combat alongside the extremely generic swordfighting style taught to her by her teacher that she more often than not utilizes when she isn't giving a battle her all – she has shown that when using any of her swordsmanship styles, she is capable of switching from one fighting style to another as naturally as breathing without any time needed to re-calibrate her swordsmanship, flawlessly transitioning from an offensive battle method to a more defensive style and then changing to focus on speed near-instantly and with such smooth movements that to onlookers, it more often than not appears as if Annarose has not changed her stance in the slightest, utterly confusing them as they're left to keep guessing which fighting style Annarose has "activated" at the moment while she darts around them like a gentle breeze which suddenly intensifies to become a searing gale and then a gust that pushes the opponent back; all this, in the blink of an eye. Annarose is known to fight in a manner which seems as if she is making things up as she goes in order to overwhelm the opposition through a combination of strength and unpredictability, reflecting and parrying blows from all sorts of opponents, many of them stronger and faster than herself with ease while also pushing towards them and going on the offensive. Indeed, her swordsmanship does the title of the "Weiss Walküre" justice, as her reputation echoes throughout every corner of the land, her skills having stepped into the realm of unbelievable presentations and near-effortlessly surpassed the prowess of many of those whom worked alongside her in the Kingdom of Aeternum in terms of bladed combat.
The shimmering emerald steel of her dual blades howl like a savage beast thirsting for the blood of her enemies as Annarose swings her blades around with wild abandon, cleaving the air apart as every thrust launched with the blades release an output akin to cannon fire, unleashing roaring gusts from the sheer force of her swings - but more than that, the beyond unreal destructive power of her attacks are the result of her immense physical strength and transcendent movements; she swings her weapons at speeds invisible to the naked eye while displaying only the smallest of movements, keeping her own senses observant of her enemy so that she could take advantage of any mistake that they make. Annarose places heavy focus on offense, utilizing bold, direct motions while unleashing a flurry of blade-work which give off the impression that they are unconnected and unpolished- no 'style' at all - though one of the greatest strengths of Annarose's fighting style is its unpredictability, displaying unparalleled swinging speed and an overwhelming power as her attacks give off the visage that she is wielding countless blades at once - moving blindingly swiftly to the point that her attacks flow into each other the perfect precision, moving too fast to properly see and thus creating a rapid hurricane of winds that are referred to as 'sword strikes', a near invisible weave of steel blurs around in the heat of combat. It is said that Annarose's swordsmanship is akin to that of a lightning strike descending from the heavens and crashing down upon the vulnerable earth, dealing relatively moderate amounts damage no matter any precautions taken- it is an incredible method of utilizing the power of swordsmanship which can do naught but utterly annihilate the enemy, causing untold amounts of destruction with her swords for every swing, effortlessly knocking enemies away who would normally be able to evade or block.
Through Annarose's main sword stance which is referred to as the Hiraseigan no Kamae (平晴眼の構え, The Stance of Turning the Edge Sideways and Aiming at the Eye) which was designed by herself, she is able to perfectly maximize her attacking and retaliating options in the heat of combat as well as minimize her exposure to blows of all kinds. When invoking the Hiraseigan no Kamae, Annarose assumes the position of bending both of her knees ever-so-slightly as to drop into a partial crouch while her dominant hand is retracted back with one of her blades positioned parallel to the solid surface below her, close to her shoulder as she grasps the hilt of the sword with said hand – on the opposite side, her opposing arm extends forward, resting her small fingertips of this hand near the tip of her sword. Interestingly, the Hiraseigan no Kamae can apply to all of Annarose's striking methods, albeit with some minor modifications to suit the kenjutsu style she harnesses currently – for example, if she theoretically utilized the Style of the Undrawn Longsword, it would simply have Annarose wielding one of her sheathed blade in the same position; and in the case of utilizing high-speed motions, Annarose automatically assumes the Hiraseigan no Kamae in the brief moments that she isn't whirling like a violent buzzsaw of death as if on instinct. When dual-wielding as she usually does, Annarose commonly just has her secondary blade resting in its sheath, still slung around her waist – when preparing to strike with two blades, Annarose quickly removes the sheath (with sword in it) from its current position by pulling it upwards, disengaging the magnetic force that keeps the customized rapiers attached to her outfit – all of this occurs in a single, fluid motion that appears almost instantaneous. The Hiraseigan no Kamae is deemed to be a "position of utter perfection", with Annarose using it to prepare for almost anything that's thrown her way, whether it is physical or supernatural in nature.
Attacking swiftly and aggressively, Annarose discards all sorts of defensive techniques in favour of overwhelming speed and strength, more often than not defeating her opponents through sheer power; no matter the weapon, all of Annarose's attacks are versatile and execute immediately, they do great damage, can variably lead to her launching the opponent into, and in some cases, through a wall, before darting after the opponent- she attacks while dashing and leaping through the air with ease; after striking, she can continue her attack while her opponent is still staggering, and she can choose the orientation of where the final blow of her aerial attacks will send the opponent simply by applying subtle movements to where her weapon lands; this makes all of her attacks unpredictable and exceptionally difficult to evade. Not only are each of her physical attacks swift and powerful, the wide yet precise and fast strikes, stabs, and swings that she performs with her dual blades can effortlessly overcome almost any opponent that attempts to stand in her way. Annarose can telekinetically or physically throw her weapons at her opponent, allowing her to strike them from a distance, and if attacked, she has shown that she isn't too averse to kicking an enemy way before following up with a counterattack. Unlike many other swordfighters, Annarose's fighting style is more combo-oriented, and thus, focuses more on dealing consecutive blows instead of having single strikes which deal the full amount of damage, defeating her enemies through a continuous onslaught of two or more strikes for every split second; indeed, she often attacks rapidly side-to-side with wide, sweeping combos that leave little time to block or evade, leaving a trail of pure magical energy behind in the wake of her slashes. At the end of many combos, Annarose unleashes a powerful dual-outward strike after a delay, leaving shockwaves in the process before dashing forward in order to continue her offensive game. Her knowledge of the concept referred to as a "blade" has transcended many other practitioners of the way of the sword, to the point that Annarose could be considered a definitive master of swordsmanship.
Master Spearmanship Specialist: Annarose is a master of armed combat, which, as the name itself suggests, revolves around the usage of weapons, which users employ against their opponents at close range. However, more specifically, Annarose, whose second strongest weapon as manifested through her Ice Devil Slayer Magic's Ice-Make subspecies ability takes upon the form of a pollaxe, is known to be a highly competent user of a spear to perform sōjutsu (槍術, Spear Arts), which is the Japanese martial art of fighting with a spear, specifically, Annarose wields an icy pollaxe in battle; itself being a modified form of the Gungnir through Ice-Make: Gungnir, which was Odin's spear in Norse Mythology that always hits its mark and always kills which was forged by the dwarves. Annarose treats anything that can be considered a "blade on the stick" as the same, so her mastery of sōjutsu extends to utilizing battleaxes, halberds, a guandao, bardiches, scythes, and many more. Annarose has been deemed to be a master of combat with the pole arm, expertly knowing her way around the weapon to the point that she is capable of utilizing a spear like it is an extension of her own body, having surpassed the limit known as "humanity" in regards to her skills and displaying a mastery over it that surpasses all forms of mortality- it could be said that when wielding a spear, Annarose can be considered a demi-god, having stepped into the realms of the divine in regards to her prowess with this weapon. The fact that she managed to become one of the finer fighters whom wield a blade on a stick in the world of magic in such a short time can quite possibly be attributed to the fact that it is relatively easy to train someone to use a spear effectively, as opposed to weapons like swords – to put into perspective, a half-decent swordsman would take the bare minimum of six months in order to wield their weapon competently, whereas a decent spearman can be trained in six weeks at the least – however, with a hint of irony, a martial artist would take longer to learn how to harness a spear, but to train a soldier in the art of wielding this point on a stick is must faster as the tactics both utilize are radically different. Even so, Annarose herself is skilled in both the soldier and martial artist method, making one of the rare few users of a spear whom can switch between both tactics on the fly to adapt to the exact situation at hand as well as confuse those whom make the foolhardy decision to attempt to fight Annarose even after they learn of her name which echoes throughout the lands.
As mentioned in the opening paragraph, a martial artist and a soldier wield a blade on a stick in radically different way – for a martial artist, spear tactics are relatively simple in numbers as a martial artist trains to fight one-on-one or several-on-one battles, under which circumstances a spear is an awkward weapon; it's tricky to manipulate and is useless if the user's opponent gets inside it, although getting inside a trained spear-user's reach without suffering crippling or fatal stab wounds is harder than one might think. On the opposite spectrum, a soldier trains to stand in line, obey orders, have discipline and not have to defend themselves from more than one direction—unless their formation has crumbled, at which point they've got much larger problems than the fact that they don't know how to use their spear in single combat. Taking up the latter method was how Annarose learnt how to utilize sōjutsu so quickly as a mere army grunt, but in the end, she mastered both methods and combined them while integrating her own ideas of how to go about combat to form an invincible fighting style. Due to the unusually large size of her Rosendrachen which is approximately four meters in length, Annrose has a complete advantage over others who wield spears in combat in terms of range and power – however, because of this wider range and stronger striking power, one of the main advantages of her personal customized pollaxe could also serve as a double-edged sword, as it would slow the speed of each and every one of her blows- a small sliver of time would be lost with every movement as she would be required to constantly pull her weapon back. The words "would" and "could" being emphasized here; as thanks to her inhuman reflexes and physical power largely negate these weaknesses, and unless the opponent is faster than the speed of lightning, then it is rarely, if ever, a serious concern.
With a snap of her fingers and a clever application of the sub-ability of Enchantment which is known as Enchanted Telekinesis, she is capable of bringing her personal pollaxe, Gungnir into this current plane of existence in order to wreak havoc upon her enemies, displaying impeccable control over its sharp tip and impressive weight. Befitting her weapon's nature as a pollaxe, Annarose's skill with the spear is said to be rather sophisticated when compared to other more "traditional" forms of sōjutsu, and it can be compared to wielding a quarterstaff; thanks to her mastery over the art, what would normally be a crushing weapon can be utilized in a similar manner to lighter forms of pole-arms such as traditional spears and halberds, effectively allowing Annarose to merge multiple seemingly separate fighting styles into one. Even so, the length of her weapon grants her the ability to attack from afar when compared to other non-projectile weapons while often simultaneously swiftly closing the distance between herself and her target thanks to the length of her weapon and her speed; for a defensive maneuver, Annarose is capable of spinning the pollaxe around in order to deflect all sorts of projectiles which are launched her way, achieved by the kinetic energies produced by Annarose's rapid twirling of her weapon producing such a force that anything heading her way which isn't connected to a body such a weapon is dissipated with ease. Speaking of spinning, Annarose incorporates a liberal usage of spinning her weapon around into her overall fighting style which is quite similar to the twirling of a baton or flag-spinning of sorts. Due to her incredible strength, she is able of performing such a feat with relative ease and these twirling motions, Annarose can slice multiple enemies with her weapon from the ground or in the air through a whirling attack – in fact, Annarose has remarked that to her, the weight of her spear feels as if it is nothing but a twig in her hands, whereas most other warriors display considerable strain in attempting to even hoist the large pole-arm up and hold it for more than a few minutes at a time, much less swing it around in a manner that allows it to still be effective in combat.
Knowing the ins and outs of her weapon's strengths and limitations, Annarose is capable of making the best usage of its attributes in the fields of war in order to keep a near-constant advantage when fighting, closing in on her enemy and then putting a fair amount of space between them while her opponent can't take the same advantages, effectively leaving them slightly helpless in the face of her pole-arm; thanks to her complete knowledge of how her weapon functions in any and every situation, Annarose casually defies the notion of "closing in with a large weapon is suicidal" while keeping the natural length advantage of a spear over a sword, a weapon which has no effective way of countering nor parrying a large weapon such as the Gungnir, effectively creating a combat method that possesses absolutely zero openings. Making full use of the length of her pollaxe, which is four meters long, Annarose ensures that the enemy is deprived of ever the slightest of chances to evade by stepping out of the range of her weapon in any manner available – indeed, even partially retreating from an oncoming blow does not guarantee escape, and attempting to catch Annarose with a counterattack more often than not results in grievous injuries all around, not limited to but including a slashed stomach and countless smashed ribs as it's well known that the shaft of the pollaxe can bust through a human body like a hot knife like butter, the sharp tip piercing through anything in its path while the wooden haft is capable of puncturing human flesh almost effortlessly. The blade of the pollaxe can be used, not only for simply hacking down the opponent, but also tripping the opponent, defending against incoming strikes, and disarming the opponent whereas both the head spike and butt spike can be used for thrusting attacks; she can also dismount cavalry, hook a gap in any forms of armour no matter its composition to cause a painful wound, and pull away defensive armaments such as shields. The haft can be used on blocking the enemy's blows as the langets help reinforce the head to extend the life of the pole shaft, "cross-checking" and knocking them to the ground.
To go onwards, despite the seemingly gargantuan size of her Gungnir pole-arm, Annarose has displayed the ability to swing it around as if it were as light as a feather with a two-handed grip or just wielding her weapon in a single hand. The various array of strikes which she unleashes in the name of offensive and defensive maneuvers can be considered comparable to that of a voracious dragon hungering for its prey – stabbing in the direction of her enemy with the speed and force of cannon fire, unleashing gusts of pure force comparable to the sword pressure technique as well as typhoons that tear everything that they come into contact with apart effortlessly, meaning that what Annarose aims at with her pollaxe isn't just limited to what can be considered as her "target", but rather, what she aims at is the "the portion of the world around the enemy", dealing mass devastation to anything in the general direction of where the weapon is swung, ripping up the earth and seas before her with every swing, untold amounts of damage landing with a swiftness that even the afterimages released by each and every strike enable her to easily remove any possible openings, and she can constantly increase the speed of her attacks and make continuous attacks without allowing the slightest pause in between. Her swings, thanks to her great physical strength, have the potential to split the very earth with each swing while simultaneously being faster than mortal recognition, bringing mass devastation to every direction that the weapon lands; meaning that it often spells the end for her enemy the moment that Annarose enters the battlefield, brandishing her pollaxe; for this reason, many individual factions have given a flee-on-sight order whenever she appears, as it's well-known that not many have managed to gain even the slightest of advantages over Annarose in combat, being deemed impossible to actually defeat at that.
Annarose displays no fear in the heat of battle, battling in a fluid manner and inflicting flawless blows upon her opponent. She has a very fluid style of fighting; the addition of various techniques enable her to bolster her reaction time and reflexes to the point that she can attack and dodge at high speeds; on that note, speed is a vital part of her fighting style—attacking so fast that opponents cannot see her moves; the same effect could come to fruition if she were to wave one of her hands in front of her face. Indeed, Annarose generally focuses on quick, precise strikes, always aiming to hit her opponent's vital points in battle, though as mentioned above, smashing things isn't above her. She uses misdirection in her attacks and even though doing so allows for holes in her defense she is more than capable of making it up with surprise attacks. Despite the ever-so-slight drawback of the heavy lump of iron known as the Gungnir, Annarose's swinging speed is extraordinary, as she has displayed the ability to counter attacks at a velocity that surpasses any form of precognition, all while standing still (even though it's rare to see her in such a position). Commonly using misdirection in her attacks -even though doing so allows for holes in her defense- Annarose is more than capable of making it up with surprise attacks; by taking advantage of her inborn immense durability in order to, well, not feel pain, she is known to tank numerous blows from her opponent, no matter how strong they would normally be, before immediately countering with an overwhelmingly powerful strike of her own. Because of her pollaxe being four meters in length, she's only required to launch an attack when an opponent is within striking distance, though given her usual fighting style; Annarose is constantly on the offense- despite the length of her weapon, it doesn't seem to matter much as while it is easier to take a stab at an advancing adversary instead of taking the battle to them, Annarose commonly shoots towards her opponents with the speed and force of a bullet, taking them off-guard due to the sudden increase in velocity, closing the distance in the blink of an eye as she unleashes countless attacks which can all be considered a fatal blow that need to be evaded or defended against.
As a member of the clan known as the Coulange Family, a group of beings whom are similar to that of a vampire, even in the heat of battle, it can be said that Annarose possesses a mastery of the blade-on-a-stick-type weapon that is beyond compare, even to those classified as demigods people who have trained their entire life to unlock each and every secret of this already highly-effective weapon. To this extent, Annarose, like the rest of her fighting style, relies heavily on aerial combat, following the teachings of the Coulange Family, whom trained their bodies as to mimic the motion of a vampire taking flight with a single beat of their wings, resulting in the clan members being capable of leaping to heights that would enable them to touch the skies. While airborne and not preparing any follow-up movements; her affinity towards the skies grants her the capability to either close or expand the distance between her and her opponents whenever she wishes- indeed, due to her flexibility, it is not uncommon to see her vaulting around in the heat of combat with a beast-like agility that surpasses human reaction speeds, plunging down from above in order to wreak havoc upon entire armies as she makes excessive use of her synchronicity with the skies and her immense leg strength, as well as the high-speed movement technique referred to as Reduced Earth (縮地, Shukuchi) in conjunction with her natural speed, in order to flutter around in the air as effortlessly as breathing. Annarose is known for bouncing around upon her pollaxe, her feet never even touching the ground, making heavy use of her weapon as leverage to keep her in the air and pinned against her opponents, displaying absolute dominance over the heavens as she leaps around like a lightning bolt, descending and ascending in the blink of an eye with such a speed that she could be considered untouchable.
As part and parcel of Gungnir's powers, whenever the weapon comes into contact with anything else that could be conceived as a "weapon" and is currently held by somebody that Annarose deems to be a target, Annarose is capable of replicating the legendary tale where the spear of Odin destroyed one of the strongest human swords, Balmung, in a single strike – upon contact with the designated target, the head of Gungnir begins to emit a low frequency which quickly escalates, creating a powerful pulverizing force akin to Crash that can break down the molecular bonds of the alloys and the like that keep the targeted weapon together, causing the opposing tool to shatter into innumerable fragments – the timespan in which this process takes place is less than an instant, often catching her opponent by surprise. As Annarose swings her lance around, it cannot be destroyed, only chipped slightly, meaning that it is virtually invincible – extending this property further, as Annarose throws the legendary spear forth, while in flight, it's very existence is transmogrified into a raging wave of divine energies, it's flight-path is incapable of being distracted, as the weapon only recognizes the target as a potential landing point, instantly returning to her hand after being launched. Upon contact with a solid, the fragments of what was previously Gungnir's target are transformed into a swirl of deadly weapons resembling sharp shards of glass, they themselves racing towards Annarose's target as if to swallow them whole. Not only this, as it was designed as a lance that could destroy symbols of human power, anything manmade has its molecular structure weakened greatly upon contact with the Gungnir.
Not only this, Annarose is capable of incorporating the idea of launching her pollaxe as a projectile into her masterful sōjutsu style in order to increase her already impressive range with her fearsome weapon tenfold. Normally, a pollaxe would be too much of a heavy weapon to launch like a javelin, which is a spear designed to be thrown and be written off as a completely laughable notion – at least, it would be if it weren't Annarose, whom possesses almost superhuman strength, doing the deed. Given the technical details of her weapon, this results in an effect which is quite similar to that of feathers attached to an arrow, providing Annarose with the maximum potency for lobbing her weapon towards her opponents from a overhand position after building up speed over a considerable distance through running forward before releasing her weapon through a process that involves the transference of physical power and force from the ground through the body to the pollaxe. Shooting through the atmosphere at a speed of one hundred and fifty kilometers per hour in a style resiminent to a speeding bullet fired from a handgun, the Gungnir turns into the relative wind, which originates from the ground at the weapon descends, thus the pollaxe turns to face the ground. Through minute utilization of one of her Enchanted Telekinesis, Annarose is able to enhance this property even further to the point that she can control her pollaxe through thoughts alone, sending it hurtling towards distant enemies in order to take them out if closing the distance proves to be too bothersome, smashing through any forms of defenses which were futilely put in place for the sole purpose of protecting the enemy from the incoming pollaxe projectile as her weapon rends them in twain, breaking past any attempts to stop the incoming slaughter and piercing straight through the enemy like an arrow.
Master Hammersmanship Specialist: Thanks to her Ice Devil Slayer Magic's Ice-Make subspecies ability, Annarose is able to manifest an icy replica of Mjölnir, the signature weapon of the Norse god Thor - Mjölnir is a hammer crafted out of iron gifted to him by the dwarves; the Norsemen believed that the sound of thunder was made by Thor hurling it at his foes. As such, Annarose has developed her skill in wielding the hammer over years of intensive training, allowing her to utilize it in a way that it was quite possibly intended - harnessing its might in a manner similar to that of a war hammer, which was a late medieval weapon of war intended for close combat action. Designed in the form of a large, square-headed gray lump hammer which has a short, round handle wrapped in brown leather, culminating in a looped lanyard, normally, Mjölnir would be laborious to wield for anyone who does not possess Annarose's great strength; she wields it with tremendous ease — swinging it around with abandon and wielding the divine weapon nothing but a single hand as well as treating it as naught but as light as a feather due to her being seen as a "worthy" wielder of the hammer, smashing enemies through the sheer pressure that her swings unleash. Annarose is well known for wielding the thunderous hammer once harnessed by Thor with such an uncanny level of perfection that merely seeing her manifest Mjölnir is more than enough to strike fear into the hearts of those whom are foolish to go up against her. Being capable of shifting the hammer's size, the long iteration of Mjölnir is meant for use against riders, whereas the short version is utilized in closer quarters and from horseback. Typically, in the heat of combat, the full force of Mjölnir is felt with every strike, each swing and impact echoing throughout the dimension as the war hammer lays waste to everything and anything that Annarose deems to be a suitable target, harnessing it's ever-changing size as well as its naturally incredible durability to her advantage, sending opponents careening across the landscape with simple attacks through bringing the entirety of its weight down upon her adversaries.
When deciding to go all out, Annarose is able to unleash exceptionally devastating chains of hammering strikes which land in countless directions at once, though generally, a typical hammer attack is a downward swing with Mjölnir, the downwards motion causing the hammer of the lightning god to resemble a guillotine in that as soon as it strikes, the chances of surviving the blow unscathed is close to none. When mixing it up, she usually deals several incredibly powerful hammer strikes before instantly switching to defense through Mjölnir's property of absorbing and redirecting kinetic energy, allowing Annarose to use the hammer of the lightning god as a cushion of sorts for an incoming impact before utilizing the energies absorbed to significantly amplify her next attack, resulting in a blow which really could be considered the likes of the divine; because of this property, Annarose's style of hammersmanship is designed to use an opponent's attack against them, as evidenced by her focus on returning strikes of all kinds back to their origin and emphasis on immediately striking back after a blow, utilizing a combination of blocks and parries, she maintains a proper foundation of defense against both ranged and melee attacks, and after defending against an opponent's strike, Annarose instantly retaliates with an attack of their own, bringing the force of the opponent's own blow against them and seeking to dominate the battle. Generally, this downwards strike has many variations which make up the meat and bones of her arsenal when wielding her hammer, as detailed below. Each and every strike that Mjölnir delivers that lands upon a solid surface, no matter if it is organic, inorganic, or even supernatural, releases a noticeable propagating disturbance known as a shockwave which travels across the ground in a manner that causes it to fan outwards, dealing even more damage over a wide area to the point that even so much as approaching Annarose while she is wielding Mjölnir is effectively the opponent foolishly entering a radius of instant death.
Since it is conceptualized as a "supreme crushing weapon", Mjölnir can completely bypass defensive measures which are designed to fend off regular bladed weapons such as swords and spears due to their own composition which is more often than not as hard as the edge of a blade, so a blade such as swords, spears, and battleaxes tended to ricochet with these armaments giving naught but a glancing blow and thus losing much of the impact, and as such, the legendary hammer of the lightning god is almost specifically utilized for pulverizing the toughest of defenses no matter it be alloys or spells as it possesses the ability to deliver the full force to the target - this properly manifests as Annarose using the might of Mjölnir to induce an instant decomposition in the atomic structure of anything that the war hammer comes into contact with, shattering anything and everything in its path, even if the supernatural defense has been fortified by an overexposure of magical energies or the alloys have been surface-hardened surfaced in order to augment their protective capabilities. Not only this, Mjölnir is capable of damaging Annarose's opponent without penetrating their defensive measures by transmitting the impact through even the thickest of defenses in order to cause concussions. When a spike on the end of one side is manifested as per Annarose's masterful magical manipulation as well as the hammer's ability to grow and shrink as needed, she is able to morph the divine weapon of the lightning god ever-so-slightly, this spiked end can be used not against helmets, but against other parts of the body where the armour is thinner and penetration was easier. Additionally, this spiked end is capable of being used for many purposes, such as grappling the target's armour, reins, or shield, and it can be turned in the direction of the blow to pierce even heavy armour. Against mounted opponents, Mjölnir can also be directed at the legs of the horse, toppling the armoured foe to the ground where they could be more easily attacked.
Thanks to her astounding amounts of control over her kinetic energies, Annarose is capable of whirling around at speeds faster than human reaction time and velocities comparable to High Speed - twirling around with her hammer outstretched at high speeds, Annarose's entire body effectively transmogrified into an existence similar to that of a spinning top that mows down everything in her path, granting her the ability to utterly decimate destroy any enemies that enter her attack radius with an increased range of what her hammer can affect, something only bolstered by the near-constant release of shockwaves while trapping foes in a vicious whirlwind of hammer strikes before blowing them away with extreme force; this spinning motion is accompanied by her stirring up countless whirlwinds which can deflect attacks thrown her way, nullify fire-based magics as per Wind Magic's natural dominance over Fire Magic, and many more capabilities; this maneuver can also be performed while she is airborne in order to create an updraft that allows her to momentarily sustain flight through the air for a short time, with Mjölnir imitating the functions of a helicopter rotor - however, utilizing this striking method for an extended period of time without rest can leave her dizzy. Not only this, Annarose's incredible mastery over wielding Mjölnir allows her to use the force emitted by its contact with a solid surface in order to bolster her mobility by smashing the hammer into the surface, with the force from the smash releasing a shockwave in conjunction with a powerful propulsive force, near-instantly catapulting into the air, soaring into the skies. As per Mjölnir being depicted in Norse mythology as one of the most fearsome weapons, capable of leveling mountains, with her hammer, Annarose is capable of obliterating vast swathes of terrain and tossing mountains around with relative ease - she often uses it in place of a battering ram or shotgun when approaching a breaching scenario.
Due to the weapon being charged with the Lightning Magic of the lightning god, Mjölnir possesses the ability to paralyze and electrocute Annarose's target in conjunction with exposing them to an incredibly high voltage of electricity, more often than not sending them careening across the earth or simply paralyzing them to the point that they are forced into a stationary position, leaving her foe in a helpless state and unable to defend themselves against Annarose's next strike - these tremendous amounts of lightning are also capable of being emitted in the form of straight golden blasts of electricity which can not only deal large amounts of damage by themselves, but also possess Mjölnir's paralyzing properties as well as controlling electromagnetism, causing anything metallic in close proximity to Annarose while she is wielding the hammer to fall under her complete command, though she commonly utilizes this property to prevent inorganic matter and the like from obstructing her combat. Thanks to Mjölnir's property of functioning like a boomerang, if Annarose throws it at anything, it never misses, and never flies so far as not to return to her hand and thus it will return to her hand despite any intervening obstacles or distance, at one point following her over two continents, obeying her as if the weapon possessed a will of its own - this allows her to utilize her skill with throwing javelins more suited towards spearmanship with her hammersmanship by converting this knowledge into skill in regards to the hammer throw, something only further boosted by her utilization of Enchanted Telekinesis; these telekinetic properties possess such strength that even after the hammer is severely damaged, they will still persist and allow Mjölnir to return to Annarose - she can also use this power by holding onto the hammer and pointing it towards any direction, rendering her capable of flying through the air at tremendous speeds.
Master Shieldsmanship Specialist: Typically, a shield is a defensive armament which is utilized solely to intercept attacks, either by stopping projectiles such as arrows or redirecting a hit from a sword, mace, battle axe or similar weapon to the side of the shield-bearer. However, wielding the Svalinn from Norse Mythology, a legendary shield which stands before the sun as per the powers of her Ice Devil Slayer Magic's Ice-Make subspecies ability, Annarose utilizes the weapon in a manner that could be considered a mixture between offense and defense, bringing both attack and durability together in a deadly combination that can more often than not leave her enemies completely unguarded and unprepared for her assault; indeed, as per most of her close-range weaponry, she is exceedingly skilled in its usage. Not only can she utilize the Svalinn to fend off attacks of all kinds which roar towards her from the front, seemingly making it a requirement to strike her from behind, thanks to her impressive reflexes and strength, she is capable of maneuvering the legendary shield around with relative ease, rolling it around her body in a similar manner to how a basketball player would roll the ball from one arm to the other, having it's circular shape travel across her left hand as well as across her back and end up at her right hand, the shielding functioning in a similar manner to that of a bicycle wheel crossing a solid surface - the entire procedure takes naught but the briefest of moments, with enemies and allies rarely being able to perceive this motion. While the Svalinn is only a concave disk which is seventy-six centimeters in diameter and weighs five kilograms, it is known to be incredibly light for the one whom wields it as like most of the Polar Star Relics, the Svalinn can only be harnessed by the user of Norse-style Ice-Make and thus Annarose herself, meaning that in the hands of anyone else, it would be impossible to pick up as it's feathery-lightness only comes into play in the hands of a suitable wielder. The alloys that compose the Svalinn can protect Annarose from the impact of spears, bullets, and crossbow bolts, yet it remains thin and light, allowing her to deflect close-range blows relatively easily - it's universal properties allow this legendary shield to be utilized to defend her against anything that she happens to face.
When utilizing her shield offensively; Annarose focuses upon bashing the foe to catch them off-guard; smacking them with her shield and stunning them momentarily to open their defenses at unprecedented speeds, creating a blindspot that she is capable of taking advantage of with a successive strike whether through the Svalinn or another method such as her many other weapons, her magic, or her unarmed blows. Shields are relatively large, heavy, and hard to counter because the wielder is attacking and defending at the same time, meaning that utilizing the Svalinn to bash her enemies is perhaps its greatest usage; taking its potency as an offensive weapon further, Annarose can use her shield for striking, trapping, distraction, unbalancing and levering the opponent's own defenses out of the way. Similarly to Roman legionnaires, Annarose can slam her shield down on her opponents' feet, not only causing severe foot pain, but also pushing them back and distracting them in order to go for a second strike with another weapon, commonly ending a battle right there and then as the opponent in unprepared to react appropriately to her successive blow. Since the Svalinn is more often than not wielded in conjunction with another one of her weapons such as the Mjölnir, Gungnir, or her own Schwarzrosen blades, Annarose displays the ability to effortlessly switch between prioritizing usage of her defensive armament and her offensive armament without wasting any time or allowing the opponent to catch their breath, constantly keeping her enemies on-guard with her unpredictable maneuvers. Slamming the shield upon her opponent does a decent amount of damage and can flatten opposing weaponry, while bashing the enemy with the Svalinn is capable of interrupting the casting sequence of various spells no matter their power tier due to the properties of the legendary weapon; it can stop the creation of a spell as simple as Fire Bullet to something as catastrophically powerful as Abyss Break.
Striking an opposing projectile that is heading towards her, no matter if it is physical or supernatural in nature, results in the projectile hitting the center of the Svalinn and being dispersed along the ends of the shield, its potential danger to Annarose being rendered naught but null and void - because of this, she can continuously approach her enemies, Svalinn in one hand, walking through their onslaughts of arcane enemies and subtly maneuvering her shield to nullify the blows while she closes the distance, spelling certain doom for her adversaries. As it is known to withstand the heat of the sun, the Svalinn is nigh-invincible, and it has shown that the shield can completely negate and shrug off all sorts of projectile attacks of various scopes and power levels that are thrown Annarose's way, bouncing harmlessly off of the shield like a flurry of raindrops descending from the heavens at high speeds.Not only this, the Svalinn is capable of surviving a dragon stomping on it, leaving the Svalinn no worse for wear, having suffered absolutely zero damage, showing an incredible amount of durability that's nearly unprecedented amongst defensive weaponry in the current day and age. As the shield is capable of absorbing the kinetic energy which is transferred through an impact to render any impact shock that a blow would usually cause, the Svalinn commonly absorbs and dampens the recoil that she receives through converting the kinetic energy of the shock into heat, which is then dissipated, protecting Annarose from catastrophic events such as high-speed collision and getting an arm dislodged due to the sheer power of enemy strikes. In the heat of battle, this gives off the appearance of Annarose possessing a certain immunity to flinching and being budged at all, resulting in her coming off as an unstoppable juggernaut of absolute destruction whose victory is an inevitable.
Finally, Annarose is capable of utilizing the Svalinn in order to perform mind-mindbogglingly impossible tricks, such as throwing the shield at her opponents, using the impressive aerodynamic properties of the shield in order to have the normally defensive weapon tear through the air while ignoring wind resistance and path deflection, smashing into anything that it comes into contact with, possessing mindbogglingly incredible flexibility, frequently rebounding from objects over and over without sacrificing any of its momentum, decimating everything within its path while slicing through the atmosphere itself, only for it to fly back to her in a similar manner to that of a boomerang, which is a flat air foil that, when thrown, is designed to spin about an axis perpendicular to the direction of its flight. Essentially, throwing the shield transmogrifies its very existence into that of a razor-sharp whirling buzzsaw that launches through the air at speeds faster than a bullet, allowing it to strike down anything; or if Annarose deems it to be suitable, slicing through anything, including any echelon of supernatural energy. Annarose is capable of launching the Svalinn with almost perfect aim, and she can hit multiple targets with the same throw from any directions by means of ricochet, and can even achieve a boomerang-like return effect, as the weapon will always return to her no matter what - this effect is only bolstered by her skill with Enchanted Telekinesis; typically, when thrown, the Svalinn strikes the first enemy, flies in an ellipse-like path and cuts through several enemies before returning to Annarose. However, and she can ride her shield in a similar manner to a surfboard, charging into enemies at the same velocities which the weapon is thrown at in order to trip her opponents up, leaving them open for a deadly chain of successive blows or simply riding around the battlefield at supreme speeds as to turn into a whirling agent of devastation, slaying entire armies before they can even react to how unorthodox such a maneuver is.
Master Archer: Let it not be said that Annarose Antoinette is not completely clueless in regards to the art of archery, which is a sport, practice or skill of using a bow to propel arrows, historically used for the purposes of hunting and combat. No, it can be said that she's the exact opposite - a tremendously skilled archer whom can utilize this style of long-ranged combat to pick her opponents off from a distance without having to fret about engaging her adversaries in close-range combat, Annarose's skill can be compared to Ullr, the Norse God of hunting, archery, and skiing. Through her Ice Devil Slayer Magic's Ice-Make subspecies ability, Annarose can creation an icy replica of the legendary weapon known as Ichaival, Odin's bow whose arrows can expand from one to ten while in flight, and wield it with utmost proficiency; thanks to its properties as well as her skill in magical manipulate, Annarose is able to change the form of Ichaival from a typical bow and arrow, which is flexible arc with a string that joins the two ends which shoots aerodynamic projectiles, and the much more fantastic crossbow, which is a type of weapon based on the bow and a gun that consists of a bow mounted on a stock with a mechanism in it which holds the drawn bow string, launching bolts. From here, Ichaival can be transformed into further variants such as the repeating crossbow, an eastern crossbow where the separate actions of stringing the bow, placing the bolt and shooting it can be accomplished with a simple one-handed movement while keeping the crossbow stationary, allowing for a higher rate of fire than a normal crossbow. But in any case, no matter what bow she utilizes in the heat of combat, Annarose is capable of wielding all of them with the same amount of skill - that is to say, each and every bow utilized becomes vastly stronger and deadlier than the more modern gun in Annarose's hands. While on principle, Annarose prefers to fight in close-range to display her might and mastery over all close-range weapons such as swords, shields, spears, and hammers, when that isn't an option, archery is her second best bet.
Indeed, it is without a doubt that Annarose is one hell of a crack shot with the Ichaival no matter its current form. Making full of utilization of her hawk-like eyes and Magical Aura in order to discern the locations of her potential targets through a combination of her eyesight and sensing the arcane frequencies of those around her, it can be said that Annarose has a permanently activated telescopic sight which only bolsters her skill in this regard. Due to a combination of these factors, she has a constant awareness of the immediate vicinity, as she is able to calculate where her projectiles would land and how they would affect the environment, enabling her to use the surroundings as an extra weapon of sorts through which she can confound the opponents by using the Ichaival to launch a multitude of projectiles from almost any and every direction and distance, attacking with rapid barrages of projectiles that possess an almost uncanny precision and destroying the defenses of her adversaries, leaving them vulnerable. In terms of rate of fire, Annarose shows the ability to fire over two thousand arrows and crossbow bolts consecutively even while switching between standard bow and crossbow forms, turning the force she unleashes towards her enemy by firing towards or away from them into a geometric curtain of destruction with almost no equal. Annarose has shown that she can head-shot a group of enemies surrounding somebody all without harming the person in the middle even once; and through Enchanted Telekinesis, she has displayed the ability to alter the trajectory of her arrows in order to apprehend targets without killing them- she can shoot down almost any aerial magician from a distance, even when she herself is in motion or propelling herself into the air. Even while being encased by a restriction-type spell, Annarose is able to land her shots upon an opponent from such a very far distance without any assistance.
It has been noted that she displays astounding accuracy and the ability to fire arrows and crossbow bolts rapidly without hesitation, and without needing time to correctly aim, foregoing the regularly required archery forms which are what made the weapons so effective around the time they were introduced. Instead of assuming the correct stance, where her body should be at or nearly perpendicular to the target and the shooting line, with the feet placed shoulder-width apart, Annarose can simply hold the bow, bring the drawstring back, and fire a volley of arrows casually - all of this occurs with no build-up, with Annarose just aiming the bow towards her target and making the typical firing motions in a split second to take the opponent off-guard. While assuming the correct stance can bolster the power of her archery, it's generally unnecessary as the might of a single volley of her 'lazy shots' can defeat a small army of Rune Knights near-instantly. This laziness extends to her usage of a crossbow, never making any preparing motions but instead just pointing the weapon forward and firing to break her opponent's guard. The speed at which she launches crossbow bolts and arrows is something considered to be out-of-this-world, as even with only her left hand, her weaker hand, she was able to finish off a round of practice in ten seconds; additionally, reloading the crossbow form of the Ichiaval in one second with one hand is too slow for her. Going even further, Annarose is capable of making complicated trick shots that can ricochet off of multiple enemies or solid objects to make her shots unpredictable while displaying enough skill to hit targets as small as the pommel of a sword; shoot her opponents' own projectiles out of mid-air; and hit the same target over and over with such unerring precision that her shots stack on top of each other, initiating attacks from otherwise improbable angles, such as changing the direction the arrow will go while holding it; backwards, forwards, and upwards, even being controlled in midair - all of this at with otherworldly speed that's applied to both the projectiles and her aiming as well as firing the Ichiaval.
In the heat of battle, Annarose displays a certain grace in regards to her movements and shots, effortlessly switching between "rapid-fire, total destruction" and "cool precision" in an instant in order to confound her enemies and neutralize any sort of threat they would pose to her almost effortlessly and immediately. She can also fire her projectiles with pinpoint precision to the point that they can pierce and negate any other attack upon impact- the power of her arrows and crossbow bolts overwhelm almost any other attack, with the force negating the incoming strike and simultaneously piercing it in order to land a more powerful blow. Now, here's where her skill in regards to her manipulation of magic comes into play - as mentioned above, Annarose is able to infuse her magical energies within the projectiles launched from the Ichiaval in order to produce all sorts of effects; for one, by utilizing Enchanted Telekinesis upon the crossbow bolts and arrows fired by the weapon, she can mentally guide her projectiles towards her enemies as if they possessed heat-seeking properties, enabling her shots to perform unexpected sharp turns and move her projectiles at impossible angles to take her foes off-guard and land a one-shot kill without fail; to add to the deadliness of this maneuver, when under the effects of her telekinetic prowess, the results of her archery are leagues faster and stronger than normal projectiles, and will always manage to reach their target; they will always change their path around any obstacles or pierce through any wall in order to reach Annarose's target. Not only this, through Enchantment, Annarose is able to apply various runes to the tips of the arrows and bolt heads in order to induce various effects - for example, by inscribing Sowilō upon the tip of her projectiles, the arrow gains properties similar to that of Fire Magic, allowing the projectile to immolate objects and burn through anything in its path of flight, and by engraving Izaz, the arrow gains powers which are equal Ice Magic, allowing it to freeze anything that it comes into contact with. Overall, because of this, it can be said that Annarose can outperform any other user of archery around.
Expert Hand-to-Hand Combatant: Obviously, the art of hand-to-hand combat is not Annarose's forte—being a weapon girl and all—but notably, she at least has a fair amount of skill in the area; with heavy reliance on magical manipulation and superb application of the power that slays devilkind which is infused within her frame, showing immense hand-to-hand prowess to those who have the unfortunate fate of fighting her, and as one would expect from a magician akin to the Spriggan Twelve, close-combat, no-holds-barred combat enables her to integrate her demonic powers into her fighting style to produce incredibly effective results that can effortlessly overwhelm anyone and everyone who's foolish enough to say that they can fight her on equal grounds. As a master of martial arts, which are codified systems and traditions of combat practices, which are practiced for a variety of reasons: as self-defense, military and law enforcement applications; as competition, physical fitness, mental and spiritual development; as well as entertainment and the preservation of a nation's intangible cultural heritage, Annarose is a peculiar sort in that she doesn't really have a defined fighting style, nothing like boxing, which is a predominantly western style of hand-to-hand fighting, and wushu, which originated in the Eastern regions of the world; no, Annarose Antoinette discards any categorization of such in order to produce something that's completely unique to herself - thus, she could technically be considered a user of Mixed Martial Arts (総合格闘技, Sōgōkakutōgi), also referred to as hybrid martial arts, which involve the integration of techniques and theories from various other forms of martial arts around the world to create a fighting style best suited to its individual wielder; this fighting style does emphasize its origins as a mish-mash of styles, whereas numerous other martial arts simply borrow and adapt from other styles, they cannot really be considered true hybrids. Indeed, in line with her nature and potent abilities, Annarose has adopted a fighting style where she fights her opponents using powerful blows, to which all of her attacks have a significant amount of force behind them. Lashing out at her opponent with countless flurries of strikes of all kinds, such as different types of punches and kicks, headbutts, elbows, knees, and palm strikes, Annarose is able to overwhelm her enemies through brute force even without her weaponry being utilized.
Indeed, Annarose's fighting style is still fairly polished, commonly mixing in hand-to-hand strikes with her invincible blade attacks to create a deadly combination – while dual-wielding, Annarose more often than not simply tends to kick her opponent, commonly to disable them by stomping on their foot or attempting to break their leg by using the kinetic energy transferred through her motions, granting her the ability to land a free strike with her peerless swordsmanship when this right chance is opened up to her. However, in more serious applications or when completely disarmed with no opportunity to manifest various weapons with her special magic, Annarose has displayed impressive proficiency with literal hand-to-hand combat, and she has shown the ability to strike as swiftly with her hands as she does with her swordsmanship. Annarose's combination of overwhelming speed and strength, along with her hand-to-hand prowess and minute application of her magical energies allowed her to become a MMA champion in Aeternum or somewhere else. Generally, Annarose uses Piguàquán (
The majority of the power of Piguàquán is derived from the forward surging kinetic forces produced by the user's arms as they accelerate forth while rotating – the user allows the laws of the world, such as gravity and momentum lead their hands forwards, keeping their arms relaxed while striking as to give the user the feeling of being light as a feather whereas their hands are as heavy as steel. As a martial art, Piguàquán's main purpose is that of unbalancing, throwing the opponent off-guard and open to attacks through strikes, locks, grappling, throws, and takedowns – however, striking is more often not the best "weapon" in a user's arsenal. Similar to other Internal Chinese Martial Arts, the strikes of Piguàquán are known to be extremely variable and capable of being adapted to almost any situation imaginable. The user is able to lash out at their enemy with their fists in any gesture, any side of their palms and forearms, portions of their arm, shoulders, knees, legs, feet, and other portions of their body, but most prominently their sides – however, tying into the martial art's secondary name of "Chop-Hanging Palm", more often than not, the strike is just unleashed in the form of a vicious palm thrust, whereas leg-involving attacks are almost unheard of, as they serve as the martial artist's main method of darting about in combat. Interestingly, if the user's palm strike misses by any chance, they are capable of extending the attack into a throw and thus hit and launch the enemy away simultaneously through the user following their own momentum to the utmost limit. Typically, a user of the Piguàquán aims at the skull of their opponent and any areas which surround it, though it's obvious that the user is capable of striking any part of their body in order to produce a similar result, striking at the enemy even when the user is in an unfavourable position where any attack from a user of another martial art would be futile. In contrast to the movements produced by many other forms of martial arts with a few exceptions, the movements of a user of Piguàquán are more subtle and gentle in execution, with the user's movements flowing like a smooth river with wide and long stances that seek to expand beyond the confined space of the user's body, making them appear like the vastness of the width of the river, nimble footwork and an emphasis on timing and speed that serves as the rapid form that the water takes upon, guiding their fists and/or palms towards the opponent to deal a critical hit that can utterly floor them near-instantly, serving as an exceptionally versatile and impossibly dense whip that is capable of slaying anything within the arms-length range of the user while leaning all of the user's momentum into the opponent with a vicious motion in preparation for an attack, leading the enemy with the momentum of their arms and then transferring the kinetic forces into the opponent, creating a drag on their body as the martial art primarily relies on the principles of movement rather than a shitton of martial arts moves, granting more versatility through that method. However, it should be taken into consideration that the kinetic forces produced by the martial art are incapable of being transferred into the opponent if the user is not relaxed and thus the power cannot reach the user's fingertips.
High Strength: In stark contrast with the fact that she's, well, a bombshell of a woman (in her illusonary form, at least), Annarose possesses positively enormous amounts of physical strength, at least at a level higher than her would realistically have; the actual reason why she seems so strong is unknown—however, what is known is that it certainly amplifies her threat level to the point that she could kill an Etherious in five strikes, as a contrast to others of her position, whom would fall quite easily to the hands of the animalistic abomination; however, something to note is that effectively, Annarose possesses the physical constitution of a fragile young lady, but the sheer momentum that she moves about at is what forms the bulk of her strength. Indeed, her strength is to the point that she is able to casually lift gigantic scaffolding after it has fallen upon the ground with a single hand in her human form, displaying absolutely zero signs of straining herself by doing so. The fact that she is able to break off a steel pillar deeply rooted into the ground and swing it around as if it were naught but a twig that had been snapped off of a tree has amplified this further - not only this, she is capable of effortlessly snapping any object that would regularly serve the purpose of restraining her and overpowering those who even use parameter-enhancing abilities; Annarose can also throw a Giant, a member of a race whom are known for their size, through a wall without any strain. It is well known that in the heat of battle, Annarose more often than not overpowers enemies much larger and more imposing than herself- generally, it doesn't matter what race they are; the moment Annarose gets her hands on them, they're good as dead as a serial of blades strike hard and fast, potentially crippling the enemy's movements and defensive options in a matter of moments. Annarose is known to possess complete control over her central nervous system, constantly reinforcing her strength to the absolute limit of somebody of her build – she can strike with such a force that an entire cliff was reduced to naught but falling rubble by a serial of her punches, and craters form when she stomps her foot into the vulnerable earth, and anything that she throws instantly becomes a high-speed projectile that can pierce alloys and concrete – this immense physical strength extends to her legs, which is elaborated upon below. And of course, her naturally immense speed does factor into how much of her strength that she displays at any given time, as the momentum that she dashes about in the heat of battle is transferred into her physical attacks both unarmed and while wielding her blades, bolstering the kinetic energy transmitted through the strike seven-fold or even more, granting Annarose the ability to bust dense compositions of magical energies and eternano to smithereens with her blows, rendering anything and everything in the path of her incoming assault asunder, breaking down magical defenses with a single godspeed blow as enemies and allies alike are left with their jaws dropped upon the ground, utterly mystified by the sheer power that Annarose Antoinette has dwelling within her tiny frame.
- Shockwave (
力生成滅波, Shokkūeibu lit. Force-Generated Destruction Wave): Not a spell nor a supernatural ability per-se in any of its existences, a shockwave is a natural phenomena that is said to be one of the highest forms of vibration; it is an emission of pure concussive force that can cause intense amounts of destruction. It is actually relatively simple to induce a shockwave – as it's simply a propagating disturbance, all the user is required to do is focus a large amount of kinetic energy, which is the energy possessed by any moving object; into one or more of their limbs, gathering it in a single movement by making a movement with the selected limbs in question at high speeds to ensure that the ensuing blow would cause an intense acceleration of the kinetic energy to grant it amazing force as the user launches the extremity of choice from any direction – once their strike has made contact with something, they release these incredible amounts of kinetic energy from the "small point" known as the end of their limb, and as long as the medium is even slightly tangible, the shockwave comes into existence as a form of a high-pressure wave of pure concussive force that travels faster than the speed of sound and can propagate through the point of impact, shaking both the medium and anything around it, causing the objects around the point-of-impact to vibrate erratically in an extremely hard and fast wave, which causes other things that the material touches to vibrate too, resulting in a powerful explosion that does even more damage – it is called a "shock wave" because the wave of concussive force reverberates up and down like a crashing wave in the ocean. Upon releasing the shockwave, the wave of pure concussive of sorts more often than not damages the surrounding environment, blasting through the medium it was transferred through at astounding speeds in any direction that the user chooses upon release; these shockwaves can ripple through the ground or in the atmosphere, bringing mass destruction to anything that they come into contact with- they can repulse enemies away with incredible force while pushing over those on the fringe of the shockwave and shattering delicate substances; at the highest point, a shockwave can even cause minor earthquakes by shaking the ground or dislodging underground tectonic plates. The shockwaves can uproot trees, rend the earth, cut the skies, and smash small buildings, radiating throughout the vicinity, even disrupting enemy spells if they are being cast at the time, sending them careening across the landscape preceding their own reactions. As mentioned before, a shockwave can ripple along anything at all as long as it is even slightly tangible; however, not only this, the consistency and makeup of what this wave of pure concussive force runs through has a rather subtle effect on how the shockwave reacts – for example, while a shockwave that travels through the ground is an earthquake, a thick liquid such as an ocean would result in the shockwave having a wider area-of-effect, but in contrast, a thin material like air would have the opposite effect, though in all manifestations, a shockwave is extremely deadly as it is both fast and powerful, making it easy to use and practical.
Immense Speed: As per her "high speed, high power, high defense" fighting style whether she's wielding her dual blades or going at her opponent with just her hand-to-hand skills, it shouldn't come as a surprise that Annarose Antoinette is almost stupendously swift on her feet despite her blindness with the ability to move at unprecedented amounts of speed, and of course, her relatively slim build only augments such a thing even further- it could be theorized that Annarose wears so little because supposedly "too many clothes increases the drag one's body produces while in motion" or something stupid like that, but there's a more obvious reason at work. she displays very little physical strain or exertion when in motion; not only this, each and every one of her movements possess a consistent trait of being extremely fluid and precise, never wasting any time while darting around and keeping up an economy of motion in a fight; in fact, it was documented that Annarose moves at velocities that casually outstrip the motions of the finest athletes, showing that even when limited by a lack of magical power, her physical limits still aren't the limits of a regular human – best displayed by the fact that she darted across five city blocks in four seconds with only her senses to guide her. Of course, Annarose is known to possess complete control over her central nervous system, and similar to what she does with her strength, because she has achieved such a mastery over her nervous system, Annarose's speeds are far beyond what most other magicians are capable of, magic-assisted or not. Indeed, Annarose has shown to be so agile that she is capable of leaping to the top of a lamp post with ease while jumping from rooftop to rooftop- Annarose was an avid practitioner of parkour in her younger years, and even now, still practices it- this, along with her enhanced senses, has granted Annarose what can simply be referred to as "speed beyond speed". Annarose's full control over her speed and her status as a traceur has given her maximum potency in battle, leaping around and performing gymnastics-heavy moves in order to dodge projectiles or other physical attacks as easy as going out to get the newspaper; Annarose makes liberal use of back handsprings, pushing off of walls, doing twists in mid-air and finding safety without getting a single scratch; thanks to this agility, she can use the battlefield to her advantage, jumping from wall to wall to keep her opponents unsure of her attack patterns. She is capable of moving at such a velocity in both on the land and in the air that no human eyes can perceive her movements and actions- even more-so, anyone with some sort of future sight cannot predict her motions, moving at a blindingly swift pace, effortlessly evading attacks and dodging projectiles launched towards her at close-range. Thanks to her impossibly tough leg muscles, Annarose is capable of moving at such a swift velocity that she can instantaneously close long distances without using any speed-enhancing techniques. Annarose displays full control over the absolutely incredible velocities that she moves about as well as the resultant momentum, and she is capable of integrating it into her fighting style while accelerating to her maximum speed instantly without any build-up – but of course, to contrast, she is also capable of stopping and turning on a dime, dashing straight up vertical surfaces such as skyscrapers as well as running upon ceilings, and darting across bodies of water like some other guy in a book that a buncha people follow.
- Reduced Earth (縮地, Shukuchi) is a basic high-speed movement technique, developed long before magic became commonplace; effectively, through the user slamming their foot upon earth ten times in a split second, they are capable of kicking off the ground in the blink of an eye and live up to the technique's name of "reduced earth" as the technique shrinks the distance between the user and their target in a split second. When performing Reduced Earth, the user focuses the majority of their body weight to one of their legs of the briefest of moments, before stomping the foot where most of their weight is focused upon the solid surface of where the user is standing at a rapid velocity before shifting the weight back to the rest of their frame, generating enough thrust to propel the user forward at incredible speeds, at least akin to a master of High Speed and defying the abilities of Slowing Magic; accelerating at velocities that are almost untraceable to reach short or long distances near instantaneously- it should be taken into consideration that in order to perform the technique at all, the user requires a solid surface to kick into and thus produce enough thrust. According to the untrained eyes of those watching on while the user performs this technique, more often than not it appears as if the user has effectively teleported using sheer power and speed alone, moving faster than anyone is capable of following as they seem to reduce the earth between the themselves and the opponent in the blink of an eye. As the Reduced Earth technique is focused entirely on speed, it can be best characterized by 'the velocity at which the user gets from the starting point to the finishing point in the least amount of movements', attempting to waste no unnecessary motions while attempting to achieve its goal. Generally, in regards to how much any user is capable of getting out of the Reduced Earth technique, things like racial traits such as perhaps elves being faster than humans do not factor into the end result- rather, it relies solely on the user's training and skill to determine how fast they can actually move, and it is mentioned that if the user neglects the skill and rarely harnesses it or practices with it, they would move at a slightly slower pace as the body would have to be accustomed to undergoing the motions of the technique regularly- this is something that could quite possibly lead to a theoretically weaker user of Reduced Earth accelerating towards their point of choice at a swifter pace than somebody who was previously deemed stronger. However, despite being heavily compared to "true" Teleportation Magic, a user of Reduced Earth is capable of being stopped in their tracks if anyone who is in the vicinity of the distance between the user and their destination calculates the miles-per-hour as well as the ending phase of the technique that the user is accelerating at and takes steps to intercept the movement accordingly, and as such it can be quite predictable in comparison to actual movement-type magics, as it doesn't use supernatural energies to prevent any sort of interruption- indeed, with Reduced Earth, an opponent with swift enough reflexes can properly counterattack the burst of speed simply by blasting them with a higher-speed projectile no matter its origin, as in the case of most users, it is near impossible to stop and turn on a dime, requiring great effort of simply stop before reaching the destination, meaning that while in motion, a user can be seen as almost powerless against an opponent's attacks- however, commonly, it is shown that due to the speeds that they move at, this generally isn't a serious concern. In regards to the skill that Annarose displays in the art of the Reduced Earth, such an art only enhances her already godspeed movements, effectively turning her existence into that of a whirling dervish of absolute destruction who zips about with close-to-naught being capable of preventing her from accelerating. With Reduced Earth activated, what was originally considered "superhuman speed" transcends such a classification and steps into the classification referred to as unearthly, beyond the spirit world and human world – utilizing Reduced Earth for Annarose Antoinette is as natural as breathing as it's somewhat embedded within her body so to speak; her body instinctively understands how and when to harness its high-speed movement – it's activated reflexively and grants her the ability to react appropriately when in high-speed situations. Stepping forth, the ground below her fragments into innumerable pieces as she kicks off with a powerful sonic boom that releases a shockwave and devastates the vicinity around her with its intensity, releasing horrendous sounds akin to a distorted booming thunder, leaving countless craters in the ground with nothing but a mere step forward, the kinetic energies displayed by her velocities rippling through the atmosphere in conjunction with sweltering heat waves and crackling electricity, unleashing various slicing winds of concussive force that shoot in the direction of her movements, accompanying her all the way as she darts about, effectively transmogrifying the existence of Annarose Antoinette into that of a human-shaped battering ram that rends everything that it touches into countless pieces. The velocities at which she moves at grant her the ability to react to situations without causing others stress, utilizing an unholy combination of inhuman speed, reactions, and processes all at once, crossing an entire continent in three seconds. She can use the Reduced Earth to close the distance between her and the opponent in both close-quarters as well as from a distance, constantly moving in zigzagging patterns to utterly confuse anyone who would foolishly decide to attempt to fight her, thus making hitting her almost impossible unless the opponent possesses a skill equal or superior to Annarose in the art of reducing the ground between herself and her opponent. As she constantly vanishes like a succession of mirages in the heat of combat, red streams of energy that resemble rose petals scatter off of her feet as she accelerates, while creating multiple after-images of herself, which have the added effect of confusing the enemy.
Impressive Reflexes: Annarose is shown to possess incredible reflexes; for example, was capable of evading a Sword Magic spell that caused the user's blade to expand near-instantly like a spear simply by keeping focus on the motions of the sword when the ability was about to be activated and then subtly stepping out of the way while it was still in mid-flight, making it appear to onlookers that the extending blade had missed her completely while Annarose simply stood in place. Annarose's reflexes are known to be ten times greater than that of an ordinary fighter, being superior to most foes that she goes up against; because of her superhuman senses enhancing all of her physical parameters, Annarose's agility, sense of balance, and her coordination are leagues beyond even the finest athlete. Indeed, Annarose displays astounding amounts of control over her kinetic energies, borderline supernatural precision, and uncanny reaction times – all of these accompany her inarguable super speed. Thanks to her incredible reflexes, Annarose has shown herself to be a rather impressive acrobat, which factors heavily into her skill with parkour as she is almost constantly seen leaping around while effortlessly evading any obstacles that would normally bring her movements to a complete halt with her flawless yet delicate movements. Whereas normally, anyone moving at velocities even close to Annarose's speed would commonly have their surroundings vanish in a split-second in their own eyes, thanks to Annarose's enhanced senses and reflexes, she is capable of experiencing the surroundings as normal as to process everything going on around her and react accordingly without missing any detail no matter how small it is as a byproduct of her incredible speed, she sees everything in a "bullet time" of sorts; this extends to the point that she is able to recognize incoming attacks from behind her – though her agility certainly helps. She can evade powerful projectile while balancing herself on one hand, reacting so swiftly to current events in her battles that it seems as if she has a sixth sense of sorts; even being able to react to attacks before they're released; this enables her to evade point-blank blasts from several opponents simultaneously while coming off no worse for wear. As she moves about, Annarose's agility and reflexes assist her in adjusting her position to assume any stance possible by instinct while additionally achieving perfect balance on any terrain.
Immense Durability: Normally, it would be expected of a purely speed type fighter whom relies solely on her superhuman senses to "defend" herself by just anticipating the strike and leaping out of the way - however, not here. Annarose is known to be just as durable as she is powerful and swift, with all three physical traits coming together to result in the creation of an unstoppable juggernaut who is capable of taking a lot of damage before she begins to wear down. Along with having a longer battle-time duration than most other magicians of a similar caliber, Annarose has also shown that being sent crashing through a wall wouldn't do much damage to her, as she can land without any flinching or any minor injuries, simply emerging unharmed. She is capable of withstanding assault from eternano-laced projectiles as well as simply shrugging off attacks from those who harness strength-augmenting powers such as Crash; she is capable of negating conventional ammunition through sheer willpower and bodily toughness, showing that she's almost one hundred percent bulletproof; she's consistently surviving attacks of all kinds that would severely injure or kill anyone else, with an ease that's just like her breathing; she has also displayed the uncanny ability to survive incidents that would even be fatal by Wizard Saint standards, such as falling from the edge of the upper atmosphere and punch through a gigantic spire of Lacrima which resulted in countless shards seemingly shredding her body, only for her to shrug it off and keep fighting as if nothing had occurred in the first place, refusing to show any sign of serious pain or injury. Even so, she prefers utilize hit and run tactics by leaping into the fray, bombarding the opponent with a swift flurry of bladework, and then jumping out of there as her primary means of offence, hoping to incapacitate a target before taking them out; additionally, her slender and small frame makes her a difficult target as she's shown that Annarose is able to make minute dodges that, to the untrained eye, is just Annarose standing still and the opponent's attack misses, whereas she's actually moving her body rather subtly to evade an attack – while risky, it minimizes her chances of being struck and it allows her to remain in close-quarters and still attacking a mile a minute. In addition, she has shown to possess a vast amount of physical endurance, being able to hold the upper hand against another one of her new allies before she became a member of the Nine Elementals and a squadron from the Kingdom of Aeternum, at the same time after defeating three of Ten Wizard Saints, all the while showing almost no signs of weariness despite having cast powerful spells in rapid succession, soaking up a lot of major punishment like a sponge before she even starts to wear down even slightly. Her durability is a fact that most of the opponents that she goes up against are unaware of due to her general fighting style, and upon landing a successful strike, they momentarily cheer more often than not, before their joy turns to horror, as Annarose reveals how strong she is not only attack wise, but defense wise as well.
Notable Intelligence: Despite her demeanour, Annarose is shown to be fairly crafty. This is due to her time as a street rat, where she was forced to fend for herself and develop a certain cunning in order to survive. Because of this, she's shown herself to be fairly analytical and deductive despite her relatively unassuming appearance. Despite the fact that she more often than not focuses solely upon her physical skills to overwhelm an opponent through her speed and bladework, Annarose is capable of completely analyzing and thinking up an appropriate countermeasure for her opponents' techniques no matter their origin through sensing the atmosphere with her enhanced senses, which grants her the ability to somewhat predict the opposing attack a second time around—though this is not fool-proof. Simply through her superhuman senses, Annarose is capable of discerning the opponents' battle style and powers, quickly grasping the situation at hand and immediately going to form plans to work according to her current advantages and countering possible threats. On that note, Annarose is generally aware of her capabilities and limitations, which assists her in properly coordinating every effort she makes in the heat of combat. Annarose is a recognized genius; though this only applies to certain subjects, i.e. the things that interest her; which isn't very much due to her narrowly defined interests. While it is obvious that her intellect does not extend to her piss-poor knowledge of behaviour of other beings -either because she possesses horrible social skills or everyone around her needs to see a shrink- in regards to minor things such as little bits of trivia about the most random of subjects. Even so, she seems to have lost the ability to even formulate proper mathematical equations as after her departure from the school, Annarose decided to simply say "screw this" to the ghastly and heretical practice known as "school work" but to be fair, nobody likes mathematics. However, befitting her true nature a soul-sucking demon, Annarose is extremely crafty and intelligent; indeed, beneath the behaviour of a buffoon is a malicious being who knows how to make the most of what she has with an unparalleled capacity for manipulation. It's hinted that she's sown the seeds of discord through numerous major conflicts throughout the course of history, such as the Rubengard Civil War in X779 and may or may not have had a hand in the current Nine Elementals vs. the Aion Rebellion conflict - as Lemegeton Spirits are naturally deceptive and possess the ability to incite hated and loathing of others in humanoids, it's certainly a possibility. Because of her current demeanour of being extremely lazy and not giving a shit about anything, she effectively threw off any trail leading back to herself, all the while smiling on the inside like the cunning bitch that she is as she views everything around her as a stepping stone towards her goal. Annarose's ingenuity in combat enables her to take aspects of the fighting styles and techniques of other powerful fighters and incorporate those aspects into her own combat methods simply by observation and witnessing the ability she desires in action. The deadliest utilization of this property is in conjunction with Ice Devil's Zeroth Healing Spell, allowing her to near instantaneously come back from the brink to as good as new, using the knowledge gained from taking a beating alongside regenerating to top form as to gain an enormous boost of power. Perhaps best demonstrated after Elraine Ardygun beat her black and blue in their first battle, Annarose utilized the experience she received along with reversing the incredible amounts of damage she sustained during the fight to unlock Archfiend Mode and Cocytus: Celsius Cross Trigger, a powerful Devil Slayer's Secret Art that reaches the absolute zero, and from there adapt that absolute zero power to an additional attack for her Ice Devil's Zeroth Long Sword. In their second battle, Annarose could turn the tables on Elraine despite the latter's rage boiling over and almost killing her enemy, completely disregarding Elraine's anger boosting the power of her Dragon Slayer Magic.
Immense Magical Power: Annarose is known to be one of the great magicians to have ever lived despite her young age- what baffles grown adults, officials, allies, and enemies alike is how much magical energy she has; her raw power output is truly immense, bordering a tactical nuclear device; she has high amounts of magical power that is more than a force to be reckoned with; a fact that she proves without a doubt. While she usually keeps it under control, when sufficiently angered and deciding to go all-out, she can release it to its full extent. Annarose's magical power is unlike anything ever felt before; or rather, not felt before as she is known to be one of the great magicians to have ever lived despite her young age- she is said to be in-tune with the essence of magic itself, through her eyes, magic is simply an extension of her willpower. Annarose's body stores energy actively within her soul as an energy pattern that is linked to her body's Magic Origin. This energy powers most of Annarose's magical abilities, giving her an enormous boost in her magical capacity over other "normal" magicians, something that is only enhanced by having full mastery over all four magic styles, meaning that one could easily mistake Annarose's sheer magical power for that of a never-ending amount. Her efficiency with her magical energy can be considered to be comparable to a car that can move across an entire state with only one liter of gasoline powering it. The current head of the Magic Council, when asking her to test the Magic Power Finder, was unable to fully gauge Annarose's exact amount of magical energy. As a contrast to this truly immeasurable amount, her magical power is noted to be not detrimental to the environment or others unless she herself wishes it to be. Her skill and control at using manipulating her magical energy aura allows her to perform a variety of abilities; her magical energy constantly interacts with the energy in the vicinity even when not in combat, changing their properties in a very minimal way. Unlike other magicians, Annarose's magical energy is invisible to the naked eye—any magic-inclined being is incapable of seeing it with their own two eyes unless she voluntarily shows them; such a phenomenon can be likened to "How an ant is incapable of doing anything about the human about to tread on them"; indeed, it's shown that Annarose's magical power is only capable of being rendered visible by somebody on a similar level of power- indeed, the level of her magical power is said to be impossible to truly perceive, seemingly a bottomless well from which her energy springs- it never seems to run out, and theoretically, unless taken out by a physical attack, she could fight for extremely long periods of time without rest. Annarose is known to have unlocked her Second Origin (二原, Nigen) and as such, it is permanently activated, granting her far greater reserves of magical energy than many other magicians. When outside of her illusionary form she takes when posing as a member of the Nine Elementals, Annarose's might is noted to be far beyond the reach of even the strongest of humans, surpassing the likes of the Ten Wizard Saints and the Spriggan Twelve – indeed, perhaps a good testament to her strength is that Elraine Ardygun and Lisette Aznable, the strongest wielder of Dragon Slayer Magic and Spirit Slayer Magic respectively, consider her and her machinations to be an extraordinary threat – the former managed to casually stomp her way throughout the Kingdom of Aeternum just to reach Annarose so that the danger she poses to Earth Land would vanish.
A being that could be considered a hybrid between a demon and a spirit due to her nature as a Different Dimension Demon, Annarose was molded from clay in the shape of a human by her "father", Grand King Bael, and thus could also be classified as a pseudo-homunculus. Said to be a "clay doll", which, when taken literally, is a figure made out of earth, Annarose is one with the earth itself – this synchronicity with the earth is what allowed her to enter Earth Land in the first place. Forged from the earth by demonic forces in the visage of their greatest enemies, Annarose can be regarded as an autonomous weapon not dissimilar to an AI, given the blood and organs of a demon, but the outer shell of a human. As such, she possesses physical capabilities that are beyond the likes of ordinary humans and even several immortals, along with a near-infinitely regenerating magical capacity that siphons the limitless arcane energy from the Diabolus Dimension. As such, she has no need for Magic Skills such as Eternano Haste and the like, as the moment that she exhausts herself from magical energy, her Magic Origin uses its innate connection to the other dimension to instantaneously refill her arcane container. Annarose's Magical Aura "dominates" all forms of particle energies and changes its particle composition to that of Eternano, which is absorbed into her Magic Origin (魔原, Magen), which is exactly what the wording indicates—it is a special organ that is located within the body of a magician, that absorbs eternano and bunches it up into clusters, which is processed into magical power. Every magician 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 magician's body and after a while, their Magic Power is restored. Interestingly, via tweaking the "properties" of her Magic Origin, Even when worn-out in battle, she can continue fighting effectively while still using her spells to their fullest extent; being a magical juggernaut who, most of the time, is unable to be impeded unless it is via the strongest opponents. Impossible to truly describe, Annarose's magical energy is completely incomparable to anything else within this plane of existence, it is so large and all-encompassing that others are utterly overwhelmed, being so unnatural and horrendous for ordinary minds to properly process what's occurring as her supernatural might is brought to the forefront. Even when actually using her magic, ordinary foes are incapable of telling where her attacks are coming from. When disguised however, Annarose is able to mask this transcendent power as an ordinary form of magical energy equivalent to the likes of August of the Spriggan Twelve.
- Magical Aura (魔力の霊気, Maryoku no Reiki): A Magical Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency, and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains, or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. It should be noted that the density of this aura can cause physical attacks to be repelled with notable ease; Annarose's aura almost consumes her in its colour, leaving nothing but a phantom-like apparition to remain. It is also worth noting that the pressure exhibited from such an aura can form a large column of energy, leaving the pressure enough to visibly cause strain on people even from a considerable distance away from the exertion of the aura, indicating at the sheer level of power within this aura; this has the additional effect of affecting entire areas to the point of disrupting spells from enemies, as well as affecting others from seemingly miles away. Generally, Annarose is shown to have the ability to control her own magical aura, keeping it repressed so it won't harm people she deems not needing a good smack in the face, though she always leaves some part of her magical energy leaking out to give off an aura of intimidation. Annarose can also use her own magical aura in order to nullify the enemy's own magical aura, and thus drastically weaken the output of their own spells; by syncing her output of magical aura with the opponent's and keeping them exactly equal, Annarose is capable of preventing a change in atmosphere through magical powers, instead creating a threshold for any spell or technique that seeks to change the atmosphere to overcome in order to take effect; she herself is unaffected by this property of her magical aura.
Magic in General
Masterful Magic Usage (魔法, Mahō): Magic is the main form of combat for magicians; it is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms Magic as a product of the connection. To utilize Magic, a magician must use Magic Power (魔力, Maryoku) in their body. Magic Power is the source of Power for all magicians, it is composed of Eternano (
However, Annarose herself is a unique beast on her own – Caster Magic, Holder Magic, none of those classifications are of any concern to her. To somebody whom has spent a majority of her life studying and researching the various effects and interactions that the supernatural energies that bring light to the world, when combined with her rather aloof and methodological nature when it comes to her line of work, the art of harnessing the arcane comes off as naught but child's play. She sneeringly looks down on those who treat magical energies and magic as something "special" and "mystical", seeing them as immature children who refuse to grow up. Her spellcasting is seemingly one-of-a-kind; deriving its main influence from her own nature as cool, collected, and most of all, a very technical woman who seems to have a fondness for long, detailed explanations, rather than any cultural quirks, Annarose discarded the traditional aspects of magic like they were nothing but trash, substituting her own views on the arcane and adopting them as her main method of spellcasting and combat in general. While most magic users see the art as something amazing, something beyond mortal comprehension – a mystic force to be admired and work in tandem with, Annarose herself, due to her cold and methodological nature when it comes to her job, sees magic as a tool to achieve her goals and desires, but as she has spent a majority of her life around it, magic is a portion of her very being, as she sees and uses it as an extra limb of sorts. Casting spells of all kinds and ranks and manipulating magical energies comes as easy to her as breathing or blinking. Annarose is shown to have an understanding of Magic that no-one else does- indeed, if one were to consider this arcane power a sentient force, it would be more inclined to assist Annarose Antoinette more than anyone else. Interestingly, Annarose has been said to be taught by the Magnus Magus, whom is the strongest magician in the history of Earth Land - this could quite possibly explain why she's so damn good at harnessing the powers of the arcane.
An essential for the most die-hard of masters over the way of the arcane is the ability to manipulate and shape magic in any way they deem suitable – this also isn't limited to the caster's own magic as well. Annarose herself, thanks to her calm and precise method of harnessing magic in addition to her harmony with the supernatural particle known as eternano and its variants, possesses a level of control over the art that translates to an immense knowledge of the particle, far beyond than what is released to the public, what is inscribed within grimoires and exceeding the powers displayed in legends. Knowing the ins and outs of every magic recorded in conjunction with her own perceptive nature in regards to spellcasting, Annarose has mentally recorded all available knowledge on this special magic art into her memory, leading her to know the exact eternano composition and the formation mechanics of any spell, and as such, she has displayed the ability to flawlessly and swiftly manipulate and shape all spells in accordance to her mental commands. For example, upon bringing the mid-tier fire-elemental magic spell known as Fire Bullet into the current plane of existence, she is capable of molding it into a crescent wave or wall of flame brought up in front of her that burns away almost anything that attempts to push through and land a clean hit on this wondrous magician. These actions aren't even "variants" per-se, but rather, as there is nothing more or less added to the magic spells, they are still the exact same, but simply forged into a different form to serve an alternative purpose. As with her regular spellcasting time hewn from her fast activation sequence, the process of repurposing a spell of any kind occurs in less than a split-second, taking enemies and allies by surprise no matter how many times she is shown doing such an impressive feat. This is part of the reason why her natural dominance over magic is only enhanced- thanks to her immense intelligence and craftiness, Annarose has shown the ability to forcibly swipe ownership of a spell from enemy magicians by subjugating the elements of eternano in the atmosphere while her aura pulverizes her hapless foes; their spells rendered null and void under Annarose's masterful handling of the art. Even if the spell is something withdrawn from the public, even if the spell is unique to the enemy, as everything and anything within the essence of magic is the fusion of magical energy and eternano, Annarose can determine the strengths, weaknesses, and numerous other factors of a spell and then replicate it perfectly most of the time.
Despite the downright immeasurable quantities of magical energies which are compressed within her slender frame, Annarose has displayed an almost uncanny precision and the knowledge of how to harness it to its fullest extent, making perfect usage of these vast amounts of supernatural powers dwelling in her body with a fine control over her magical energies to the point that she could be confused by onlookers as having only a miniscule amount of magical energies of all kinds dwelling within her slender body. Thanks to her coolness even in the fires of combat and her intricate knowledge of magic energies no matter their properties, each and every maneuver and action she makes guarantees one-hundred-percent efficiency with no wasted movements, never making any mistakes in the battlefields of war. Every action, every spell cast, every measure taken —all of these are performed with economy of motion in mind, gracefully transitioning from ability to ability with no magic power leakage that would cause her energy total to unnecessarily drop at any moment. Despite her large levels of magic energy, being somewhat of a perfectionist, Annarose aims to finish each battle that she partakes in with a level of magical energy drop as she predicted, and loathes having to use more and less force than what is required for the current task at hand. Not only this, thanks to her careful utilization of her magical energies, Annarose is shown to possess a natural affinity for utilizing magical energies in any way that she deems suitable- as long as she is capable of imagining it being done, effectively, the sky is the limit. Annarose is capable of bringing out the power of her own eternano-enhanced-and-based attacks to the utmost maximum as well as stunt her enemy's own magical prowess through minute amounts of manipulation of various opposing projectiles of any kind.
Visually, this appears as Annarose making rather subtle movements with her hands, directing the eternano which are saturated within the atmosphere to interfere with the mass of energy heading straight towards her, serving as a semi-solid barrier of pure magical energy that does not "defend" but rather works as a super-adhesive glue, slowing it down to the point that any motion that was once apparent in the seemingly almighty blast shooting in her direction, streaking through the skies in an attempt to knock her off of her feet turning into naught but a useless wad of energy that moves at the rapid pace of a snail, allowing Annarose to simply walk around it or induce her mastery over sorcery upon this pathetic excuse for an attack; she can also compress more magical powers into her various spells to give them an enormous boost in speed, strength, and scope simply absorbing the composition of opposing powers thrown her way. This method of harnessing the miraculous particles which are consistently saturated throughout the atmosphere can be compared with that of a user of Molding Magic, who utilize the particles of eternano which are saturated throughout existence itself in order to form the majority of their skills- however, a user of Molding Magic uses the eternano in the vicinity and merges it with their magical power in order to create weapons of many kinds, thus fighting with a power from outside of their body, whereas Annarose cannot reach the same level of feats displayed by a user of Molding Magic as she doesn't use the magic, she is able to hold some semblance of dominance over eternano as she can simply manipulate them and do pretty much anything with them – it could even be said that the distinction between a Molding Magic user's control over eternano and Annarose's own is something she made up and that there's no real difference in potency in regards to manipulating the eternano. Indeed, Annarose is able to manipulate the eternano for offensive, defensive, and supportive purposes in any way that she wishes; enabling her to harness her magical energies more efficiently and utilize it in a variety of different ways than most other magicians, once again, mimicking a user of Molding Magic, Annarose has displayed such a fine control over eternano that she is capable of invoking the "Spirit Weapon Summon" command, molding and shaping eternano in conjunction to form armaments of pure energy on a whim – generally, because of this, Annarose's prowess with eternano and the like functions as a defense against illusions due to her sheer mastery over it, making her all but immune to everything except the strongest of fabrications, shrugging them off effortlessly while her mastery over her domain transcends any other.
Despite her prestige, Annarose Antoinette utilizes the bog standard Modern Magic System (近代魔導式, Kindai Madō-shiki), which is the most widespread magic system of all; as Magic began to evolve, so did people's interest in the arcane art, and as such, the old Formula Eltria was "updated" so that everyone who could do it would take an interest in magic in the many centuries to come. The Modern Magic System is exceedingly versatile as it is streamlined and considered easy-to-use compared to Formula Eltria, where the magician was required to sacrifice physical might for enormous magical potential, but nowhere near as powerful as what was made before; being capable of being adapted and utilized for many a situation, whether it be offense, defense, maneuverability, and many recreational uses such as construction and healing. While vastly weaker in terms of sheer magical output and power than Formula Eltria, the Modern Magic System has so many other benefits that over time, Formula Eltria was forgotten by the masses. The Modern Magic Style is utilized by almost every known magician around three hundred years ago to the present day- the trio of Legal, Independent, and Dark Magicians all harness its power. The Magic Seal of the Modern Magic System resembles a proper circle, with concentric rings and squares inscribed in it- the Magic Seal has numerous images symbolic to magic such as gemstones placed in the four cardinal directions emblazoned upon the seal. Annarose's usage of the Modern Magic System is due to the fact that it is the magic system which has the greatest level of synergy with her various assortments of magic, and because of a combination of factors, including her ingenuity and the sheer versatility of her magics, Annarose's iteration of the Modern Magic System is more than capable of matching the output of a user of Formula Eltria, which is the very first magic style, having been around ever since the discovery of magic many millennia ago, as well as the Black Arts Magic Style, the magic system utilized solely by those who are capable of wielding the forbidden black magics referred to as, well, obviously, the Black Arts. Like many powerful magicians, Annarose possesses her own customized Magic Seal that appears in the place of the generic crests whenever a magic seal is needed - Annarose's Magic Seal is mainly an assortment of reds and whites in texture, but starts off pitch-black as it is gathering energy - adorned upon the sides of the crest are a pair of ornate wing-like structures that end in a blade-like protrusion which itself points downwards. Borderline hexagonal in composition, Annarose's Magic Seal has various protrusions which are of a feathery appearance.
With a movement that appears almost invisible to the naked eye, Annarose is able to bring forth several hundred runes at once, each to serve a different purpose – through the molecular manipulation, she is capable of utilizing many unique and special abilities, all of which have to do with anything and everything that all molecules and atoms are entirely made up of; the runes are catalysts for these amazing powers to be put into motion, which they can do near-instantly through the acceleration of molecules. Through alteration of matter and energy, the majority of Annarose's powers are bolstered by a multiplication which is said to be at least one hundred times her normal physical and supernatural parameters, if not even moreso – However, due to the thresholds of a human body, Annarose is incapable of going to the extremes of this molecular manipulation ability, but what she can do certainly is just as impressive; it's partly due to this power that she can survive being assaulted by various high-tier spells as Abyss Break and Dragon Slayer's Secret Arts, as she will instantly reform as she would use Hliðskjálf to have all of her cells and molecules build themselves up once more. However, it should definitely be taken into consideration that thanks to her general laziness and downright maddening need to never put in more energy than is required in a fight due to dislike of showing off more than is necessary (which is still a lot), Annarose consistently downplays her own mastery over the arcane to keep her true skill under wraps at all times, refusing to overtly broadcast the mere existence of her power, preferring to apply it in a subtle manner in select intervals to gently affect the course of a battle, making it appear as if she were teleporting around with impunity while evading everything thrown her way if she does not simply form a barrier to deflect it, and it often appears as if surroundings and opponents were being busted to naught but shreds simply by Annarose mentally commanding such a thing to happen, granting her an immense psychological advantage over her adversaries while giving off the air of being downright invincible. Because of this, it could quite possibly be said that Annarose is much more powerful than the seeming "god of magic" in Aeternum, but because she prefers close-range combat and is quite lazy herself, not many people know about how powerful she truly is.
- Spell End (
詠唱破棄・高速神言, Superu Endo lit. Incantation Abandonment – Light Speed Divine Words): To abandon the spell chant on a magic is something that's been dreamt of by many magicians for a very long time. While it decreases the time needed to release the magic, it drastically weakens the spell. While anyone well versed in magic can use this technique, it is most effective when done by a skilled practitioner; otherwise the spell could utterly fail and backfire horribly. The most skilled experts are capable of using this technique to amazing effect. As one may have already guessed, a branch of combat which focuses on spellcasting that can do damn near anything is undoubtedly awesome – however, the fact that even many masters of magic are required to recite an incantation which is often quite lengthy in order to bring the various devastating effects of the spells into the world is most definitely not. And even worse is the other sad fact that in regards to spiritual being combat, every fighter, no matter their race, is capable of zipping around at astounding speeds thanks to their general high-speed movement techniques and can quite possibly land a decisive strike before the magician finishes chanting the invocation to harness their greatest asset sucks major ass. But of course, thanks to her ingenuity in the arcane, Annarose has developed a way to counteract this, with her skill in regards to removing the necessity for incantations and chants being almost unparalleled. By supercharging her magical energies and focusing upon mental commands, Annarose envisions the spell that she wishes to cast and speaks only three words, instead of a lengthy ten-twenty word incantation, bringing her thoughts into the current plane of existence with naught but a single drop of her magical energy that echoes throughout the lands, all in the vicinity perk their ears up as those words leave her lips, which is... "blah blah blah, [spell name]". When invoking the word souls of her spells, time seems to dilate around Annarose, enabling her to complete the incantation in the span of half a second, casting her spells like commanding somebody to take out the garbage, activating spells with the power of tactical warhead immediately like she was breathing, processing numerous spells at once at such a velocity that that an improved Magic Power Finder couldn't keep up and accurately measure it.
This results in Enchantment having infinite potential with limitless options and effects that the caster is able to install upon a humans, animals, all structures, or the environment, all with very few drawbacks, making Enchantment exceedingly versatile. In summation, it can be considered the core discipline of Magic that inevitably gave rise to Elemental Magic and associated classifications. Unlike regular magic, Enchantment can also be used for the purpose of altercation of matter toward scientifically practical ends, and to the extent, it allows the user to induce complete destruction or recreation of anything they so desire. While antiquated by modern day magicians who specialize in offshoots of the discipline, those who become capable of performing Enchantment on "all things" (万物, banbutsu) are touted as "High Enchanters" (
Enchantment can be considered one of the greatest form of arcane utilization universally – even though it had existed before the time of even the Dragon Civil War, Enchantment never quite scattered to the sands of time to become a Lost Magic, remaining relevant for at least four centuries with many hopeful practitioners investing countless decades into refining and perfecting this art, thus resulting in Enchantment becoming paradoxically one of the more advanced yet simple to learn forms of arcane combat around. Now, Enchantment itself, while it can be considered a classification of magic all on its own not dissimilar to the likes of the Black Arts, White Arts, Chaos Arts, and Slayer Magic, complete with its own Magic Seal that takes upon the visage of a pentagram inside an actual Magic Seal, with eight points and symbols representing the eight directions of the world and innumerable subspecies as well as branches to its name, in reality, it's very much something different. Indeed, forms of Magic are known to be invoked through the manipulation of both eternano that exists externally in the atmosphere and magical power which exists within the caster's own Magic Origin, with the magician whom harnesses the arcane triggering a chemical reaction that merges magical power and eternano as to form the catalyst with which the caster unleashes their Magic through accompanying motions. This process applies to all forms of Magic no matter the tier, including Caster Magic, Holder Magic, Lost Magic as well as every single other classification to exist, encompassing both the offensive-oriented Black Magic and supplementary-oriented White Magic. Enchantment itself however, takes the very basics of forming magic and makes it the power's bread and butter, as displayed by the activation sequence, which involves the magician whom harnesses this power focusing the voluminous quantity of magical energies dwelling within their frame intently – unlike regular magics, where the caster then projects the arcane energies outwards and initiates the fusion of magical power and eternano which is ambient within the atmosphere, Enchantment results in the user to only release the influence that their magical energy would have by pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. Invoking alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics, the magical energies surge outwards exponentially and take priority over all other forms of arcane activation sequences no matter their tier, ranging from other Caster Magic, Holder Magic, and even the likes of Lost Magic, with the caster's tremendous surge of supernatural power influencing all forms of energy and placing it completely under their thrall without any exceptions. At this point, the magician whom wields Enchantment's magical energies wash over are instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the particles that compose what's affected, said particles being a minute fragment or quantity of matter; a variably-sized small localized object to which can be ascribed several physical or chemical properties such as volume or mass.
The power of Enchantment, while classified as a prototypical form of alchemy, can also be said to be putting anyone and everything under the caster's spell through the process of actual enchantment by placing an incantation on anything they wish to affect through the activation sequence of this power, with the Enchanter invoking the command of ""Particle Transmutation"" (粒子変移, Ryūshi Heni), which involves the enchanter using their thoughts and feelings, directed through their magical energies that have washed over the particles and utilizing the fact that all magic is heavily influenced by emotions as to influence the composition of these particles, affecting subatomic particles, microscopic particles, macroscopic particles, chemical elements, and many more - anything that can be classified as a "particle" is affected by Enchantment, with the caster using their imagination alongside the magical energies that have been transfixed upon the particles in order to activate the process of transmutation of these particles into anything else that could be categorized as a particle, converting one thing into another, thus resulting in Enchantment's main ability to change the particle structure of anything which is inorganic in accordance to their thoughts by changing the particle bonds. Indeed, through the skill of Particle Transmutation, the Enchanter is able to completely alter the form and structure of anything they wish, and while everything that the caster puts their mind to is capable of being affected, and thus, the user can transform, alter or transmute matter, energy, chemical elements, objects, beings (animals, demons, legendary creatures such as dragons, phoenixes, spirits, and even the likes of gods into anything else by enchanting them and thus placing magical abilities of their own within them, either completely or partially, permanently or temporarily. The area-of-effect of Enchantment is capable of being tremendously extended through fuelling more magical energy into the activation sequence of the skill, allowing an Enchanter to affect an incredibly wide range of matter through this power, effectively generating an effect not dissimilar to the likes of the sphere of influence displayed by a supermassive black hole, a region in which the gravitational potential of the black hole dominates the gravitational potential of the host galaxy, producing a field in which everything is forcibly transformed into particles and from there into what the caster wishes. The power of Enchantment also completely nullifies the likes of an ability which bestows forms of matter an inability to be modified in any way unless coming from a fellow Enchanter of a higher level of skill. Most magicians, whether they be ordinary-level magicians or wizards as powerful as Spriggan Twelve and the Ten Wizard Saints, are only able to learn a handful of magic are store them within their Magic Origin, up to a maximum of twelve at a time, and no more than one form of Lost Magic or an Ancient Spell at once. However, as Enchantment revolves around the transmutation of all particles to achieve the caster's desired result, it could be said Enchantment's ability is Magic itself without being locked down by a specialized discipline or limitations, thus granting the Enchanter an unparalleled talent in the variety of powers and spells displayed as well as what they could potentially learn.
The results of this grant a user of Enchantment the ability to imbue their own energies within each and every aspect that's known to reside within Earth Land, allowing the wielder to change every particle not limited to but definitely including atoms, and molecules that composes all matter which the world is made up of into that of their own energy and from there, have their supernatural energies take upon the properties of other forms of matter, granting the user the ability to produce a variety of effects – doing so has the user's spells of all kinds accompanied by composition alteration; effectively altering how these particles would bond together in order to modify the properties of any object right down to their chemical composition. Indeed, when exerted to its fullest extent, this magic grants the wielder the ability to casually manipulate the present state of various landscapes including both the terrestrial ecoregion and landforms, climates, and the very earth itself as well as its atmosphere on a whim. But more than that, due to it's activation mechanics, Enchantment allows the wielder to manipulate the particles of all matter and energy, whether it's superimposing their own energies upon the world, changing particles, absorbing them, and many more, causing the magic to be almost superbly versatile, showing countless applications and it has a high adaption rate, as a skilled user can seemingly do anything if they put their mind to it. While the scope and range of what the area-of-effect of the magic has yet to be determined, it's known that with Enchantment, the wielder is capable of conjuring things entirely from thought alone just by manipulating and arranging the structure of the particles which are saturated throughout the entire of existence. Generally, Enchantment can be considered an extremely versatile magic which functions in a similar manner to that of the Lost Magic which is referred to as Arc of Embodiment, as it mainly runs off of the caster's thoughts, feelings, and more importantly, their imagination; as long as they can perceive something happening as an end result of enchanting something, it is within the scope of the caster's power, effectively resulting in an incredibly wide variety of effects; with Enchantment, a skilled user is capable of combining all sorts of materials, raw or not in order to forge something completely out of the ordinary or to reshape something which already exists, enabling the user to utilize nearly anything in the environment to supplement their abilities in battle and attack in countless manners on the fly. Since Enchantment is more or less powered by the caster's imagination, thoughts, and feelings instead of having a specific theme to the magic like other forms of Caster Magic, Holder Magic, also extending to the likes of Lost Magic, which would theoretically be superior to Enchantment. No, as Enchantment runs off of the process of "eject energy outwards > affect particles > imagine an effect and it's done", Enchantment can be considered akin to reality warping, a supposedly almighty power that allows the user to create, change, destroy, and even alter the very fabric of reality through nothing but their thoughts. Going even further, as Enchantment seems to work off of the caster's mental commands, the power is able to mimic various magics of all classifications and induce effects upon the world similar to their corresponding magics without those arcane powers taking up a spot in their Magic Origin's capacity – since it's more "installing the thoughts of the caster into the world through molecular manipulation" than anything else, Enchantment possesses a near infinite potential in regards to its effects.
As mentioned above, a relatively-skilled Enchanter is capable of extending the scope of which the particle transmutation ability of Enchantment is able to influence – this method of utilization is known as Mass Enchantment (
Not only does the caster possess the ability to manipulate any and every form of Elemental Magic through the Elemental Five command by converting particles and magical energies into a desired element using a series of chemical reactions as a catalyst, with an example of this being superimposing their released magical energies over a certain area in the atmosphere in order to change the oxygen in the air into an enormous roaring orb of white-hot flame in an imitation of Fire Magic, with the smouldering sphere of fire not dissimilar to the likes of Fire Bullet burning anything that it comes into contact with, or having these flames spread over the target, they can imitate the kinds of magic which are based around items as well, such as using Enchanted Arms to imbue various properties into anything that could be classified as a weapon or protective gear – additionally, the caster can use Reaction Force in order to induce a variety of nuclear reactions in the particles affected by the magic. With Enchantment, the caster is capable of speeding up particles to the extent that they either catch fire or melt or speeding one's own particles up, they possess the ability to cling to solid surfaces and move their body at will even without overt locomotive features, and clean toxic or contaminated particles such as poisonous water and smog, dramatically enhancing the particle velocity. Through invoking an imitation of Transformation, the caster can copy the particles of another in order to transform into a copy of them. Of course, this dominance over particles also allows them to slow down particles to make something move in slow-motion in a similar manner to Slowing Magic, and stopping the particles of something in motion so that it completely stops moving as per Time Magic. In terms of pure offensive force, a user of Enchantment is able to dissociate chemical bonds and tear apart the tethers of particles which hold together anything that they come into contact with, causing protons and electronics to destabilize and disintegrate into oblivion as per advanced magics such as Crash. Certain users of Enchantment are able to effectively manipulate matter with minimum bodily movement, such as by using only their head. Additionally, any form of matter generated through Enchantment is unable to be devoured by any user of Slayer Magic, as they would simply kill them instantly by overloading their Magic Origin. In a similar manner to the various forms of Dragon Slayer Magic, a highly skilled user of Enchantment is capable of affecting and tapping into the Ley lines (
In addition to what's mentioned above, with Enchantment, the caster is able to transfix their magical energies within anything, including various objects and people – another example of this is the Irene Belserion using Enchantchange to inscribe her arcane might into a pair of swords, one white and one black, allowing Irene to induce an effect similar to the Black Arts known as Living Magic, enchanting the swords into human beings and giving them a lifelike appearance as well as their own personality settings, resulting in the blades of black and white becoming Heine Lunasea and Juliet Sun respectively – doing so can be considered akin to the creation of a Familiar, and with assistance by separate sub-abilities of Enchantment, these familiars can take upon almost countless forms alongside a myriad of powers as long as the user has an item to enchant and give life; a variant of this is that the user of Enchantment is able to transform an inorganic or organic being into an animal by mimicking Animal Transformation through Enchantment, as seen when Irene transformed Hisui E. Fiore into a mouse. Going further, this also allows the user to enchant and thus reinforce their own body, granting them the ability of flight by making their body as light as feather, and it can also be used to increase their physical parameters as well as control their state of existence by vibrating their particles at a high frequency, allowing the caster to become intangible while reinforcing themselves. This reinforcement effect can extend to anyone else that the user desires, enabling a user of Enchantment to enchant weapons, tools, and spells of their allies, allowing a user of this power to serve as a decent support fighter as the amplification effects that molecular manipulation bestows upon others are comparable to Sky Dragon Slayer Magic's status buffing powers in both function and scope, if not moreso. Additionally, Enchantment is capable of being utilized to separate magicians who have received a boost in power whether it by from themselves or by outside sources by inducing an effect similar to Anti-Link - Irene had offered to detach Fairy Heart from Mavis Vermillion, something the latter considered to be an impossibility, but learnt moments after that that it was no problem for someone of her caliber - theoretically, this could also separate a user of Dragon Slayer Magic from Dragon Force and much more. A user is capable of utilizing Enchantment in order to replicate Healing Magic by transmitting the energies beneath the earth using Ley Line manipulation through the Magic Pathways of the human body to heal their targets of all sorts of ailments or just replenish their magical power and restore them from a fatigued state- it is said that just like with regular Healing Magic and Sky Dragon Slayer Magic, the magician with this magic can heal all sorts of injuries, even restoring people from a half-dead state and healing injuries which were caused by a dragon, whom are some of the strongest races on Earth Land. Of course, these healing properties are capable of being used on the user themselves, and can be projected onto a wide area. Like the original purpose for alchemy, a user of Enchantment can perform synthesis by gathering numerous materials to make all sorts of items, whether they be drinks, armour, and weapons for anyone- not only that, Item Synthesis allows a user of Enchantment to combine two or more items to make a new, much more potent one. Enchantment has been described as being relatively similar to Living Magic and Weakness in that all three magics revolve around the creation of objects forged from the user's own magical energy. In order to get the most out of Enchantment, a user of the magic is almost required to have keen eyesight and knowledge of the surroundings down to the particles composing everything and what effects they have on each other, meaning that they need a near omniscient understanding of their surroundings at all times. Additionally the scope of the powers displays are hampered by the laws of conversation of mass and energy; a user can't create something greater from something smaller; they're limited to transmuting only things which already exist within this world. As mentioned frequently, as long as the caster can imagine it being doable, the sky is the limit, more or less, resulting in Enchantment being quite possibly one of the most variable magics around, if not the most versatile.
Annarose's usage of Enchantment is something of a unique beast in that it integrates another form of magic into its main usage - or rather, replicates and enhances another form of magic as to give off the visage of Annarose harnessing its might alongside Enchantment. This magic is known as Rune Magic (経典の魔法 Kyōten no Mahō), which is a Holder Magic as well as a Letter Magic which grants her the ability to draw and manipulate runes, which are a series of symbols not too dissimilar to Magic Seals, which, once they have been inscribed, automatically cause the meaning of the writing that they are composed of to become manifested into this current plane of existence. Through the combination of Rune Magic and Enchantment, Annarose has created an existence which is not dissimilar to a Unison Raid or a Combination Spell, being a merger of two different magics to produce an all-new result; this combination is known as the Ragnastyle (
Through her Ragnatyle, Annarose is able to induce short or long-range teleportation to appear anywhere she wants at a greater potency than Teleportation Magic, pulverize a legendary magic sword and channel its energy into a Magic Ray-esque spell which possesses power that is sufficient to annihilate two Etherious simultaneously, destroy an entire building and slay numerous Vulcans in seconds, raise circular energy shields bordered by runes similar to Defenser to block formidable blows as released by a remember of the Ten Wizard Saints, and see even when she is blinded. When targeting "concepts" with her Ragnastyle, Annarose is capable of inducing an enchantment upon concepts such as "defenses", where her attacks can dish out an instant-kill effect, and/or make herself invulnerable, and targeting the flow of time and space even further to reverse it, she can return anything that she wishes to its starting point, effectively making her invincible unless certain precautions are taken as any action made against her are returned to their starting point, preventing them from occurring in the first place. Annarose possesses absolute mastery over each and every rune out there, and thanks to her experience born from many years of combat as well as her knowledge of the arcane, Annarose is capable of applying these various runes in different situations to respond and counter her opponents' own maneuvers; granting her numerous ways to strike her enemies in the heat of combat. In regards to the various supplementary abilities that are commonly harnessed by a practitioner of Enchantment, Annarose mainly relies upon the Elemental Five; more specifically, the element of fire, which she is said to be at an esteemed level of usage with; indeed, while with Enchantment and her own skill, Annarose is a master of all manner of forms of Elemental Magic, her preferred method of offensive magic manifests in the ability to manipulate flames - going even further, she is capable of harnessing the greatest form of fire imaginable, the Primordial Flame (原初の火炎, Gensho no Kaen), the flames of Loge, whom was a fire giant, god and personification of fire. Wielding the power of the fire jötnar known as Múspellsmegir which are to reside in Muspelheim, the world of heat and fire, ruled by the fire jötunn Surtr; as with the fire giants, whose goal was the final destruction of the world by setting fire to it at the end of Ragnarök, when the jötnar of Jotunheim and the forces of Hel shall launch an attack on the gods, and kill all but a few of them, the flames manifested by Annarose's pyrokinesis enabled through Enchantment are capable of burning through anything, reducing everything they come into contact with to naught but ash.
As previously briefly mentioned in the "Ways of Combat" section under Annarose's various skills in regards to wielding weapons, she is capable of imbuing the various runes and the numerous properties thereof brought into existence through her usage of Rune Magic into the weaponry that she creates using the Ice-Make subspecies ability of her Ice Devil Slayer Magic - this manifests in the form of another of the supplementary abilities utilized by Enchantment, known as Enchanted Arms. By infusing the various elemental runes into her weaponry, they can produce a variety of effects; typically, Annarose just uses Bjarken to increase the sharpness and power of her equipped weapon to the point that she can cleave any type of opposing spell in twain and block strikes from the most powerful of fighters thanks to the application of a transcendent priority, resulting in her sword strikes displaying the ability to transcend normal area-of-effect of close-range combat strikes, as Annarose's attacks cannot collide with, clash with, cancel out, or be cancelled out by other attacks, even other priority-oriented attacks of a similar nature, resulting in each and every one of her attacks being successful, but she can also mix up her attacking methods a bit more than that to confound her adversaries. For example, when merging Sowilō into one of her many swords, the blade will catch alight, granting it the ability to burn through anything that it comes into contact with the intensity of the flames able to distract anyone that happens to gaze upon them; another instance of this is Annarose using the Izaz rune to encase the Mjölnir with ice, freezing anything upon touch while granting it extra defensive capabilities; also Laguz transforms the main attacking point of the equipped weapon into water, allowing it to expand and contract near-instantly – this can also extend to display various other effects, such as generating barriers with every swing of Annarose's sword or reducing/increasing the gravity of anything that the weaponry comes into contact with, as well as using Peorð to cause her weapon to give off the illusion that she is swinging it around at velocities beyond the human eye, intimidating the opponent. Since Annarose possesses the ability to invoke almost any type of supernatural effect no matter if it is a Magic or a Curse with her enchantment and runes due to a combination of her ingenuity and Hliðskjálf, Enchanted Arms possesses almost limitless potency in battle, allowing Annarose to be prepared for almost any situation; Annarose is also known to infuse various effects into her own body, often dramatically enhancing the power of her unarmed blows and the like.
Rune Magic itself, in a sense, is similar to Solid Script in that it allows for a plethora of effects through the illustration of a variety of symbols into the air through a medium or Annarose's own magical power. However, unlike Solid Script, Rune Magic is rather antiquated in that it holds specific spells for specific purposes. It is defined into hundreds of subcategories, ancient runes, modern runes and the like. Some allow for elemental conjuration, others allow for miscellaneous effects such as teleportation. They appear to be difficult to learn, but can also function as a form of seal if used correctly - but typically, runes are referred to as arcane sigils from a far-off country, a far-off world. Through Rune Magic, commonly referred to as runic magic, aside from writing purposes as a writing system referred to as the runic alphabet, the manifestation of runes also serves the purpose of magic. In contrast to Magic Seals, the runes brought into existence through Rune Magic are more often than not straight lines arranged in various patterns, each inscribed upon a solid surface which is typically a stone, though they are capable of being carved or written in ink or chalk on surfaces or paper, and formed using ice crystals, water, and blood. In any case, once the writing has been embedded within the stone, it becomes referred to as a runestone, which is a raised solid object with a runic inscription, but the term can also be applied to inscriptions on boulders and on bedrock along with any other solid surface that the user deems to be suitable. In any case, once a runestone has been formed, Annarose is capable of channeling her willpower into the manifested rune, thus bringing out the power of the words inscribed within the surface, while deciding the exact effects that they want, choosing any supplementary runes which are suitable to bolster the effects of the main rune, as well as a location which is best suited to draw out the effects. From here, Annarose ignites the magical energy through which the runes were embedded within the solid surface; due to how they come into existence and the fact that they possess mechanics which are similar to Solid Script and various uses of Magic Seals, such as Divine Authority Magic Seal Arts and the Numbers Layered Magic Seal Style, Rune Magic isn't too popular with most modern magicians in this day and age. Additionally, it is well known that a rune is capable of being duplicated near-infinite times for at least as much as her magical energy will allow in order to augment the power, speed, effects, and scope of a spell activated through Rune Magic - however, the most carefully crafted runes are the ones that possess the greatest power in that regards with the runic letter that's most suitably utilized for the location and situation being more effective than various stacked runes, meaning that quality will always triumph over quantity. Because runes are written characters, if the opponent can read them, they can figure out the meanings being drawn out and thus the effects of the spell they are being used for. Additionally, if they can affect the rune itself, they can interfere with Rune Magic's activation sequence or terminate it by erasing the rune.
The runes brought forth by Rune Magic generally correspond to different types of Caster Magic – for example, Sowilō is equivalent to Fire Magic, Izaz equals Ice Magic, Laguz equals Water Magic, Opila is Earth Magic, Eihwaz is equal to Green Magic, Peorð simulates Illusion Magic, and many more. Through the manifestation of these various runes, Annarose is capable of inducing effects upon the world similar to their corresponding magics without those arcane powers taking up a spot in her Magic Origin's capacity, and she can infuse them within various objects and people; typically, any rune that she utilizes can be harnessed in order to counter effects that are imposed upon her body, such as petrifaction from Stone Eyes – she is also able to set up a powerful protective field which equals high-tier Barrier Magic spells in the blink of an eye by carving various runes into the ground – this barrier is capable of defending her and anyone else that she chooses to protect against incredibly powerful spells launched by Wizard Saint-tier opponents such as Abyss Break. Her own armour is inscribed with runic letters of various kinds, particularly the Ehwaz and the Ansuz runes, bestowing upon her armour toughness and hardness which is superior to diamond, enhancing her strength dramatically, which adds to its own power as it is nearly indestructible. Through the invocation of the Sowilō rune, she is capable of changing the oxygen in the air into an enormous roaring orb of white-hot flame that burns anything that it comes into contact with, or having these flames spread over the target. She is also able to change the seasons to remove snow. She is also capable of invoking Bjarken with stones as its material components in order to track down anything or anyone by having the rune focus on her desired target by infusing the writing with samples of the target's existence whether it be physical or magical, causing the rune to fly off at high speeds in the direction of the target, and by generating Ēðel runes, she can have these sigils absorb the energies of opposing spells and then return them to sender point-blank for massive damage or just use the absorbed energies to rejuvenate her stamina - by Ehwaz and the Ansuz runes within her fists and feet respectively, Annarose is capable of fortifying her body to bestow her frame with a toughness and hardness which is superior to diamond, enhancing her strength dramatically - however, it also has the effect of increasing her speed as well. Additionally, Annarose is able to enchant weapons, tools, and spells of her allies, allowing her to serve as a decent support fighter as the amplification effects that the runes bestow upon others are comparable to Sky Dragon Slayer Magic's status buffing powers in both function and scope, if not moreso. Annarose has also displayed the ability to utilize her various runes in conjunction with her regular spells and combat maneuvers, raising the speed and force of her attacks dramatically ever-so-briefly, allowing her to go up against what normal magicians are unable to do so, such as Dragons and Gods; her power would have been bolstered to the point that she can slay a god with a single strike with Gungnir equipped, but against a Dragon, she would still be fighting a disadvantageous fight, albeit one with some chances for her to achieve victory.
Annarose can use another supplementary abilities utilized by Enchantment, known as Enchanted Telekinesis in order to induce an effect similar to Telekinesis, and very similar to Erza Scarlet, her most common utilization of this psychic arcane power is derived from the icy creations that she casually manifests through her cryokinesis with which she utilizes her enchanted telekinesis in a rather unnoticeable manner, through subtle manipulations of eternano and extensive usage of weaponry; she can control her armaments through thought alone and gestures alone without the actual need to hold her weapon, rendering her capable of unleashing countless powerful attacks by controlling the weapons which are manifested remotely while constantly switching between various armaments to keep her opponents on their toes. Annarose begins to manipulate the supernatural energies from both within herself and from without her – this includes the eternano particles which are ambient within the very atmosphere itself – to summarize, it can be described as Annarose visualizing the movement of the matter that she wishes to affect, mentally seizing her weapons in this case while exerting her will on it so that they perform as she deems suitable, effectively putting the countless weapons she wields under the thrall of her mind. Once her desired weapon has been affected by her Telekinesis, Annarose is capable of levitating her weapon and suspending them within the air- she can also spin their sword rapidly within her hands while using the precious seconds that she is whirling her weaponry around rapidly to form a makeshift shield that can defend her against all sorts of projectiles while cutting anything that comes into contact with it – launching her weaponry forward, the attacking portions of her armaments spin around through the air in a similar manner to a buzzsaw to shred anything that the edge comes into contact with, slicing anything that they pass by up to five times; creating a ring of damage as they rip through the atmosphere before returning to Annarose's hands like boomerangs. With this, she can fire countless weapons in the direction of her opponent without pause, something only bolstered sevenfold through Ice-Make as she can continually create and launch icy armaments towards her adversaries - her skill with enchanted telekinesis is also capable of affecting allies, as she can reroute supernatural energies if they were ever to be thrown off-course. Her skill with telekinetic manipulation is to the point that she displays astounding accuracy and the ability to launch weaponry like bullets rapidly without hesitation, and without needing time to correctly aim; making complicated trick shots that can ricochet off of multiple enemies or solid objects to make her shots unpredictable while displaying enough skill to hit targets as small as the pommel of a sword; shoot her opponents' projectiles out of mid-air; and hit the same target over and over with such unerring precision that her weapons can stack on top of each other, and generally initiating attacks from otherwise improbable angles - her skill with this form of telekinetic prowess is not merely limited to larger hand-held weaponry such as the armaments manifested through Ice-Make, but it can also extend to any projectile that Annarose can get her hands on, such as the arrows fired from Ichaival and supernatural energy blasts generated from her runic manipulation. When under her telekinetic thrall, Annarose is capable of thrusting her weapons from long distances, twirl them around herself as a form of defense, and all sorts of other maneuvers; she's known for abusing her telekinesis for all its worth to perform flashy weapon throws and then command them to float back to her hands. In addition, thanks to her skill with this magic, Annarose can instantly recall her weapon if it ever gets knocked out of her hand with naught but a simple gesture.
True to Rune Magic's very form of spellcasting, it always requires the creation of runes in a rather elaborate manner before an effect is able to be put into motion – scratched into anywhere that the wielder deems suitable or forged with special materials; but even so, another reason why Rune Magic fell out of favour soon after it's creation was that it took too long to be practical in a fight or an immediate crisis. However, thanks to Annarose's skill with manipulating the arcane and her Hliðskjálf magic style, she can effortlessly work around the time limitation of the magic to turn Rune Magic from something that's "visually impressive but impractical" into a power that's considered "visually impressive and practical"; as soon as she designates the effect that she wishes to unleash upon this world and makes a lightning-quick motion with the medium that she uses to write the rune, the required runes with intricate designs and written incantation appear, shining illustriously throughout the atmosphere – this is because as one of the most ardent followers of the runic-type magics, Annarose possesses complete knowledge on every type of rune, even those that would be perceived as being forbidden to use by mortals. Her secondary skill, "Spell End" also helps tremendously in this regard, as it reduces her casting time by half, which, when combined with her ingenuity and intellect, allows Annarose to manifest runes instantaneously without any delays or drawbacks. That's not to say that she doesn't take her time in regards to the creation of runes, however – when setting up an ambush, Annarose is able to transcribe a multitude of runes on any surface that she deems suitable and then mask them through the Peorð rune, causing them to seemingly vanish; in reality, the illusionary properties of said rune obscures their presence, allowing Annarose to activate them through her thoughts alone at any time that she wishes – thanks to her immense speed, she can dart around the battlefield and write dozens upon dozens of runes anywhere she wants while remaining unnoticed, resulting in Annrose always having the element of surprise on her side – this displays that for stronger arrangements of runes, she does have to prepare them beforehand, but she is able to cast them later with just an incantation. The distance from the rune to the caster affects the strength of the spell, so it's known that Annarose has the rune symbols tattooed on her body in various places. Generally, she can instantly generate smaller arrangements of runes but still needs to manually draw larger arrays. Because of this, for larger effects, Annarose normally carries around cards or photocopies of the runes needed for her spells and has to strategically place them around a place, but she can move them with her mind. All of these properties together results in almost infinite possibilities that even the greatest of magicians would envy due to the sheer versatility displayed by Annarose in regards to Enchantment: Ragnastyle, meaning that she will always have near-infinite offensive and defensive options at her disposal. Because of three factors - her mastery over the arcane energies dwelling within her frame as well as her knowledge and ingenuity, Annarose's command and mastery of Enchantment: Ragnastyle is known to be far greater than any wielder of the magic, with, of course, the exception of the Magnus Magus, or from any sigil-projecting magic in general.
- Combination Spell: Nibelung Valesti (
二魔法の合・白銀天照覇身剣一体, Konbinēshon Superu: Niberun Varesuti lit. Fusion between Two Magics: White Silver Heavenly Shining Supremacy At One With the Sword): Combination Spell: Nibelung Valesti is, as the prefix would ever-so-subtly indicate, a Combination Spell, which is, well, 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; it combines Enchantment and Sword Magic in order to bestow the caster's sword the ability to slice through anything – it's a product of Annarose Antoinette's usage and knowledge of the arcane in conjunction with her recognition of the inherent properties of her swordsmanship and the conductivity of the blade in regards to its reactions when interacting with other forms of supernatural energy, even in a modified form. Effectively, at any time, because of this property, Annarose is capable of channeling spells of all kinds as well as her own magic along her blade, bolstering its power significantly and allowing her blade to change properties according to the power installed within the weapon; but to sum it up for the impatient, it can be considered an existence similar to that of an Integrated Arms as it combines swordsmanship and magical energy together harmoniously. In any case, when performing Combination Spell: Nibelung Valesti, the caster focuses intently, before pulsing their energies forth, which are dramatically bolstered by the caster overlaying their Magical Aura upon their frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of the caster's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes the user's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that the caster is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Combination Spell: Nibelung Valesti, the caster induces the activation sequence for Sword Magic as their grip upon their swords intensifies, infusing their own magical energies into the very blade itself, giving their two swords the appearance of having a wire-thin layer of magical power rotating around its sharp edges, transfixing their area-of-effect of molecule manipulation upon their blades. Even though Annarose does not possess Sword Magic within her Magic Origin's storage capacity, thanks to her intricate knowledge of the arcane and mastery over her magical energies, she is capable of flawlessly replicating the activation sequence for it upon either her Schwarzrosen blades or the Ice Devil's Zeroth Long Sword that's created through her Ice Devil Slayer Magic, thus inducing this Combination Spell. Instead of enhancing the cutting power of her blade, this layer of magical power amplifies the conductivity of the blades, increasing the malleability of the steels that compose its blade to the point that instead of slicing through any magic that is launched in Annarose's direction, the sword accepts the opposing attack's properties unconditionally, causing the spell to become absorbed into the stainless blade of her swords - this is signified by the blades of the sword being emblazoned with a serial of runic symbols corresponding to the traditional five elements along its length, as an aura begins to surround the blade. The colours and textures of both the aura and the crests engraved upon the properties of the weapon depend on what was absorbed and its elemental affinity. With the aura and sigils embedded upon the two rapier blades, the hard metal that the weapon normally is appears as if it was replaced with a blade of pure energy of varying properties, similar to a laser- this laser shapes itself into a long, curved blade with the aura still shrouding its form, extending out to three meters with an impossible sharp edge and beautiful luster. The size and length of the blade appears to correspond with the amount of energy that was once fuelled into the spell that Nibelung Valesti absorbed. Because of its ethereal form, Nibelung Valesti causes the sword to lose their classification of a "physical weapon", but rather, it becomes known as "a hilt with magical energies protruding from it", and depending on what the swords have integrated into its composition, this grants it drastically enhanced slicing power as it becomes super-heated to the point of burning through all sorts of alloys and magical defenses upon contact. From this point onwards, another property of the almighty sword spell referred to as Nibelung Valesti reveals itself to those previously unaware of it - when the sword is under the effect of Nibelung Valesti, they are capable of perceiving what "cannot be perceived normally"; that is to say, the "weak points" of "blindspots" of everything that Annarose's eyes witness - these are areas in the body that constantly move as blood circulates and can deal immense damage to the targeted individual if hit. When striking along these lines in any manner that she deems suitable such as slashing or thrusting, Annarose's blades can deal immense damage far beyond what she could do normally, causing her magnificent bladework to function similarly to Crash and Destruction Magic and instantly induce decay and decomposition on anything that she happens to come into contact with. Weaker magicians can be cut to pieces with the spell without issue, but in the case of more powerful opponents, Nibelung Valesti functions as an advantage enabler. Every time she strikes an opponent's weak spot even with the weakest of blows, the pain that is a result of Annarose's sword landing upon the weak spot is magnified tenfold in comparison to a regular bladed strike, and it can quite possibly end up being fatal to her opponent- additionally, repeated strikes at the same weak spot results in the affected weak spot on the enemy's body enlarging as their blood begins to clot until Annarose can simply knock them out with a single strike as their entire existence is registered as a "weak point". Not only does striking at the enemy's "weak point" result in a magnified amount of damage, the energy that composes Nibelung Valesti intensifies to the point that it postpones the current plane of existence, allowing the blade to pass through objects unchallenged - and by shifting back into the current plane, the blade will promptly destroy whatever it is currently within - from a block of wood to a suit of armour to human flesh; this process enables Nibelung Valesti to transcend all matter in order to become the "ultimate blade"; aside from stabbing the rift, there is no visual movement as perceived by the naked eye, but rather, the energy has been fired right at her opponent in the form of a barrage of purple crescent blades of energy, hitting immediately with enough power to bust an adversary to shreds, annihilating everything with a decisive, explosive strike. In any case, no matter what is installed within her swords, Annarose is capable of combining the effects the opposing magic spell would have normally to use those effects as if they were an ability of her blade in addition to the enhanced cutting power doing so gives her weapon- not only this, with a spell equipped into her blade, Annarose can release blade strikes as usual that possess properties of the spell, such as projecting a wave of energy with pure magical energy embedded within her sword. While Nibelung Valesti is in effect, any abilities, including spells that Annarose uses will have their power, area-of-effect, and speed amplified if her ability is the same element as the absorbed spell- and of course, Annarose is capable of launching the absorbed spell in its original form back at the opponent. However, as a downside, Nibelung Valesti will only last for two minutes as it seems to hurt her swords itself, and if she releases the spell, it will obviously end instantly as there is no fulcrum left for Nibelung Valesti to keep the powered-up state of her blade going.
- Runic Array: Frigg's Protection (
四倍の経典合陣・三百六十程領域の叡智女神, Rūnikku Arei: Furigguzu Purotekushon lit. Fourfold Rune Fusion Battle Formation - Three-Hundred-and-Sixty Degree Protective Field of the Wisdom Goddess): Runic Array: Frigg's Protection is an Enchantment spell which was developed and solely utilized by Annarose Antoinette, serving as a large bubble of magical energies fortified and produced by a combination of Annarose's strongest runes that not only protect her and anyone else that she chooses to affect with the spell, but also heals them while they are within the spell's sphere of influence - it can be considered a power which is equivalent to the member of the Three Great Fairy Magics known as Fairy Sphere. In any case, when activating Runic Array: Frigg's Protection, Annarose focuses her magical energies intensely, before projecting the supernatural energies which are dwelling within her frame outwards ever-so-slightly, allowing for a small fusion with the eternano particles ambient in the atmosphere - from here, Annarose calls the newly formed magical energies back towards her, centering the supernatural powers upon a singular point - more often than not, it's either her finger(s) or her weapon at the time, and in any case, the energies are focused entirely upon the tip of her finger/the end of the current armament that she is equipped with. Now, Annarose writes a combination of runes, specifically that of Yr, which means "yew" and is symbolic of nature, Nauðr, meaning "hardship and need" with a symbolism towards alloy-based magics such as Iron-Make, Óss, meaning "god", and Yngvi, an alternate name for the god Freyr - all of these are carved in the four cardinal directions around her body. This results in a quartet of symbols manifesting around where she is standing - ᛦ/Yr is to the north, ᚾ/Nauðr is to the south, ᚬ/Óss is to the east, and finally, ᛜ /Yngvi to the west - once these symbols have been inscribed within the solid surface below, Annarose channels her willpower into the manifested rune, thus bringing out the power of the words inscribed within the surface - this takes the form of a quartet of streaming magical energies which ascend from the earth like a volcanic eruption, allowing the energies to channel the power of Frigg, the Norse Goddess of fertility, love, household management, marriage, motherhood, and domestic arts before these energies are forcibly molded into the shape of a bubble-like sphere which not only covers Annarose, but anyone that she deems to be worthy within it's area-of-effect as well, covering her and her allies. As Runic Array: Frigg's Protection is referred to as a "non-Fairy Tail member version of Fairy Sphere"; further powering this barrier is Annarose's own feelings (the feelings of others optional), which are converted into magical power in order to strengthen the barrier beyond one's wildest dreams, taking the form of a sphere of varying colours with a mark and a stylized pair of wings emblazoned upon it. The barrier does not function only on a sole individual, rather by using Annarose as a base, the barrier effect extends around the vicinity. The range of Runic Array: Frigg's Protection is dependent upon the reach of the magic produced by Annarose and any enemies within that range will suffer an alteration that weakens the power of their magics. However, because the barrier is created through magical energies, a weak point is created as Runic Array: Frigg's Protection's defensive power is reduced the further one gets from Annarose. But even though this effect decays over distance, even at the very edge of its range it will not completely disappear, so from a tactical standpoint it is possible to safely position auxiliary support. Runic Array: Frigg's Protection, like Fairy Sphere, on which Runic Array: Frigg's Protection is based, protects Annarose (and her allies) from any evil; serving as an absolute defense spell which can even defend against time by acting as a stasis chamber, a place in which time stops, thus everyone within the sphere is stuck in a frozen state in which they don't age. While under the effects of Runic Array: Frigg's Protection, those whom Annarose chooses has magical energies into their open wounds while surrounding their bodies, and spheres of energy rise up, purifying all allies while purging their existences of all injuries, excluding those that are away from sphere by completely restoring their magical energy and stamina and curing them of any status ailments before finally granting them a stat boost, making Runic Array: Frigg's Protection a perfect mixture of defense and supplementary might.
Ice Devil Slayer Magic
Ice Devil Slayer Magic (氷の滅悪魔法 Kōri no Metsuaku Mahō) is a Caster Magic, Lost Magic, of course, a Slayer Magic, and of course, a Devil Slayer Magic which is focused upon the transformation of the physiology of the caster's body into those of what could be considered to be a demon, which are a race of supernatural, often malevolent legendary creatures that can be loosely categorized as "doesn't fit in other races but definitely isn't human, also horn dealies" that are prevalent in religion, occultism, literature, fiction, mythology, and folklore; but of course, exist within the world of Earth Land, all attuned to this element, resulting in Ice Devil Slayer Magic revolving around the generation, manipulation, and the consumption as well as absorption of the element which is known as ice, which is water that's frozen into a solid state.
Ice Devil Slayer Magic is a form of Devil Slayer Magic that grants the caster the ability to harness ice in any way that they deem to be suitable in accordance to the situation. Of course, in order to learn Devil Slayer Magic in the first place, the hopeful wielder must have their magic "modified" by one of the Books of Zeref, which contain notes on how to obtain Magical Barrier Particles as to produce a Devil Slayer, very similar to that of a Dragon teaching a human Dragon Slayer Magic to transform them into a Dragon Slayer. The Book of Zeref which passes on the Magical Barrier Particles of the element to the user modifies the user's magical origin with the book's own Magical Barrier Particles, inverted by the paper to not harm the user, which changes how magical energy circulates within their body, therefore causing their magic origin and own magical energy to become "demonic" in nature; thus a portion of their own power changes the user's magical power into that of a Devil Slayer; this process is known to be exceptionally painful unlike the methods to create other wielders of Slayer Magic, with not many surviving the process as it risks the hopeful wielder of Devil Slayer Magic having their Magic Origin corroded along with their soul, potentially involuntarily transforming them into another artificial demon with no real will of their own; the process has a ten percent success rate. Through continuous reading in a similar manner to how a God Slayer obtains their God Slayer Magic from studying a grimoire, the knowledge embedded within this magical tome will become permanently engraved within their mind as the now-harmless Magical Barrier Particles contained within the Book of Zeref will be put into action alongside the energy of the user's body to catalyze a variety of bodily processes automatically, therefore allowing the morphing of their physiology to a point where the individual has adopted some physical traits, as well as the type of Elemental Magic, from said book; or rather, what the book is known for – the Etherious. In the case of Ice Devil Slayer Magic, the Book of Zeref that Annarose learnt the magic from was the Clearest Code (
In the case of a wielder of Ice Devil Slayer Magic, the caster focuses the energies intently before pulsing their magical energies outwards ever-so-slightly as to interact with the eternano that's ambient within the vicinity, starting up the usual process of magical energy + eternano fusion, at which point the caster uses their willpower, helped along with their Magical Aura surging outwards from their body, in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state. Alternatively, in order to hasten this process, the caster is capable of freezing molecules of moisture that hang in the air or by absorbing heat, which is energy that spontaneously passes between a system and its surroundings in some way other than through work or the transfer of matter from the atmosphere; lastly, the caster is capable of manipulating the water in the atmosphere and then halting the movements of the molecules that composed it while hardening it, turning it into ice in a matter of moments – but of course, no matter the activation method for Ice Devil Slayer Magic, the end result is always the same in that it grants the caster the ability to manipulate, modify, consume, and generate from their body ice, which is water that's frozen into a solid state whether artificial or otherwise. Depending on the presence of impurities such as particles of soil or bubbles of air, the ice generated by Ice Devil Slayer Magic can appear transparent or a more or less opaque bluish-white colour; but generally, as per most elements produced by Devil Slayer Magic, the ice of this magic is a very light lilac in texture, as a contrast to the "normal" elemental textures of Dragon Slayer Magic and the black coloured elements produced by God Slayer Magic. The ice molecules of this ice generated by this magic can exhibit up to sixteen different phases, also known as packing geometries that depend on temperature and pressure. When water is cooled rapidly through quenching, up to three different types of amorphous ice can form depending on the history of its pressure and temperature. When cooled slowly correlated proton tunneling occurs below twenty Kelvin, giving rise to macroscopic quantum phenomena; as mentioned in more detail below, while the ice produced by Ice Devil Slayer Magic is capable of being altered in accordance to the caster's whims, it's naturally produced in the form of a hexagonal crystalline structure, commonly occurring as hail, frost, icicles, or ice spikes.
Effectively, this grants the user of Ice Devil Slayer Magic the ability to call upon the assets of an Etherious that's associated with an ice-related curse even if their bodily structure isn't one-hundred-percent the same as the beings from which this magic originated, the caster is capable of inducing a metamorphosis of their body structure as to take upon traits of a devil instantaneously which is done in conjunction with the activation sequence as mentioned above, bestowing upon the user of Ice Devil Slayer Magic lungs and enhanced vocal folds that are capable of spewing a flurry of hail that can freeze anything they wish, defenses which are laced with dense concentrations of ice as to provide protection against anything considered hard and inorganic with an affinity for ice, and fierce claws and nails which are enshrouded with razor-sharp shards of ice, specifically attuned to dealing incredible amounts of damage, overall incorporating the element of ice into their body – all of this combined, results in the wielder of Ice Devil Slayer Magic transforming their entire existence into that of a make-shift weapon whose ownership is unique to them and them alone, wielding the element of ice that was harnessed by the Book of Zeref and passed down to them alongside the natural physical superiority of a demon in combat, utilizing offensive ability, stamina, and vitality, to transmogrify themselves into the greatest weapon of all, thus dramatically increasing the damage inflicted upon anything that the user comes into contact with using the sheer force of their strikes in all ranges – however, as one may have suspected, close-combat is where Devil Slayer Magic usually shines thanks to the physical might of an Etherious, with the caster empowering their physical attacks with wakes of hyper-cold ice which wreak havoc on anything and everything that they come into contact with; every direct close-range attack that connects while the caster is harnessing this magic is capable of inducing frostbites of various degrees which depend on the power of the user's blow – if the opponent just decides to shrug these strikes off, after a few moments, the frostbites transition into gangrene, enhancing the deadliness of this magic exponentially. These wakes of freezing energies seem to constantly burst forth from the caster's frame, repeatedly expanding outwards at incredible rates from their position. However, a side-effect of a continuous release of sheer cold is that the freezing energies are able to harm anything in the short vicinity of a few meters whenever the caster launches an attack, no matter if they're friend or foe, meaning that normally the caster would have to be careful with the utilization of this magic, but generally, they don't really care as the chilly particles only do light damage and lower the temperature of the atmosphere.
As the ones hewn from the obtainment method of Devil Slayer Magic are known to be wielders of Curses (呪法, Jūhō), which are an alternate route of the arcane that the so-called strongest Etherious took with their incredible power routed in negative emotions as a contrast to the positive emotions fuelling ordinary Magic, it would obviously make sense that the grimoires that teach a hopeful wielder of Devil Slayer Magic the ancient art would possess properties similar to curses – every invocation of the activation sequence of the caster's Ice Devil Slayer Magic is accompanied by the opposite of the 'magic = feelings' concept, with the caster inadvertently charging their cryokinetic ability with negative feelings, causing their element being manifested to take on traits that aren't too wholesome. Thus, like all forms of Devil Slayer Magic, Ice Devil Slayer Magic could be considered an anomaly in that it is an existence that's between a form of Magic and a Curse, allowing it to be labeled a contradiction made manifest as a supernatural power. Ice Devil Slayer Magic draws upon the caster's negative emotions in order to bolster its own power and manifest their negativity in a physical form as to empower their natural element, in that way, Devil Slayer Magic could be considered a Devil Slayer Curse (滅悪呪法, Metsuaku Jūhō); as a side note, originally, there wasn't much revealed about Devil Slayer Magic, as its very first publicly known user had ties to Tartaros, a Dark Guild which was filled to the brim with demons, causing it to be categorized as a Curse in the first place until the reveal of the man's kinda-sorta humanity. Indeed, just like Curses, Devil Slayer Magic seems to involuntarily hold an origin in negative emotions that are displayed by all sorts of beings across Earth Land, but mainly associated with the Seven Deadly Sins, a grouping and classification of vices that embody hubristic pride, greed, lust, malicious envy, gluttony, inordinate anger, and sloth, each sin embodying abuses or excessive versions of one's natural faculties or passions. No matter how many people would display positive emotions, negativity would always be there in a greater quantity – Devil Slayer Magic is no different. As the caster's negative emotions increase, the ice produced by the magic will increase in intensity and mass, as well as this, its properties will become more and more otherworldly, as the elemental begins to display elemental aspects atypical of their style such as burning, freezing, shocking, etc. Because of this, since the caster has so much negativity that's not really on immediate display, their Ice Devil Slayer Magic can be considered almost apocalyptic in nature when compared to other forms of Slayer Magic.
From the very moment that Ice Devil Slayer Magic is activated, the caster's frame begins to release a barely-noticeable amount of energy in the form of a sky-blue misty substance that seems to automatically focus and shape itself in accordance with their close-range strikes while amplifying the caster's long-range spells such as Ice Devil's Rage. A testament to the solidity and overall strength of the ice that's brought into this current realm of existence is that even a user of Fire Dragon Slayer Magic, despite their high-temperature flames that can melt the iron of a user of Iron Dragon Slayer Magic was incapable of melting the ice and was later instantaneously frozen solid – it's estimated that the temperature of the ice produced by this magic, which is roughly around two hundred thousand degrees celsius, is not only far colder than "natural" forms of ice as well as similar magics such as Ice Magic and Ice-Make - and it's shown that the caster is capable of producing even colder temperatures, such as absolute zero, with even their body temperature gaining the ability to freeze magma even when produced by Magma Dragon Slayer Magic, and things such as flames, or energy, even things that would normally be incapable of being frozen. To a lesser extent, Ice Devil Slayer Magic, through the invocation of a process similar to the Illegal Change: Multiscale of Dragon Slayer Magic also grants the caster a certain amount of control over the three states that ice is able to transform into through the phase transition process, such as water for liquids, and mist for gas, though while this control trumps regular forms of their corresponding magics, against Ice Devil Slayer Magic's related Slayer Magics, there's no doubt that a user of Water Dragon Slayer Magic or a hypothetical Mist Dragon Slayer Magic would be capable of wresting control of their elements from the caster; at least until Enchantment comes into the picture. In a similar manner to Ice-Make, the caster is capable of creating countless amounts of objects for a multitude of uses; the only limitations to this ability are their own imagination, and the ambient air temperature which determines how long their ice sculpture will stay icy. The freezing properties of Ice Devil Slayer Magic come in handy 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 caster's own ability; and outside of combat, the caster is capable of altering their 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, and the caster can freeze blood in the veins, thereby stopping flow to the brain.
Indeed, as one may have guessed from the name of this Slayer Magic, the purpose of Devil Slayer Magic is to slay the existence referred to as demons, which are a race of supernatural, often malevolent beings that can be loosely categorized as "doesn't fit in other races but definitely isn't human, also horn dealies". Thus, the caster, as a user of Ice Devil Slayer Magic has their attack and defensive power massively boosted against everything that can be considered to belong to demonkind, ranging from natural demons to artificial demons that were created by the Black Wizard – indeed, the term "demon" is open to a vast amount of interpretation, and thus Devil Slayer Magic could be considered a rare gem in that it can be categorized as an extremely rare and powerful type of subcategory of magic known as a Semantic-Type (意味型, Imi-gata), meaning that it is a supernatural power that can be defined solely by the caster's interpretation of what it governs over, all depending on their wording rather than anything logical—because of this, Ice Devil Slayer Magic can theoretically affect anything that constitutes a "demon", allowing for a great deal of stretching of what it is capable of. In that manner, Ice Devil Slayer Magic could be considered a power akin to that of Memory-Make or Arc of Embodiment, in all three heavily rely on the caster's imagination in order to bring out its full potential – while the former two are simply confined to using the power of creation to forge objects and attacks from the magician's thoughts to do battle, Ice Devil Slayer Magic is only limited by the creativity of the caster, as mentioned before, anything that can be referred to as a "demon" causes their maneuvers to power up; indeed, this simple concept can be applied to a near countless multitude of unconventional uses as to almost give the caster a distinct advantage in any situation. Simply by observing what's considered a "demon", the wielder of Ice Devil Slayer Magic is capable of analyzing the demon's existence with their Magic Origin acting as a virus scanner of sorts, downloading information about their strengths and weaknesses as to obtain all necessary information that they can utilize to slay the foe before them with utmost proficiency.
With Ice Devil Slayer Magic, the wielder of this power possesses an absolute dominance over anything considered a "ice" and everything related to and dwelling within it to the point of being able to controlling the ice-related magics of others with naught but the simplest of hand gestures, even utilizing ice in any manner they deem to be suitable in accordance to the situation at hand. Of course, just like all other iterations of Slayer Magic, Ice Devil Slayer Magic has virtually unlimited customization options in regards to the ice which is formed through simple magical manipulation and reinforced through the power of an Etherious – the colour of the ice is able to be altered freely, its properties which aren't limited to but include temperature, the smell that it emits, its taste, and overall "feel" is capable of being modified to the caster's liking for countless different effects and powers, more often than not being attuned to their own personality and ambitions; the type of damage that the ice inflicts upon anything that it comes into contact with is able to be changed at will such as the caster switching between "solid" ice that produces an effect that's similar to being struck by an anvil or a hard force in additional to possessing immense stopping force, as well as "spiked" ice, granting their attacks an incredible piercing effect that'd be more along the likes of swords all through inducing a minor form of phase transition as to grant it corporality and switch back, bestowing upon the wielder of Ice Devil Slayer Magic a vast amount of options to attack their enemies with. Of course, as the highest form of elemental manipulation around, the caster is capable of harnessing their magic in any manner that they deem to be suitable, commonly changing between offensive, defensive, evasive, or supplementary potencies in accordance to the situation at hand; but generally, as long as the caster is able to imagine their element being used in a particular manner and it doesn't break the laws of physics or conflict with any established limitations, then the sky is the limit, more or less. As a wielder of Ice Devil Slayer Magic, the caster is known to be unaffected by extreme temperatures that would instantly freeze even another ice-elemental magician, and because of this, their bodily structure is known to be almost infinitely tougher than an ordinary magician. Interestingly, out of the three "main" Slayer Magic styles, which consist of Dragon Slayer Magic, God Slayer Magic, and itself, it seems as if Devil Slayer Magic has the most power—the caster is capable of devouring the elemental magic of most other forms of ice-based Slayer Magic.
While Ice Devil Slayer Magic can be said to be the most common form of Devil Slayer Magic out there, with a grand total of three users, including the Absolute Zero of the Nine Demon Gates and Gray Fullbuster, a powerful magician of the Fairy Tail Guild, whom was granted this power by the former through the tattoo – as well as this, there's possibly hundreds more wielders of the magic – Annarose Antoinette can be said to be the strongest wielder of Ice Devil Slayer Magic around, effortlessly surpassing the former two; indeed, Ice Devil Slayer Magic was also the power from which her moniker, Annarose, the Funerary Sub-Zero Maiden (神葬零嬢のアンナローズ, Shinsōreijō no An'narōzu), was derived. Hailing from the Land of Isvan, which is said to produce countless magicians with a particularly incredible grasp over the fundamentals of cryokinesis (
Like Ur and Ultear Milkovich, Annarose's ice is known to possess a distinctive motif with her icy creations; however, unlike the latter two, whose motifs are that of flowers, Annarose's motif is that of the valkyries of Norse mythology, whom were a group of female figures who choose those who may die in battle and those who may live, bringing half of the slain warriors to Valhalla, which is ruled by Odin, and thus, her constructs are themed after certain aspects of Norse mythology, in many cases, to do with the valkyries themselves. Actually, it could be said that her form of cryokinesis in general is almost entirely themed around Norse Mythology (北欧神話, Hokuō Shinwa), which is the body of mythology of the North Germanic people stemming from Norse paganism and continuing after the Christianization of Scandinavia and into the Scandinavian folklore of the modern period, following the lives of the Norse gods — the Aesir and the Vanir — and the men whose lives they directly affected, with many of its abilities and attacks themed around the worlds that were brought to life through the stories told. Through the power of creating and forging ice bestows upon her, Annarose displays the ability to manifest the weaponry of famous figures in these myths and infuse the power that they were known into their armaments; these tools are designated as Polar Star Relics (極星宝, Kyokuseihō) – for example, manifesting the hammer of Thor allows the hammer to not only serve as an effective bashing weapon, but the armament can also launch pulses of lightning in a similar manner to that of Lightning Magic from its very existence. However, like most divine beings in this universe such as Chronos whom is sealed within DiMaria Yesta, even though these gods and goddesses share names with real-world ones and similar powers, they're otherwise completely different. A basic list of what Annarose is capable of manifesting through Ice-Make is as follows – for one, she is able to use Gungnir, the spear of the god Odin which always hits its mark and always kills which was forged by the dwarves; Mjölnir, the signature weapon of the Norse god Thor - Mjölnir is a hammer crafted out of iron gifted to him by the dwarves that can fire lightning and rend everything that it smashes in twain; Ichaival, Odin's bow whose arrows can expand from one to ten while in flight, Rati, a drill or auger that was used by Odin during his quest to obtain the mead of poetry, Svalinn, a legendary shield which stands before the sun, and Draupnir, a golden ring possessed by Odin which can multiply itself. Not only this, she can utilize Gleipnir, the bindings which can hold Fenrir as well as Gjallarhorn, the horn wielded by Heimdallr which notifies others of the end of the world. She can use Dáinsleif, which is king Högni's sword which could not be sheathed until it had drawn blood or taken life in order to able to deal critical hits much easier and leave the opponent with wounds that are almost impossible to heal from; on the other end, by utilizing Tyrfing, the sword which played a major part in the titular Tyrfing Cycle, her sword strikes will land successfully no matter what, slicing through anything that so happens to be in the path of the blade of the sword and a successful blow. Harnessing Gram, the sword that Sigurd used to kill the dragon Fafnir, Annarose is capable of dealing extra damage to the likes of Dragons and users of Dragon Slayer Magic; and by wielding Laevatein, the sword forged by Völundr, Annarose is capable of channeling magical energies along the weapon with greater efficiency than other weaponry, similar to that of a Magic Staff and can fire blasts of condensed magical energy from the blade.
Of course, as gods are more than heavily implied to be the strongest of the strong with exceptions far and few between, managing to channel their might is no easy feat, as displayed by the users of God Soul, whom possess power beyond the comprehension of a mere mortal and very weaknesses to counterbalance it. In regards of Ice-Make, this magic operates under a very similar property – however, in this case, it hoards power over the Aesir, which is the term denoting a member of the principal pantheon in Norse Mythology, and many, many more famous figures whom each wielded one of the weapons that Annarose is capable of manifesting through her Ice Devil Slayer Magic, known as Aesir Embodiment (
Indeed, unlike regular Molding Magic, this variant of Ice-Make does not even require Shape Transformation but instead is shaped in accordance to Annarose's thoughts and feelings, coming out instantly as to take the enemy by surprise, displaying an unmatched creation speed that's even faster than the likes of High Speed and generally beyond the comprehension of ordinary humans. Simply by generating ice energies and sending them outwards instead of focusing her cryokinetic ability into the form of a spell, Annarose is capable of directing the waves of coldness that she continually projects from her body in certain ways so as to create ice in the shape she deems to be suitable – the velocities at which this occurs at is said to be beyond mortal keen, making it not uncommon to see Annarose project several waves of ice as well as things such as ice pillars, avalanches, and ice-quakes towards her targets in the blink of an eye. As per Annarose's general theme of Norse Mythology, she incorporates the concept of Fimbulvetr (
Sometime before becoming a member of the Nine Elementals within the Kingdom of Aeternum, Annarose deliberately broke the taboo of her Ice Devil Slayer Magic, inflicting upon her a torturous punishment as her demonic power "killed" Annarose's body by controlling and regulating the flow of the magical energies dwelling throughout her existence—all of the molecules inside of her body became stopped, and her blood became frozen in place, as it did not even flow out of any open wounds; her heartbeat was reduced to something even slower than a crawl, stopping her body by freezing it, but thanks to her powers, Annarose survived the ordeal—rendering Annarose "immortal"; giving her drastically delayed aging, enabling her heart to beat only one hundred thousand times per year—one hundred thousand is the average daily number of heart beats, so in two hundred and fourty years, Annarose aged the equivalent of only two hundred and fourty three days. This also results in her only continuing to function by using her arcane energies to control her movements and keeping her nerve cells active. Due to the immeasurable power as displayed by her Ice Devil Slayer Magic, in spite of the fact that the Kingdom of Aeternum is known to possess pure quantities of eternano that wash away and forcefully purify Demons, Magical Barrier Particles, and associated Curses and Curse Power thus rendering it impossible for demons to survive on the continent, Annarose is capable of shrugging this off with no real problems with only a small amount of assistance with her Enchantment skills by reinforcing her own bodily structure through molecular manipulation as to force the world to perceive her as having not received any alterations in her biology by the Book of Zeref which she learnt Devil Slayer Magic, thus rendering the purification effect Aeternum has on demonkind null and void. However, it's because of this has to be forcefully engaged at all times that Annarose is somewhat of a shut-in and rarely engages in battle, only doing so for five minutes at a time because otherwise, the Enchantment placed upon her will wear down and she would be potentially subjected to Aeternum's purification if not for her "immortality" kicking in, instead, it just exhausts her. Because of her Ice Devil Slayer Magic and overall mastery over cryokinesis, Annarose is capable of not only freezing anything that she comes into contact with by nigh-instantaneously lowering the temperature of the target to its freezing point no matter if its organic or inorganic, when portions of her own body are clad in ice, she is capable of inducing a energy conversion as well as phase transition in order to transfer the freezing effects of her ice to other objects, effectively enabling her to transform matter such as a human body into organic ice and back again in accordance to her whims.
Annarose has fused all forms of her main methods of fighting and physical abilities with her expertise in the art of cryokinesis, specifically her Ice Devil Slayer Magic to form a special type of fighting known as Integrated Arms: Eisfaust (
Annarose's skill in regards to cryokinesis is shown to be taken to the very next level of normal cryokinesis and even further to the point that it could be said to transcend the concept of "cryokinesis", stepping into the realms of deities of ice with ease and even putting them and fellow ice-element Slayers to shame before the incredible power and flexibility of her Ice Devil Slayer Magic, having reached to the point that in a manner not dissimilar to the Winter General of the Spriggan Twelve, she is capable of calling upon what seems to be the "essence of ice" (氷の本質, Kōri no Honshitsu) itself, the very soul of ice-manipulation and the forbidden fruit that's normally unobtainable for any other ice-manipulating magician; absolute zero. Harnessing the essence of ice, Annarose is capable of freezing anything solid in a split second, not limited to but including high-intensity flames as well as encasing the wielder of said flames in ice, even causing fellow cryokinesis wielders ranging from ordinary Ice-Make users to fellow Slayers shiver from the cold produced by her ice, being able to freeze both the organic and inorganic to any degree that she wishes, freezing over other supernaturally-created ice no matter if it's forged from Magic or a Curse. Going further, Annarose's control over cryokinesis is to the point that it has extended being capable of affecting atoms, which are the smallest constituent unit of ordinary matter that has the properties of a chemical element, freezing all atoms of an object with a single thought, such as freezing the blood in the veins of an opponent, thereby stopping blood circulating to the brain. Annarose is also capable of controlling chemical reactions on the atomic level, enabling her to induce an effect similar to Nullification Magic and prevent magicians from accessing their powers. Wielding the essence of ice, Annarose is capable of defying the laws of physics that were in-built within Earth Land as she can induce the effects of her Ice Devil Slayer Magic upon abstract ideas such as "concepts", which are a generalization or abstraction from experience or the result of a transformation of existing ideas, freezing what cannot be frozen while shattering the boundaries between the physical realm and the conceptual realm, achieving a scale of mastery over cryokinesis that Annarose could be considered to wield no power, just "ice" as she can freeze space and time even though it's a rendered as a single interwoven continuum as to force the world's rotation to grind to a halt as well as freeze the souls of her opponents as to control their thoughts. Because of its discreet nature, Ice Devil Slayer Magic has never been formally named by Annarose in the current day and age, whom attempts to keep the magic under wraps at all times, as more often than not, it serves as her trump card when applied in a subtle manner as well as if she named it, Aeternum's very existence would take effect.
- Glaciate (
分子結化, Gurashiaito lit. Molecule Freezing Shifting): Glaciate is a powerful supplementary passive skill of Ice Devil Slayer Magic and perhaps its greatest asset- effectively, it enables the user of Ice Devil Slayer Magic to turn anything that they come into contact with into ice and then utilize that ice in any way that they deem suitable as long as the object of choice they touch is capable of transforming into ice. Glaciate can be turned on and off according to the user's will, meaning that it fares somewhat better than most "Elemental Conversion Affinity" type abilities. In any case, the term that collectively describes all of the parts of the dimension's surface where water is in frozen form is the cryosphere. As ice itself is known to be an incredibly important component of the global climate, particularly in regard to the water cycle, the user has complete dominance over all kinds of ice, no matter their origin, size, shape, influence and so on. When inducing Glaciate, as Ice Devil Slayer Magic is constantly generating minuscule amounts of semi-solid ice with every breath they make, when the user makes contact with anything that can be transformed into ice, the temperature of the object that they touch has its temperature instantly reduced to its freezing point, effectively causing a sheen of ice to wash over its very existence from which the user is capable of modifying it in any way that they deem suitable. However, in the case of liquid transitioning into a solid, heat and pressure is released which can often be seen as counter-productive; and during the transformation, variable amounts of energy are expended to switch between solid, liquid and gas at will, based on the surface energy of each phase; it isn't just solids that can be frozen, but Glaciate is capable of freezing the air itself. With Glaciate, the user is able to freeze anything in sight, and anything affected can be used in order to create 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, a user of Ice Devil Slayer Magic has proven capable of freezing even burning things such as flames and boiling water. When Glaciate is induced on living beings such as when the user of Ice Devil Slayer Magic makes contact with the opponent, it can result in frostbite, which, if it isn't treated properly and instantly, can end with those affected by this ability suffering permanent tissue damage; this power plays into various Ice Devil Slayer Magic spells including one of the Devil Slayer's Secret Arts. Glaciate is capable of slowing down the molecules and atoms of a living being that the user comes into contact with, able to affect anything that possesses some sort of mass, enabling the user to render most physical attacks, armours, and projectiles null and void in the face of this magic. Glaciate has the side-effect of freezing magical particles solid and thus cutting off their link to their magic for a few moments. This freezing effect is capable of extending for several kilometers, and anything that the resultant ice comes into contact with is also put under the effect of Glaciate itself. It should be noted that with Glaciate activated upon the user's body, each of the user's close-combat blows can induce crystallization upon the enemy, dealing damage alongside effectively freezing the target, allowing several combos to be unleashed.
- Union Passive: Thermokinesis (
融合内魔導・気温能操作力, Yunion Passhibu: Sāmokineshisu lit. Fusion Internalized Magic Arts: Temperature Manipulating Power): Union Passive is one of the various subspecies abilities for Ice Devil Slayer Magic – unlike the others, it is not inherent within the magic nor is it naturally achieved through mastery over the element – rather, it is a fusion between two arcane powers in a manner that's not dissimilar to a Unison Raid or a Combination Spell, both of which merge two or more arcane skills to produce a stronger result, obtained through specific tweaking and reimagining of what the magic can and cannot do to create a subspecies power referred to as a Union Passive. In this case, this skill was born from a fusion of Ice Devil Slayer Magic's cold manipulation and the Elemental Five sub-ability of Enchantment, specifically the element of fire to produce a superhuman ability that revolves around the power to manipulate temperature, which is a physical property of a system that underlies the common notions of hot and cold. Heat itself is internal thermal energy that flows from one body of matter to another, it is not the same as the energy contained in a system—that is, the internal thermal energy of the system. Rather than being "energy-in-residence," heat is "energy-in-transit." Originally, it was thought that the power to manipulate heat and cold simultaneously with a single-element Slayer Magic was beyond the wildest dreams of a magician, no matter how skilled they were – however, through a lot of modification and combination of Ice Devil Slayer Magic's activation sequence with various other arcane powers, Annarose did the impossible and obtained the power to manipulate temperature, classified as "Thermokinesis". Instead of invoking a Dual-Element Devil Mode by consuming the fires of a fire-element Devil Slayer to induce temperature manipulation, Annarose instead combines her skill in Enchantment and its elemental manipulation in order to achieve this miraculous feat, allowing Thermokinesis to be activated by her thoughts alone. This Union Passive functions by overriding her hypothalamus, which contain the nerve centers for regulation of a human's body temperature, allowing her arcane powers to lower or raise her bodily temperature and from there release it outwards. While the means to lower her external and internal body temperature to dangerous new lows and thus project intense coldness from her body is something she possesses naturally through this method due to her cryokinetic prowess, thanks to Thermokinesis, she is able to raise her bodily temperature to suffocating highs and release bursts of heat. Through the method of Thermokinesis, Annarose is capable of converting heat into nondescript energy which she's capable of harnessing herself by coming into contact with it and from there activating the Union Passive, using her control over heat to reduce its temperature nigh-instantaneously to the lowest of lows by using the method of freezing its molecules, enabling Annarose to influence it in any way she deems to be suitable with her cryokinesis, often empowering herself and her abilities. Thus, this renders Annarose immune to all forms of fire-based supernatural powers; no fire-based ordinary Magic, Lost Magic, Slayer Magic, Black Art or even a Curse is safe from the absorption ability of this Union Passive – perhaps even a wielder of a lightning-based magic such as ordinary Lightning Magic to Lightning Dragon Slayer Magic and Lightning God Slayer Magic would be affected by this power, with Annarose leeching the heat energy that's a natural part of lightning; but a weakness of this is that Annarose is incapable of consuming the lightning like she can for the fires. Finally, with Union Passive: Thermokinesis, Annarose is also capable of manipulating the temperature around her in such a way that she creates a gust of wind which she can ride on, essentially allowing her to achieve high-speed flight in a manner not dissimilar to Flight Magic or Aera, albeit without wings.
- Absolute Zero (絶対零度, Zettai Reidō): Absolute Zero is the full potential of an ice-based magician; it is said to be an "ice beyond ice" and the fruit of labour for which every ice-based magician strives for - it's a subspecies ability enabled through the zenith of cold manipulation achieved by gaining an understanding over the "essence of ice". Absolute Zero itself is recognized as being the lower limit of the thermodynamic temperature scale, a state at which the enthalpy and entropy of a cooled ideal gas reaches its minimum value—numbers-wise, Absolute Zero is said to be minus two-hundred-and-seventy-three-point-fifteen degrees Celsius as universally agreed upon. In the case of every ice-based magician, a feat such as lowering temperature to induce any form of ice-derived magic may seem to be a simple enough operation, but in order to completely bypass the Laws of Thermodynamics in order to induce Absolute Zero is impossible by supernatural particle standards. Indeed, while theoretically impossible to achieve naturally, the dream of reaching absolute zero is capable of being made a reality through application of fighting spirit or by Enchantment in conjunction with ice-derived magics, allowing the user's willpower alone to break the limits of the temperatures that ice generated by a supernatural force can sink to, bringing this miraculous power into the mortal plane. Once the user's ice reaches absolute zero, at such extreme temperatures, events which do not normally occur in nature begin to happen, such as breakdowns on the atomic level as everything frozen by absolute zero shatters with the slightest of breezes flowing in their direction and super conductivity; it is well known that when under the effects of absolute zero, the world is blanketed in silence as every material thing ceases to move, all laying in absolute stillness; when Absolute Zero is active, the user is capable of harnessing it in the exact same manner as regular ice-derived magics by manipulating it in any fashion that they deem suitable, with techniques that include but aren't limited to instant-freezing attacks of various intensities and clones of the user. Not only this, when inducing Absolute Zero, through the properties of the "essence of ice", Annarose's Devil Slayer Magic has a property which is referred to Ice Erosion (氷蝕, Hishoku), with the ice that she manifests inducing a breakdown of anything that it comes into contact with in a manner which isn't too dissimilar to Crash, itself a power which gives the user the ability to smash everything they come into contact with into innumerable pieces through a pressurization of magical energies. Through this power, she channels the lower limit of the thermodynamic temperature scale referred to as absolute zero, a state at which the enthalpy and entropy of a cooled ideal gas reaches its minimum value, taken as zero; this, with some assistance from Annarose's magical energies, causes anything that her ice-created attacks come into contact with to have its atomic structure lose its pliability, resulting in the target to shatter where they stand, bestowing upon each and every one of Annarose's strikes possessing a certain transcendent priority, displaying the ability to transcend normal area-of-effect of close-range combat strikes, as her Ice Devil Slayer Magic cannot collide with, clash with, cancel out, or be cancelled out by other attacks, even other priority-oriented attacks of a similar nature while Absolute Zero is invoked, resulting in completely unblockable blows which are sure-kill in the first place, with the only way to escape their one-hit-kill properties being to evade.
- Ice-Make (
氷の造形魔法, 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 - however, in the case of Ice Devil Slayer Magic, Ice-Make is integrated directly into its magic structure to serve a similar purpose as the Photonic Forge power of Photon Dragon Slayer Magic and Crystallos Forge of Crystal Dragon Slayer Magic. As the opening paragraph had stated, Ice-Make is one of the Molding Magics; which enables the user to create and manipulate ice. In order to harness Ice-Make, the user places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state. More skilled users are capable of freezing molecules of moisture that are suspended within the air or by absorbing heat, which is energy that spontaneously passes between a system and its surroundings in some way other than through work or the transfer of matter from the atmosphere; additionally, if the caster possesses Water Magic, they are capable of manipulating the water in the atmosphere and then halting the movements of the molecules that composed it while hardening it, turning it into ice in a matter of moments. During this process, the caster projects their Magic Seal outwards while envisioning the creation of their choice and drawing power from the atmosphere; the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired creation spawns from the glyph of energy accompanied by a swirling hurricane of ice. But, of course, no matter the activation method for Ice-Make, the end result is always the same in that it sets up a perfect stage for the user to manipulate the shape of the ice that the stray eternano and other molecules within the atmosphere is transformed into in any way that they deem to be suitable at a whim, and ice can be molded both offensively or defensively, enabling them to create ice at their will and to shape it into a variety of objects, whether living or not. This process begins with calling out the magic's name, followed by the spell. Unlike uninventive users of plain (c)old Ice Magic, the ice produced by Ice-Make can be formed into any object of the user's choosing: the only limitations are their own imagination, and the ambient air temperature which determines how long their formed spell will stay functional- though the latter can be nullified slightly through liberal application of magical power manipulation. In extremely advanced cases, the user does not have to hold the ice physically with their hands in order to shape it; indeed, a skilled user is capable of creating countless amounts of objects for a multitude of uses. Outside of combat, the user is capable of altering their 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. Of course, this magic has some strategic element to it in regards to espionage and the like, as the user is capable of creating exact replications of keys or scanners in order to access previously unavailable areas. As long as the user is imaginative, they are capable of producing virtually anything that they wish, giving them a capacity to create that is virtually unmatched. As a side note, in order to gain resistance from time-manipulating magics such as Arc of Time, a wielder of Ice-Make is capable of freezing their own blood and from there initiating the activation sequence for this Molding Magic as normal, thus creating resistance. There are currently two known types of Ice-Make Magic. The first one is called Static Ice-Make Magic. This type of Ice-Make is characterized by the creation of inanimate objects, such as weapons, or by affecting the environment around them. The second type is called Dynamic Ice-Make Magic. This type of Ice-Make focuses on creating animate ice sculptures, usually in the form of animals; though human body parts and the like can also be formed. Dynamic Ice-Make is said to be more quickly cast than Static Ice-Make. While both styles of Ice-Make have their own pros and cons, there is no clear "superior", leaving the matter of which style is "stronger" up to the individual user. To get down to business, Annarose is highly proficient in regards to utilizing Ice-Make, and no matter which form she harnesses, she can switch various constructs that she has manifested with faster than the speed of thought, even shifting between countless tools in the heat of battle with a skill level that rivals or even possibly exceeds that of the fearsome Titania. Annarose is known to form numerous appendages out of ice with her expertise in Ice-Make to assault her enemies with impunity; casually reshaping items even after they've been created to keep a certain level of unpredictability with her attacks, shifting a sword used to slash at her opponent into a shield to defend herself instantly as the foe launches a counterattack at her. While in flight, lances of ice transmogrify into a plethora of snowy dragons that rush forth and overwhelm her opponent through sheer force, and many more miraculous feats that are unheard of even by the greatest users of the ice-element Molding Magic such as Ur – however, since Annarose is a legend in the Land of Isvan and tales of her prowess are well-known across Earth Land, she tends to downplay her skill in shaping ice and instead focuses on pure ice-type attacks unless she's pressured into revealing her true nature. Something that should be taken into consideration is that Annarose is capable of superimposing her weapon-based Ice Devil Slayer Magic spells upon the Polar Star Relics made manifested through her Ice-Make as to grant the weapons the properties of these spells. Annarose's skill with Ice-Make, after a vast period of time, has reached the point where it can be truly said that she surpasses all wielders of the magic, as she is able to call upon any spell of the three forms of Ice-Make methods, whether it be Static Ice-Make, Dynamic Ice-Make, or even Ice-Make Unlimited without said spells being directly listed within her bucket capacity, often taking many an opponent by surprise as she unleashes skills the likes of Ice-Make Unlimited: Ice Volcano, Ice-Make: Rozen Krone, and Ice-Make Unlimited: Chaos Blade Dance whereas previously her enemies had no indication of her being capable of using these incredible skills. Additionally, a common tactic of Annarose's is to unleash Ice-Make Unlimited: Iced Shell, but instead of sacrificing her life, she uses Ice-Make to manifest an Ice-Make: Clone, and have the clone use Iced Shell in her stead, thereby completely negating the weakness of Iced Shell that requires a caster to sacrifice their lives to harness its might.
- Static Ice-Make (
具鍛・氷の造形魔法Sutateikku Aisu Meiku lit. Tool-Forging Ice Molding Magic): Static-Ice Make is known as one of two mainstream methods with which to utilize the power of Ice-Make; as one may suspect by the prefix, "Static" referring to how once created, it does not change unless through the interference of an outside source, Static Ice-Make is characterized by the creation of inanimate objects that can be considered to be tools, physical items that can be used to achieve a goal, especially if the item is not consumed in the process; this usually consists of various forms of weapons of both close-range and long-range capabilities that suit the situation at hand. Static Ice-Make is by far the most common method of harnessing Ice-Make, not only out of lack of skill on the part of many molding magicians, but because they're relatively simple to maintain when compared to the numerous icy beasts created through its sister method; obviously, a sword made out of ice doesn't need further instructions once created as all the caster would need to do is use it to stab all kinds of things, whereas a polar bear forged from ice would require mental commands and directions to make the most out of it. Indeed, because of how basic their composition is, Static Ice-Make also has a greater amount of customization without the need to create entirely new spells and it's less of a hassle to manifest and keep in-action for long periods of time in contrast to the summoning constructs of the Dynamic version of the magic. Generally, each construct is capable of matching a real steel weapon blow-for-blow without shattering – Static Ice-Make can be utilized to form almost any weaponry at all; an expert wielder is capable of conjuring anything from nothing. While close-combat weapons such as swords and spears are capable of being created effortlessly as can shields, due to the intricate workings of existences such as most projectile-type weapons such as guns, they are slightly more difficult as they also require ammunition to be created alongside the launcher. By using Static Ice-Make, Annarose displays the ability to manifest a truly enormous quantity of weapons of all shapes and sizes all composed from ice simultaneously up to a limit of two hundred, lashing out mercilessly with said tools in various manners in accordance to her willpower and commands. Additionally, by wielding the armaments that she brings into existence through her Ice Devil Slayer Magic's Ice-Make subspecies ability and her Norse theme, Annarose is capable of using her Static Ice-Make creations to perform different magical attacks, usually done in combination with specific tools of hers, which makes her a very deadly combatant, utilizing all weaponry generated to either go on the offense or defense while using deadlier force and mixing different elements together to unleash incredible combinations that can easily overwhelm anything or anyone that she goes up against. Utilizing Dáinsleif, which is king Högni's sword which could not be sheathed until it had drawn blood or taken life, Annarose is able to deal critical hits much easier and leave the opponent with wounds that are almost impossible to heal from; on the other end, by utilizing Tyrfing, the sword which played a major part in the titular Tyrfing Cycle, her sword strikes will land successfully no matter what, slicing through anything that so happens to be in the path of the blade of the sword and a successful blow. Harnessing Gram, the sword that Sigurd used to kill the dragon Fafnir, Annarose is capable of dealing extra damage to the likes of Dragons and users of Dragon Slayer Magic; and by wielding Laevatein, the sword forged by Völundr, Annarose is capable of channeling magical energies along the weapon with greater efficiency than other weaponry, similar to that of a Magic Staff and can fire blasts of condensed magical energy from the blade.
- Dynamic Ice-Make (
実降・氷の造形魔法, Dainamikku Aisu Meiku lit. Entity-Summoning Ice Molding Magic): Dynamic Ice-Make is the second method in which to harness the might of Ice-Make; the prefix of "Dynamic" refers to how something is always in motion once created, and indeed, Dynamic Ice-Make involves the user creating various animate objects forged from ice in order to assist them in battle, whether it be for backup, or for other purposes. These inanimate objects are known to be formed when the caster focuses more magical energy into the formation of their Ice-Make magic seal while envisioning a proper 'guardian', at which point, the user can manifest them from their magic seal – these icy beings take upon a white-blue colouration and emit a soft glow. What a wielder is capable of manifesting is highly variable, even moreso than Ice-Make usually is – this usually takes upon the form of numerous creatures, including vertebrates such as fish, amphibians, reptiles, birds, and mammals as well as invertebrates such as mollusks, arthropods, annelids, cnidarians, and sponges; of course, at greater levels of skill, phantasms which are universally a cut above the rest, legendary creatures, can be manifested, two notable examples being dragons and phoenixes. While Dynamic Ice-Make focuses on icy animals, human body parts and the like can also be formed; skilled users can manifest full humanoid beings which can serve the purpose of a distraction or just assist the caster in battle. Once brought into the current plane of existence, the creatures forged through Dynamic Ice-Make function in a similar manner to Celestial Spirits and Familiars, as they're directed by the caster's mental commands and have their own abilities that are bestowed upon them by the wielder's thoughts. Dynamic Ice-Make is said to be cast at a quicker pace than the icy weapons of Static Ice-Make; though they generally cost more magical power to maintain due to Dynamic Ice-Make summoning beings which more often than not requiring the user to direct and command them. With Dynamic Ice-Make and a good memory, the user has the ability to summon avatars of the foes that they've defeated, the stronger they are the better.
- Ice-Make Unlimited (
天相従臨・氷の造形魔法, Aisu Meiku Anrimiteddo lit. Subjugation of the Heavens Ice Molding Magic): Ice-Make Unlimited is the third and final mainstream method in which Ice-Make is capable of being used – of course, as one may have noticed by the name of the style, which has a suffix instead of a prefix, Ice-Make Unlimited is vastly different than both Static Ice-Make and Dynamic Ice-Make; "unlimited" referring to infinite capabilities – indeed, its activation process allows for infinite possibilities. Ice-Make Unlimited works by the user sending faint traces of their magical energy into the skies, 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. They can also induce Subjugation of the Heavens by dipping a part of their body into an area which has to do with their element in any way- for example, since water is a liquid form of ice or the blood of an enemy's blood. 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 Ice-Make Unlimited, combined with the ability control, generate, or absorb ice; but more than this, the user can surge their icy aura into the area in an instant, reducing the kinetic energy of atoms and reduce temperature of the area that the rain splashes upon in order to transform it into their own element, influencing its shape and structure, effectively turning it into their own element. This ensures that the user of Ice-Make is capable of utilizing their magic whenever they want, with no shortage of sources of power. With this, the user is capable of transforming moisture or numerous sources which contain water into varying forms of ice and control; manipulate and move it as they wish. They are capable of altering the physical state of the ice that they manipulate, mainly between liquid, solid and gas at will. Changing the phase of ice allows for multiple techniques in the course of a battle, from encasing an opponent in ice, drowning them in water, to hiding behind a wall of mist. With this, the user is capable of generating and sending forth various effects in-line with solids, liquids, and gases as well as transform moisture or water into varying forms of these states 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 or shroud the battlefield in mist; the caster can harness anything that's made as a result of Ice-Make Unlimited as a medium for their magic, allowing for countless ice structures of all shapes and sizes to be manifested instantly. When using Ice-Make Unlimited, the Ice-Make Magic Seals multiply exponentially as they are projected around Annarose, more often than not having their flat surfaces facing frontwards in the direction which she is aiming. The Magic Seals are composed of intangible energy in the form of a proper circle, with concentric rings and squares inscribed in it; while gathering eternano to cast a spell, the Magic Seal spins at a varying velocity. From here, Annarose skips the "casting sequence" of her magic and utilizes her Magic Seals in the form they'd usually be in when beginning to bring one of her spells into the current plane of existence, allowing these arcane crests to function similarly to that of a medium for her magic – by activating the natural ability of Ice-Make, these Magic Seals become a medium through which the armour and weaponry associated with Norse Mythology that is capable of being brought into the physical realm is manifested, visually resulting in the circles beginning to spin at an ever-increasing velocity as in accordance with Annarose's thoughts and feelings as to personally select which artifacts she wants manifested through ice. Once the desired armaments and the like have been selected, they emerge from the Magic Seals that Annarose has generated, passing through the seals as they form glowing ripples in the empty air as they appear in the mortal realm referred to as Earth Land, all under Annarose's thrall. She can also utilize the creation method in order to manifest items directly into her hands, pull out weapons from directly behind her, or prepare numerous weapons in the air. Typically, the upper limit of artifacts manifested through the multiple weapon creation method is more than two hundred, resulting in this activation style being best suited towards facing multiple opponents at once. When performing Ice-Make Unlimited, it is not uncommon to see Annarose manifest a flurry of icy weapons of all shapes and sizes which materialize out of thin air and disappear just as quickly, flying and attacking rapidly from many angles at once with the various properties making it ever-more difficult to properly defend against or evade; overall overwhelming the foe; or at least, placing tremendous pressure upon them, forcing them to keep their defenses up lest they be struck by a weapon —causing dozens of other armaments to annihilate them in a matter of moments. Instead of an ordinary casting method, Ice-Make Unlimited can be considered to be Ice-Make's equivalent of the Dragon Slayer's Secret Arts of Dragon Slayer Magic in that Ice-Make Unlimited encompasses the strongest spells of the magic.
- Static Ice-Make (
- Ice Devil's Rage (氷魔の
激昂, Hyōma no Gekikō): Ice Devil's Rage is a basic Ice Devil Slayer Magic spell and a variant of the Devil's Rage spell which is the Devil Slayer Magic equivalent to the Dragon Slayer Magic's Dragon's Roar and God Slayer Magic's God's Bellow spells, attuned to the element of ice as per the nature of this magic – as such, it works best with Ice Devil Slayer Magic and is as such considered a basic Ice Devil Slayer Magic spell that involves the wielder of Ice Devil Slayer Magic quickly gathering and releasing a large amount of ice from their mouth in the form of a large purple blizzard of cold air, ice and snow, directing it towards an area of their choosing that inflicts great damage upon those comes into contact with, causing everyone unable to resist it to be sent flying away with great force. In any case, when performing Ice Devil's Rage, the wielder of Ice Devil Slayer Magic utilizes their enhanced lung capacity in order to gather and condense ambient eternano from within the atmosphere and store it momentarily within their mouth- from here, the user attunes the eternano gathered by merging them with their energy in order to induce the usual fusion to being power into the current realm; this results in the user of Ice Dragon Slayer Magic focusing the voluminous quantities of magical energies that are swirling around within their Magic Origin intently, before pulsing the immense quantities of arcane energy that are dwelling within their Factor of the Dragon outwards as to scatter throughout the atmosphere and integrate with the ambient eternano particles saturated within the vicinity, invoking the usual fusion of magical energy and eternano so universal in regards to the art of spellcasting – however, while releasing their magical energy, the caster harnesses mental commands and direction as to invoke the power of cryokinesis so synonymous with this Devil Slayer Magic, freezing molecules of moisture and absorbing heat as to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice. The Devil Slayer draws more and more icy energies into their jaws from which no flying, talking cats have ever seen the light of day until they have gathered enough to the point that just by propelling it outwards, they could cause a high-powered blizzard that covers an entire continent; along with this, the user adds their own magical energy into the mixture to serve as a propellant to the ice gathered, charging it up for a split second. Once this is done and an adequate quantity of arcane energy has been charged and thus the power of this spell has been bolstered to a level that the caster deems to be appropriate, Ice Devil's Rage is ready for utilization – to unleash the impressive quantities of energies that have converged within their mouth, breathing outwards harshly to imitate the unbridled fury of a true demon shouting in absolute rage, the caster unleashes this exceedingly simple yet deceptively powerful spell in the form of a large purple blizzard, a severe winter storm condition characterized by low temperatures, strong winds, and heavy snow. Howling forward at insurmountable velocities that reach beyond the likes of the speed of sound, cold air, ice, and snow converge as to produce an incredible force, shooting forth like a high-speed bullet while tearing up the atmosphere as it blasts everything in its way full-pelt, slicing a pathway of hyper-intense cold through the skies and the ground that continue to bloom and spread out over a wide area. The cold air released alongside the other properties of Ice Devil's Rage are known to simulate the temperature of the mesosphere, the third highest layer of the atmosphere, occupying the region above the stratosphere and below the thermosphere where temperatures drop with increasing altitude to the mesopause that marks the top of this middle layer of the atmosphere, thus making it the coldest place on the planet. As it is known to be a blizzard, Ice Devil's Rage often smothers the vicinity in high-density precipitation in the form of flakes of crystalline water ice that falls from clouds; blanketing the area in nothing but a pristine white as it swamps the surroundings in incredibly dense snow, producing a multitude of snow cornices and avalanches in the wake of the spell's activation – the Ice Devil's Rage brings about heavy precipitation and hurricane-force winds which includes thundersnow and widespread whiteout conditions alongside the ordinary lilac blizzard. Instead of dealing blunt, slicing, or piercing damage like most other forms of Slayer Magic and even other Ice Devil Slayer Magic spells, Ice Devil's Rage completely consumes anything it encounters while in motion, devouring everything in its path as the immeasurable volume of cold-related energies ravages those whom stand before it, all while drawing more and more cold energies by temperature reduction into its composition as to keep up and even enhance its momentum in motion. Opposing forms of magic that Ice Devil Slayer Magic, such as Water Magic, Ice Magic, ordinary Ice-Make, and Snow Magic are subjugated by the might of Ice Devil's Rage, adding their composition and constituent magical energies into the structural makeup of the blizzard to increase its power even further with no way of properly negating this property. Indeed, the powerful blizzard is able to bust through strong magical defensive measures in the process of movement, thus even a barrier such as the bog-standard Defenser or the more intricate Barrier Magic which is erected by an S-Class Mage would also be sundered; because of its wide range, Ice Devil's Rage is known to work similar to a shotgun; spreading the damage dealt by the attack over a greater area. The blizzard inflicts great damage upon those it contacts, causing everyone unable to resist it to be sent flying away with great force, as well as leaving behind a trail of destruction in its wake, heavily damaging the area it passes through; the user can fire the attack very quickly, while maintaining precise aim. The whiplash of Ice Devil's Rage can be quite huge, usually blowing apart anything behind the user at the time of attack. The blizzard is known to be powerful enough to strike multiple enemies and even a myriad of adjacent foes simultaneously; violently crushing the intended opponent and objects around them away from the user with overwhelming force. Additionally, Ice Devil's Rage is known to be stunningly more powerful than a more focused blast as seen with most other forms of breath-type spells due to the wider focus of the blast causing more widespread damage, rather than the narrower, more penetrative beam of regular breath techniques, already more than powerful enough to penetrate magical barriers and at its highest point, piercing the likes of Fairy Sphere; Ice Devil's Rage is known to cross a fifty thousand kilometer distance in the blink of an eye, consuming anything that it just so happens to brush up against.
- Ice Devil's Zeroth Long Sword (氷魔
零ノ 太刀Hyōma Zero no Tachi): Ice Devil's Zeroth Long Sword is an an Ice Devil Slayer Magic spell which is also of the Ice-Make Subspecies Ability, incorporating knowledge of Ice-Make: Sword into the utilization and mechanics of this spell - it allows the caster to create an etheral sword meant for two-handed usage by covering their right fist with their left palm and separating them, forming a blade with immense slicing power. In any case, when forming Ice Devil's Zeroth Long Sword, the wielder of Ice Devil Slayer Magic focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a sword and drawing power from the atmosphere - during the summoning process of this frozen blade, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired create spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is an extremely large longsword composed completely out of ice for the sole purpose of melee combat with a structure that's not dissimilar to Ice-Make: Cold Excalibur; from tip to handle, it is approximately five to six feet long, with a double-edged large blade approximately one foot wide; thanks to Ice Devil's Zeroth Long Sword being a byproduct of their dominance over ice, the caster is able to change the properties and composition of the spell through thoughts alone into alternate forms as long as it still counts as a "sword" - while normally, it takes upon the form of a short-sword which makes it a jack of all trades so to speak, the caster is capable of changing it to a longsword and back in order to shorten or lengthen the blade to get the jump on the opponent; not only this, Ice Devil's Zeroth Long Sword can be altered further to change shape to suit the situation, as by chanting katana, the caster can make the icy blade brought into existence more suitable to slicing, and rapier makes it more suited for piercing attacks; alternate forms aren't limited to but also include a cutlass, zweihänder, and a jian. No matter the form it takes, Ice Devil's Zeroth Long Sword seems to be completely weightless, as the wielder of Ice Devil Slayer Magic has displayed the ability to make it as light or as heavy as they deem it to be suitable, the only thing changing about the Ice Devil's Zeroth Long Sword being how much damage it inflicts to anything it touches. Known to possess a sharpness and durability that's equivalent to ordinary metallic blades or even greater, Ice Devil's Zeroth Long Sword is a more-than-worthy substitute for an ordinary sword, going up against ordinary swords, enhanced by magic or not, with relative ease, even cutting straight through opposing armaments like a hot knife would run straight through butter, slicing straight through all forms of protection such as Defenser forcefields and Barrier Magic of all shapes and sizes. With every motion, Ice Devil's Zeroth Long Sword trails enormous amounts of ice in its wake that is capable of striking anything the caster wishes in a similar manner to Sword Beam. No matter the form which it takes, Ice Devil's Zeroth Long Sword itself can endure even the strongest of attacks, making it quite effective in blocking and deflecting incoming attacks; and it can withstand getting crushed by force. 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, and it can even cleave through diamond and even magic blasts effortlessly; and on one occasion, the caster was capable of using the cold steel of the ice-formed sword to absorb an energy blast before returning it to sender via another swing of the blade. The power of Ice Devil's Zeroth Long Sword is capable of inflicting a deep cut into the opponent's body, even if they had erected a magical defense beforehand, severely damaging them and freezing them solid upon connection- it can defeat an Etherious of the Nine Demon Gates compared to a Guild Ace in power in a single strike. Lastly, a wielder, if possible, is capable of channeling their other magic into the Ice Devil's Zeroth Long Sword through the process of inducing the Enchantment supplementary ability known as Enchanted Arms, thus endowing it with an aura and causing runic symbols to appear along its length—something that drastically increases its cutting power. Annarose Antoinette's personalized version of Ice Devil's Zeroth Long Sword is known to resemble a shotel, a curved sword originating in Abyssinia that possesses an almost semicircular shape, with a flat and double-edged blade accompanied by a diamond cross-section. Interestingly, due to Annarose being a master of Ice-Make before she obtained the power of Ice Devil Slayer Magic and that Slayer Magic merged with her ice-element Molding Magic, Annarose's iteration of Ice Devil's Zeroth Long Sword is treated as an enhanced version of Ice-Make: Sword alongside its original properties, and through mental commands, she is capable of altering its frozen composition into any other form displayed by Ice-Make, such as Ice-Make: Cold Excalibur and Ice-Make: Ice Bringer, resulting in Ice Devil's Zeroth Long Sword being unusual for a spell associated with Slayer Magic in that it has almost infinite uses that are capable of being adapted for almost any situation; which are all detailed below; these are known as Additional Attacks (追加攻撃, Tsuika Kōgeki) and are numbered as Additional Attack Number _ (追加攻撃・_号, Tsuika Kōgeki _gō), followed by the name of the spell; it is well-known that each attack can chain into another, but more than three at once can exhaust Annarose quite easily.
- Additional Attack Number One: Ice Flying Strike (追加攻撃・一号・氷翔撃, Tsuika Kōgeki Ichigō: Hishōgeki): Additional Attack Number One: Ice Flying Strike is an Ice Devil Slayer Magic spell, and as the prefix of "additional attack number one" would indicate, a variant of the Ice Devil's Zeroth Long Sword spell that can be naturally extended from the initial strike - Additional Attack Number One: Ice Flying Strike involves the caster generating a sword of ice which they then throw at the opponent at astounding speeds. In any case, when performing Additional Attack Number One: Ice Flying Strike, the caster, already gripping a single Ice Devil's Zeroth Long Sword within their hand, infuses this frozen blade with their magical energy as the caster invokes the Ice Devil Slayer Magic activation sequence by pulsing the magical energies that are dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice - all this, focused upon their Ice Devil's Zeroth Long Sword; indeed, instead of using this Ice Devil's Zeroth Long Sword for close-range combat, it is capable of simply being thrown, with the user launching the weapon like a high-speed projectile at the opponent, impaling them if it makes contact- the Additional Attack Number One: Ice Flying Strike spell is launched forward in a similar manner to that of a rocket. These swords of ice aim to impale the opponent with incredible speed and force. Additional Attack Number One: Ice Flying Strike, when in motion, is able to cancel any type of other ice attack while continuing to hit the opponent; it always 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 swords, enhancing its penetrative qualities. Upon contact with the foe, the Additional Attack Number One: Ice Flying Strike 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 blade, causing a large blast of ice that can freeze something completely solid in mere moments. It should be taken into consideration that in mid-flight, the blades 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 swords of ice freeze them solid. The moment that the blade 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—these lock on to the target, tracking their heat signature; it is a spell that is effective for quick, widespread, and massive amounts of damage. This attack has several other versions, such as a midair version, and a variant that shoots a trio of crystalline blades at once. Something native to this spell is that even when the user is not holding the weapon, it will not vanish- multiple swords launched can be directed telekinetically. Even so, the user has a limit to how much Additional Attack Number One: Ice Flying Strike shots that they can use; even if the user runs out of magical power, they 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 they had magical energy, instead it will fire only straight across.
- Second Extension: Ice Bringer (
追加攻撃・二号・氷魔剣凍牙氷刃, Sekando Ekusutenshon: Aisu Buringā lit. Additional Attack Number Two: Ice Magic Sword, Frozen Fang Ice Blade): Second Extension: Ice Bringer is an Ice Devil Slayer Magic spell, and as the prefix of "second extension" would indicate, a variant of the Ice Devil's Zeroth Long Sword spell which was retooled from the Ice-Make spell known as Ice-Make: Ice Bringer that can be naturally extended from the initial strike - Second Extension: Ice Bringer involves the caster holding a Ice Devil's Zeroth Long Sword in each hand and swinging them towards the target with an intersecting, cross-shaped slash that releases a giant ice wave in a manner not dissimilar to the likes of a Sword Beam at a high speed along the ground. In any case, when performing Second Extension: Ice Bringer, the caster, while already gripping two Ice Devil's Zeroth Long Swords within their hands, infuses these frozen blades with their magical energy while condensing it to its utmost limit, converging at a singular point—the tip of the swords; intensifying the kinetic energy that is about to be released by convergence and acceleration; all the while, the caster invokes the Ice Devil Slayer Magic activation sequence by pulsing the magical energies that are dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice - all this, focused upon their Ice Devil's Zeroth Long Swords. The ice swirls around their weapons, giving it the appearance of an empty hilt which has a large mass of ice attached to them; this charging process can take from about half a second to a full minute, depending on the caster's preferences or the properties of the blade; they are capable of compressing even more of their magical energy and ice upon their sword to achieve a higher level of power- the magical energy compressed, this takes the form of a light-blue glow that radiates throughout the area, reducing the atmospheric temperature. Gripping their forged icy blades tightly, the caster condenses the ice to its utmost limit while they raise their swords tightly, and at the instant of the slash, the caster rapidly moves both blades forward in an cross-esque motion that swiftly releases the magical energy and expels the ice compressed upon the blade which magnifies the slash attack, these energies taking upon the form of a crescent of etheral ice that mows through the surface of the Earth while in motion, resembling a shark's fin hovering above the water while tracking down its next victim. Its principal use is to strike at adversaries outside of the sword's range. Essentially, it breaks the air with a slash and forces out a powerful blast of pure magical energy at the adversary. Because it is essentially the release of focused magical energy alongside the ice of this form of Devil Slayer Magic, it is capable of destroying anything with a decisive strike of a cutting wave of ice. Upon impact, the wave of ice causes a large explosion of ice with enough momentum to breach defenses; making it extremely powerful, ripping into the ground and incinerating an entire squadron of Rune Knights, freezing the very foundation of the earth, leaving naught but molten asphalt and instantly freezing and shattering everything in sight, such as forests and rocks as it splits the skies. A single swing of it is more than enough to disperse an entire rainstorm; as well as demolish a large radius of the surroundings and leave behind a huge crater in the wake of the attack - upon contact with a sturdy enough opponent, instead of blowing them away, the impact of Second Extension: Ice Bringer will cause the opponent to stagger and crumple to the ground like paper. What should be noted is that Second Extension: Ice Bringer possesses homing properties; tracking the foe's heat signature in order to sniff them out and deal damage. When Second Extension: Ice Bringer is utilized in Devil Force, the caster freezes their enemy with one slash of the arctic dagger, and then stabs a Ice Devil's Zeroth Destruction Sword into the ground as their enemy is struck multiple times. Additionally, by invoking Ice-Make: Crescent Blades, the caster can fire Second Extension: Ice Bringer as a barrage of crescent-shaped ice projectiles, allowing them to attack multiple targets at once.
- Additional Attack Number Three: Ice Blade: Seven Slice Dance (追加攻撃・三号・氷刃・七連舞 Tsuika Kōgeki Sangō: Hyōjin: Nanarenbu): Additional Attack Number Three: Ice Blade: Seven Slice is an Ice Devil Slayer Magic spell, and as the prefix of "additional attack number three" would indicate, a variant of the Ice Devil's Zeroth Long Sword spell which was retooled from the Ice Magic spell known as Ice Blade: Seven Slice Dance that can be naturally extended from the initial strike; it is the last of the "additional attacks" in regards to Ice Devil's Zeroth Long Sword, and when using it, the caster forms a pair of ice blades from both of their forearms before rapidly slashing their enemy seven times. In any case, when performing Additional Attack Number Three: Ice Blade: Seven Slice Dance, the user, while already gripping two Ice Devil's Zeroth Long Swords within their hands, infuses these frozen blades with their magical energy as the caster invokes the Ice Devil Slayer Magic activation sequence by pulsing the magical energies that are dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice - all this, focused upon their Ice Devil's Zeroth Long Swords before they step towards the opponent with a burst energy, closing the distance between the two as the caster begins the attack, letting loose with a vicious flurry of strikes. The first hit is a horizontal swing from left to right with the right sword, immediately followed by an uppercut with the left sword. The user then jumps up and slashes the target with both swords from left to right while spinning, twice; the user lands facing the target and slashes an X from top to bottom, before inversely slashing the X again from bottom to top. The user then leaps at the target and makes two diagonal slashes from the same starting point, with the left sword heading from top to bottom to the left, while the right sword heads from bottom to top toward the right. Afterwards, the user reverses their grip on the two swords and slashes another X with both swords from top to bottom. The user then does a barrel-roll like maneuver while slashing at the target, like a corkscrew. The user then slashes another two X's at the target, first from top to bottom and then bottom to top. The user then makes a diagonal slash with the right sword, top-right to bottom-left, then spins left and uses this momentum to deal a horizontal, right to left slash with the left sword. The user then, at a very high speed, makes an uppercut with the right sword; then another with the left sword, a downward slash with the right sword, then a downward diagonal slash towards the right with the left sword, spins and repeats the previous attack, and thrusts the right-handed sword out. The final slash is a forceful downward lunge with the left sword. Each of the first strikes unleash powerful bursts of ice that are capable of destroying the landscape, while the next two inflict piercing, penetrating damage that tear through the sturdiest of defenses. However, the final blow discards all of the user's defense for one, massive, full-powered attack that destroys anything it touches instantly; after which, the ice is destroyed. The velocity at which Additional Attack Number Three: Ice Blade: Seven Slice Dance takes place is at tremendous speeds, the caster unleashing a swift sequence of sword slashes that are so fast that more often than not the opponent cannot keep up; to the untrained eye, it appears as if it is merely a single, godspeed sword slash that strikes eight times in quick succession. While the multitude of attacks are extremely powerful, the deadliness lies in how many strikes the attack deals. Because of the speed that the caster swings his blade, it seems as if they have unleashed these blows concurrently, enabling them to all impact upon the foe's body at the same time. The slashes close on the enemy from all sides to create a prison, allowing no chance for defense or evasion. It should be noted that if the foe deflects a single strike in the combo, then the others will surely hit, and due to the close range, if the opponent attempts to escape, the blades will quickly cut them down.
- Additional Attack Number Four: Rending Ice Blade Bite (追加攻撃・四号・裂氷刃咬, Tsuika Kōgeki Yongō: Rehhyō Hagami): Additional Attack Number Four: Rending Ice Blade Bite is a basic Ice Devil Slayer Magic spell, and as the prefix of "additional attack number four" may or may not indicate, a variant of the standard Ice Devil's Zeroth Long Sword spell that can be naturally extended from the initial strike - Additional Attack Number Four: Rending Ice Blade Bite involves the caster performing minute amounts of magical manipulation upon their Ice Devil's Zeroth Long Sword once it has come into contact with their enemy, causing the blade to split in two mid-way to the tip to transform into a pair of jaws which chomp down upon the opponent and hold them still momentarily, leaving them open for successive strikes. In any case, when performing Additional Attack Number Four: Rending Ice Blade Bite, the wielder of Ice Devil Slayer Magic, already gripping a single Ice Devil's Zeroth Long Sword within their hand, infuses this frozen blade with their magical energy as the caster invokes the Ice Devil Slayer Magic activation sequence by pulsing the vast quantity of magical energies that are dwelling within their Magic Origin outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice - all this, focused upon their Ice Devil's Zeroth Long Sword. When their Ice Devil's Zeroth Long Sword comes into contact with the caster's desired adversary, the wielder of Ice Devil Slayer Magic infuses even more of their magical energy within the icy tool they're gripping tightly, invoking a minor form of Ice-Make as to split the blade down the middle while adding more ice into its structure, thus transmogrifying the Ice Devil's Zeroth Long Sword into a pair of demonic jaws which surround the caster's opponent from both left and right sides before chomping down upon them, restraining the enemy in a vice-like grip. This ensnaring motion is unable to be defended against, whether through attempting to block the attack naturally or through a supernatural means such as Defenser or Barrier Magic, completely ignoring the foe's attempts at protecting themselves and in some cases grabbing them out of their defenses, ensuring that a magician would be best advised to not overuse defensive-type spells against this spell. Because it is cast at point-blank range, Additional Attack Number Four: Rending Ice Blade Bite ignores spells that conceptually block attacks, such as those that provide launch resistance and most counterattacks. In a manner not dissimilar to the likes of Poison Dragon's Grip Strike of Poison Dragon Slayer Magic and Fire Dragon's Grip Strike of Fire Dragon Slayer Magic which the wielder of Ice Devil Slayer Magic used as an inspiration for the creation of this fearsome spell, Additional Attack Number Four: Rending Ice Blade Bite, once it has ensnared the caster's opponent, the jaws act like scissors that threaten to slice the enemy straight in half. While caught in the user's grip, the enemy is rendered helpless, their supernatural powers refusing to respond to them as the wielder of Ice Devil Slayer Magic is free to do as they wish, such as launching the opponent in any direction they deem suitable, hang on to their existence for a longer period of time to pummel them relentlessly with further blows, and many more options are put before the caster when Additional Attack Number Four: Rending Ice Blade Bite manages to take the caster's opponent by surprise.
- Additional Attack Number Five: Zeroth Severing Slash (追加攻撃・五号・
零ノ 絶切り, Tsuika Kōgeki Gogō: Zero no Tagiri): Additional Attack Number Five: Zeroth Severing Slash is a basic Ice Devil Slayer Magic spell, and as the prefix of "additional attack number five" may or may not indicate, a variant of the Ice Devil's Zeroth Long Sword spell that can be naturally extended from the initial strike - Additional Attack Number Five: Zeroth Severing Slash involves the caster channeling a vast quantity of ice within the standard icy blade, before unleashing a god-speed strike that slays everything before the movement of the sword in the instant of the sword's slash, delivering a one-hit-kill without fail. In any case, when invoking the power of Additional Attack Number Five: Zeroth Severing Slash, the wielder of Ice Devil Slayer Magic, already gripping a single Ice Devil's Zeroth Long Sword within their hand, infuses this frozen blade with their magical energy as the caster invokes the Ice Devil Slayer Magic activation sequence by pulsing the vast quantity of magical energies that are dwelling within their Magic Origin outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice - all this, focused upon their Ice Devil's Zeroth Long Sword; alongside the shining lilac blade of frozen matter, energy continues to gather and condense to its utmost limit, intensifying the volatility and lethality of the proceeding blow magnificently. This process can take from about half a second to a full minute, the energy manifested by collecting magical energy, absorbing magical particles from an opponent or gathering magical particles, giving the caster many ways to form this attack; however, each and every way of materializing this attack is functionally the same- they are capable of compressing even more of their magical energy upon his sword to achieve a higher level of power; the compressed magical energies take the form of a misty aurora of lilac that swirls around the sword's blade, with numerous particles scattering off into the winds. Simply by being in close proximity to the wielder of Ice Devil Slayer Magic while they are preparing Additional Attack Number Five: Zeroth Severing Slash causes those in the vicinity to feel a chill rush down their spines, as if alerting the caster's enemy that death is about to pounce on them. Once Additional Attack Number Five: Zeroth Severing Slash has finished charging, when the caster's enemy slips up, the wielder of Ice Devil Slayer Magic, using their Ice Devil's Zeroth Long Sword unleashes a single almighty godspeed slash that has no peer, possessing unparalleled power; the motion of this swing is augmented by the caster transferring the full force of their kinetic energy as if it were regarded as a mass through the blade and then through the atmosphere while the blade moves towards the opponent, attacking with a devastating blow that splits the threads of the enemy's future into innumerable pieces. The slash itself is the medium through which the lilac demonic ice travels, with the end result manifesting as the Ice Devil Slayer Magic attacking the opponent's soul and destroying their enemy in a single blow alongside the slash; busting through the opponents defenses with relative ease; destroying everything in its path in order to deal a large amount of damage in a single wide swath, their soul strewn across the lands – no enemy is immune to this instant defeat condition, however, it more often than not, deals extremely high damage to them. Because of the preceding process, the Ice Devil's Zeroth Long Sword is frozen at temperatures that plummet below even absolute zero, to the point where Additional Attack Number Five : Zeroth Severing Slash simply coming into contact with the caster's opponent will cause the object's molecular structure to lose its pliability, causing them to shatter where they stand, rent in twain by the power of Annarose's Ice Devil Slayer Magic. Whether or not Additional Attack Number Five: Zeroth Severing Slash kills the enemy outright is determined by the amount of energy poured into the attack; meaning that if the wielder of Ice Devil Slayer Magic spends all of their power into the strike then it is a sure kill.
- Ice Devil's Zeroth Falling Storm (氷魔
零ノ 落嵐, Hyōma Zero no Rakuran): Ice Devil's Zeroth Falling Storm is an Ice Devil Slayer Magic spell where the caster manifests a multitude of razor-sharp icicles that circle the enemy, trapping them in an icy minefield before they converge and descend upon the enemy in an enclosed formation in a storm of sharp death. In any case, when performing Ice Devil's Zeroth Falling Storm, the wielder of Ice Devil Slayer Magic focuses intently, before pulsing the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which the caster then mentally shapes into a variety of spikes of ice formed when water dripping or falling from an object freezes which are levitated above ground, beginning to swirl around the caster or their target in a circling formation upon being manifested, focusing the icy blades' explosive, glowy death into a protective ring around the target resembling reverse shrapnel- the numerous icicles spinning around the center they recognize as the "starting point" known as the user or their body electromagnetically- these spikes of ice spin around at varying speeds which the caster is capable of modifying to become any velocity that they deem to be suitable through thought- at its highest point, the icicles whirl around the frame of what the user wishes at speeds just below the speed of sound, or they can move as slow as molasses to allow the caster to grab them and use the weaponry as swords if an opponent closes in too quickly. Once the icicles have enclosed an enemy, the caster can fire the icy spikes, leaving trails of blue light; when in trajectory, they have a spiraling effect. This spiraling effect is the basis and key principle in this technique, allowing the icicles, in contact with a living human, to have many ranges of effect on the human body. When fired, the knives generally act as bullets; the icicles possess no difference in functionality from firearms, albeit they possess absolutely zero recoil, giving them a slight advantage over a gun. They move and take aim at the target according to the user's will, allowing them to fire without having to even touch them. The countless shards released by Ice Devil's Zeroth Falling Storm are known to inflict impressive piercing damage that rips through most forms of armour and weaponry, automatically locating any 'weak spot' for the shards to take advantage of and advance forward, all the while shredding the opponents' body in a manner not dissimilar to the Dragon's Roar of Iron Dragon Slayer Magic. Due to an enormous amount of icicles being fired at the same time, it is incredibly difficult to block many of the strikes. The user can mentally stop the spikes of ice and point them in another direction if the opponent dodges; essentially, it is near impossible to totally evade. The ring of sharp ice can point outwards from the user or inwards surrounding the target. When focused around the caster, the ring of icy blades orbiting their frame commonly serve as single-use barriers that can slice an opponent upon contact, damaging anything they come into contact with while slicing projectiles in half if they even so much as touch the blast homing in on the caster frame; however, upon contact with an existence that the caster deems as a suitable target, the icicles vanish, making this utilization a decent short-term protecting the wielder of Ice Devil Slayer Magic. They are extremely useful for trapping enemies. The attack's actual threat lies within its fragility, as all aspects Ice Devil's Zeroth Falling Storm are known to be fragile, and if disturbed even in the slightest manner, the icicle which is struck is known to split into countless razor-sharp shards of ice that descend downwards when disturbed by the adversaries' magical energy or any attempt to prevent the spell from landing, 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 which can be likened to a vicious hailstorm. Ice Devil's Zeroth Falling Storm is mostly used to surround the user's enemy, and because when it begins to circle the opponent, the foe is shoved into the arcane equivalent of a minefield, the user is able to exploit any available opening at a moment's notice due to the foe being on-edge, a constant worry about slipping up nagging at them. Due to this, Ice Devil's Zeroth Falling Storm possesses the additional effect of being able to surprise the foe no matter how much they have witnessed the technique as it is easily adaptable. With Ice Devil's Zeroth Falling Storm, the wielder of Ice Devil Slayer Magic has displayed that they are capable of firing out countless shards at once, extending into extremely elaborate and beautiful patterns of icicle flows, with hundreds and sometimes thousands of icicles at once, oftentimes making the Devil Slayer's power output appear akin to a particularly flamboyant fireworks display.
- Ice Devil's Zeroth Destruction Bow (氷魔
零ノ 破弓Hyōma Zero no Hakyū): Ice Devil's Zeroth Destruction Bow is an Ice Devil Slayer Magic spell which is also of the Ice-Make Subspecies Ability, incorporating knowledge of spells the likes of Ice-Make: Arrows and Ice-Make: Super Freeze Arrows into the utilization and mechanics of this spell - it allows the caster to create an intricate bow made of ice, charging it with an ice arrow that is fired at the target at high speeds, turning into a spiky array of ice upon contact with the caster's target. In any case, when performing Ice Devil's Zeroth Destruction Bow, the caster focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a bow and drawing power from the atmosphere - during the summoning process of this frozen bow, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired creation spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is an intricate bow with a feathery appearance yet composed entirely of icy energies, and thanks to the spell being a byproduct of their dominance over ice, the caster is able to change the properties and composition of the object through thoughts alone into alternate forms as long as it still counts as a "bow", such as a recurve bow, which is a bow with the tips curving away from the archer to add extra velocity to the arrow, a compound bow; a bow with mechanical aids to help with drawing the bowstring, and a crossbow, which is a type of weapon based on the bow and consisting of a horizontal bow-like assembly mounted on a stock. In any case, when manifested caster grasps Ice Devil's Zeroth Destruction Bow tightly, holding the weapon with their body being nearly perpendicular to the target and the shooting line, with the feet placed shoulder-width apart, upon seeing Ice Devil's Zeroth Destruction Bow, any characters in the user's line of sight seem to flinch as the caster launches the arrow towards their opponent. While in motion, the icy arrow possesses a certain transcendent priority, displaying the ability to transcend normal area-of-effect of close-range combat strikes, as the arrow cannot collide with, clash with, cancel out, or be cancelled out by other attacks, even other priority-oriented attacks of a similar nature, allowing the icy arrow to pierce through anything that could serve as an obstruction while in flight, even capable of striking a maximum of six targets but the damage and knockback weaken for each target hit; thus if used on many opponents, it may not destroy the ones in the back, even if the foes are still suffering from harm. When the blast lands, it blows the opponents away with tremendous speed and force; blasting through everything in it's path in order to assault the opponent ferociously as the arrow sends the opponents flying at a semi-spike angle, inducing tremendous knockback from which it is difficult to recover. If the opponents are too close together, they may collide with each other and prevent immense damaging from happening; using this spell, the caster has displayed that they can fight off numerous attackers, punched holes in the Magic Council's headquarters, and been able to tear the leg off of a demon, all with minimal effort. 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 Hargeon, generating a large explosion. The trajectory of the frozen arrow is capable of being altered through minute application of the Enchantment supplementary ability known as Enchanted Telekinesis, allowing the caster to strike more than one opponent; they can change the direction the arrow will go while holding it; backwards, forwards, and upwards. The user's icy arrows move much more quickly than other, more ordinary arrows, and can be controlled in midair. However, the caster is incapable of holding the arrow back while attached to the bow for an indefinite period of time in normal use; however, if the caster keeps changing the direction the arrow will be released, they can hold onto it for a while. The icy arrows can actually be curved around in a full circle if controlled properly and thus avoid veering off in random directions. The maximum quantity of ice-hewn arrows the caster is capable of firing simultaneously while utilizing Ice Devil's Zeroth Destruction Bow is two thousand arrows at once – after the initial volley is launched forward, this onslaught is capable of being fired once more without spending any time to rest, transforming the vicinity into a geometric curtain of absolute destruction. At higher altitudes which can be personally achieved through the use of Ice-Make: Ice Geyser, while invoking Ice-Make: Super Freeze Arrow, the user can reach to a high point to shoot arrows from the Ice Devil's Zeroth Destruction Bow. After the shot, the speed of arrow increases with gravity and air pressure, grievously wounding the enemy.
- Additional Attack: Ice-Winged Moon Cry (追加攻撃・氷翼月鳴, Tsuika Kōgeki: Hiyoku Getsumei): Additional Attack: Ice-Winged Moon Cry is a Ice Devil Slayer Magic spell and, as the prefix of "additional attack" would indicate, a variant of the Ice Devil's Zeroth Destruction Bow with which the caster incorporates the molding principles of Ice Devil Slayer Magic's Ice-Make Subspecies Ability, which they use to create an intricate bow made of ice, as well as intricate knowledge of the basic property of nature known rotation in order to fire phenomenally powerful arrows that act more like projectile drills which instantaneously accelerate the energy of all forms of matter if these arrows of ice make contact with something. In any case, when performing Additional Attack: Ice-Winged Moon Cry, the wielder of Ice Devil Slayer Magic focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a bow and drawing power from the atmosphere - during the summoning process of this frozen bow, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired creation spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is an intricate bow with a feathery appearance yet composed entirely of icy energies, and thanks to the spell being a byproduct of their dominance over ice, the caster is able to change the properties and composition of the object through thoughts alone into alternate forms as long as it still counts as a "bow" - grasping the bow tightly, the caster, while holding the weapon with their body being nearly perpendicular to the target and the shooting line, with the feet placed shoulder-width apart and manifesting any multiples of specially customized ice arrows which have arrowheads that are fashioned to resemble drillbits, the wielder utilizes their phalanges, hands, wrists, elbows, and shoulders, with the magician beginning to install a basic property of nature, rotation, which is a circular movement of an object around a center or point of rotation, resulting in the arrows rotating at astounding velocities while the caster is still readying to fire them - at this point, the wielder of Ice Devil Slayer Magic launches the arrows towards their opponent at astoundingly high speeds - while in motion, the arrows take upon the properties of a variant of the Magnus Effect, where in flight, a spinning object, by deflecting air flow, curves from its principal flight path, calculating potential trajectories with ease - shooting forth, the drill-bit arrowheads of the projectiles continue to twirl quickly as the vast quantities of energy collected by the icy arrows when launched using the rotation method continuously compress upon these icy structures in order to dramatically enhance the speed and power of the arrows in flight by the second - the ever-increasing speeds also afford Additional Attack: Ice-Winged Moon Cry a certain transcendent priority, displaying the ability to transcend normal area-of-effect of close-range combat strikes, as the arrow cannot collide with, clash with, cancel out, or be cancelled out by other attacks, even other priority-oriented attacks of a similar nature, allowing the icy arrow to pierce through anything that could serve as an obstruction while in flight at a level even greater than the original Ice Devil's Zeroth Destruction Bow. All forms of matter that the icy arrows unleashed by Additional Attack: Ice-Winged Moon Cry comes into contact with is subjected to an instant acceleration of activity within the atomic structure, affecting all particles and in the case of a living target, all of their cells, thereby encouraging the process of senescence, which is the gradual deterioration of function characteristic of most complex lifeforms, arguably found in all biological kingdoms, that on the level of the organism increases mortality after maturation - only in this case, the process of senescence affects everything, and as such, the icy arrows making contact with anything causes everything connected to the point of impact to crumble from its core in a similar manner to as if it had been exposed to a hundred years of aging, reduced to naught but dust, in addition to having a range of effects on humans, animals or the environment - when it hits muscle or a living being, within seconds, they age greatly in dramatic fashion before being reduced to dust as well. Through mental commands, the wielder of Ice Devil Slayer Magic is able to move the arrow-shaped holes that are left behind by the arrows, dragging them along the surface of anything they wish and affect whatever is attached to said surface - when in motion, these holes leave a track behind them as they move which chase down any target that the caster wishes. While flying through the air, the ice arrows of Additional Attack: Ice-Winged Moon Cry rotate infinitely, and thus, if the caster wishes, the damage caused by the rotation is also infinite and will not end unless the wielder of Ice Devil Slayer Magic deems it to be suitable, and it imbues targets with infinite rotation, making them spin internally until they are reduced to nothingness.
- Ice Devil's Zeroth Protection Barrier (氷魔
零ノ 防関, Hyōma Zero no Bōseki): Ice Devil's Zeroth Protection Barrier is an Ice Devil Slayer Magic spell which is also of the Ice-Make Subspecies Ability, incorporating knowledge of spells the likes of Ice-Make: Shield and Ice-Make: Cocoon into the utilization and mechanics of this spell - it allows the caster to create a large shield made of multiple pointed segments that connect that curves around to form a cocoon made of ice with icicles spiking outwards to protect themselves from an attack. In any case, when performing Ice Devil's Zeroth Protection Barrier, the caster focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a suitable shield and drawing power from the atmosphere - during the summoning process of this frozen defense, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired creation spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is a relatively extravagant-looking cocoon, which is a casing spun of silk by many moth caterpillars, and numerous other holometabolous insect larvae as a protective covering for the pupa that's composed completely out of ice; this cocoon wraps around the caster's body in a manner not dissimilar to the standard Defenser forcefield, with its tough, translucent light-blue and multi-layered composition completely enshrouding the wielder of Ice Devil Slayer Magic. Remarkably tough thanks to a constant reinforcement of its structure through the user's magical energies, and its power is as such that it induces a reduction effect which involves Ice Devil's Zeroth Protection Barrier reducing the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness to zero, nullifying the motion and thus the force of the blow while breaking apart the combination between magical energy and eternano into their constituting elements, rendering them harmless - serving as an absolute defense against both physical and supernatural attacks, the nullification of a technique occurs both suddenly and unexpectedly, with onlookers only seeing the incoming strike immediately stopping upon contact with the Ice Devil's Zeroth Protection Barrier as arcane energies are shattered into innumerable particles which then harmlessly scatter to the winds. Indeed, the defensive power of Ice Devil's Zeroth Protection Barrier is absolutely immense; they can protect the caster from almost anything that is aimed towards their form. It's effect is perfectly valid against supernatural powers such as Magic and Curses, as well as more mundane things such as weaponry and projectiles such as bullets and explosions; effectively, in the short time that it is active, the strength of such formation is shown to repel enemy attacks, being strong enough to completely negate the effects of a Heavenly Body Magic spell, with the clash between the two moves sending a gale all over the surrounding area- it provides the caster with a three-hundred-and-sixty degree method of defense, and the spell 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, and they are capable of manipulating such defensive barriers at their will, bending and twisting them to better guard themselves as well as their allies from enemy attacks. Additionally, the Ice Devil's Zeroth Protection Barrier has a multitude of icicles protruding from its composition, which serves the purpose of dealing minute amounts of damage upon whatever comes into contact with this defense, though its main power lies in its complete nullification of opposing attacks. However, the Ice Devil's Zeroth Protection Barrier is difficult to use has it can only manipulate so many eternano particles at a time and it required precise timing; and, despite being far more advanced than any other barrier, it still suffers from magical draining. The barrier can only be used for a total of one hundred and five seconds and requires one hundred and twenty seconds to cool down. If the user has no other defensive measures this leaves a window of fifteen seconds where they have no defense against attacks. Indeed, Ice Devil's Zeroth Destruction Barrier grants the user immunity to most attacks, and the user can defend other allies with the spell 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. Enhancing the utilization of Ice Devil's Zeroth Protection Barrier is the fact that almost instinctively, Annarose has displayed that she is capable of reinforcing the chrysalis that encases her body with a myriad of light-blue textured Magic Seals with assistance from her Enchantment skills, which explode in an impressive manner, turning a simple defensive-type spell into a counter-type spell, freezing anything the area-of-effect of the detonation of these glyphs washes over. When in this state, Ice Devil's Zeroth Protection Barrier is easily capable of protecting Annarose against an onslaught of attacks thrown her way such as Lisette Aznable's Chronos Rose: Edge of Eternity, a powerful spell that was able to down one of the strongest of the Ten Wizard Saints in a single casting.
- Ice Devil's Orb (氷魔の
球, Hyōma no Dama): Ice Devil's Orb is a basic Ice Devil Slayer Magic spell which involves the caster launching a sphere of quasi-solid lilac ice towards their enemy, reflecting anything sent towards it due to its reflective properties before impacting upon the opponent in the form of an icy pulse – Ice Devil's Orb incorporates the mechanics of the basic Magic Ball spell within the activation sequence, allowing what was normally perceived as a standard spell to become something extraordinary. In any case, when performing Ice Devil's Orb, the wielder of Ice Devil Slayer Magic focuses the voluminous quantities of arcane energy that dwell within their Magic Origin intently, subtly controlling it so that the magical energy is focused entirely upon their pointer finger; this magical power acts as a magnet of sorts, drawing in ambient particles of eternano which is saturated within the atmosphere- the usual fusion between magical energy and eternano causes the latter to charge the former, rapidly exciting them so that they experience an increase in density and multiply continuously. From here, the wielder of Ice Devil Slayer Magic freezes molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, utilizing processes not dissimilar from the likes of Ice-Make in order to use their magical energy base to spin the ice and eternano in numerous directions at once while increasing the output of their magical energy, before completing the final step- utilizing Ice-Make once more in order to induce the merging of the previous two steps to contain the magical energy and eternano and shape it into a sphere of pure ice; utilizing phase transition to alter the creation further, the wielder of Ice Devil Slayer Magic modifies the composition of the icy sphere into a quasi-solid, an existence that lies along the boundary between a solid and a liquid, supporting its own weight and holding its own shapes while flowing even under pressure. Now that Ice Devil's Orb has been formed, the wielder of Ice Devil Slayer Magic points their index finger at their opponent, momentarily compressing arcane power upon the orb of lilac ice before decompressing and thus releasing the icy sphere towards their enemy at astounding velocities. While in motion, the Ice Devil's Orb flows like a liquid while still retaining a solid composition due to its nature as a quasi-solid, releasing minute particles of ice as it shoots forward at high speeds – the Ice Devil's Orb is known to be highly forceful in nature, puncturing through anything and everything in its path due to its nature as a constantly spinning orb of ice, whereas the spell's composition enables it to defend against most projectiles thrown its way, completely mollifying the threat each one possesses by the ice that makes up its structure extending the effect ice has upon the adversaries' attacks, removing any kinetic energy they have while rendering them completely inert. Considered to be an ice-element variant of the bog-standard Fire Bullet spell as displayed by wielders of pyrokinetic-type magics, Ice Devil's Orb is much more than that in terms of both power and potential – using mental commands enabled through the utilization of the Enchantment skill known as Enchanted Telekinesis, a wielder of Ice Devil Slayer Magic is able to control the direction and overall trajectory in which Ice Devil's Orb moves through naught but their thoughts alone, thus enabling the Ice Devil's Orb to outmaneuver and confuse the caster's targets, weaving the lilac sphere of demonic ice around them in all sorts of patterns. Due to the very nature of Devil Slayer Magic, a wielder of Ice Devil Slayer Magic has displayed that they are capable of controlling the energy output for each orb of ice, thus enabling them to inflict a wide variety of damage upon their opponents. Not only this, in contrast to most projectile-type attacks associated with all forms of Slayer Magic, Ice Devil's Orb does not explode on contact, serving more as a blunt force projectile, enabling it to burrow underground and surprise the opponent with a sneak attack – reaching the caster's enemy, Ice Devil's Orb expands as its quasi-solid state vanishes, transmogrifying into an icy propagating disturbance that echoes outwards upon the opponent's frame, producing a high-impact blow that is capable of sending the caster's adversary across the landscape in the blink of an eye.
- Ice Devil's Zeroth Healing Spell (氷魔
零ノ 癒呪, Hyōma Zero no Yūjū): Ice Devil's Zeroth Healing Spell is an Ice Devil Slayer Magic spell, that, in contrast to all other Ice Devil Slayer Magic spells, this technique is known to be purely supplementary in nature – it enables the caster to rejuvenate from wounds they've suffered. In any case, when performing Ice Devil's Zeroth Healing Spell, the wielder of Ice Devil Slayer Magic focuses intently, before pulsing the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which the caster then utilizes in order to invoke cryotherapy, which is the local or general use of low temperatures in medical therapy, imitating the likes of Healing Magic, Sky God Slayer Magic, and Sky Dragon Slayer Magic. Harnessing the ice that was generated externally, the wielder of Ice Devil Slayer Magic uses the principles of cryotherapy in order to dramatically decrease cell growth and reproduction, increase cellular survival, decrease inflammation, decrease pain and spasm, promote the constriction of blood vessels, and destroying cells by crystallizing the liquid found inside of cells, resulting in a vast acceleration of the body's natural healing processes to the point that this sequence of events resembles bonafide Healing Magic. The process is initiated by the caster coating a portion of their body or all of it in a sheet of ice, enabling them to regenerate cells and atoms exponentially whenever they are disintegrated, allowing a user of Ice Devil Slayer Magic to near-instantly regenerate tissue, bones, and organs no matter their importance; the speed and efficiency at which the caster recovers from all sorts of injuries transcended the highest limits of human potential, granting them the ability to completely regenerate damaged and destroyed tissue and organs at a velocity that can be considered akin to that of traditional forms of Healing Magic. Because of Ice Devil's Zeroth Healing Spell, the user is constantly in peak physical condition as their body is constantly and instantly reverting to a healthy state, granting them inexhaustible stamina and vitality. Additionally, the user is incapable of getting drunk no matter the strength of the drink, nor addicted or even take any form of drugs; impurities which are transmitted through the air, and they have displayed a complete immunity to numerous forms of hypnosis and Illusion Magic, which could quite possibly limit their focus, and by replicating and creating new molecules, they can continuously evolve in accordance to the situation at hand, such as forming new oxygen molecules to breathe in a close place. Ice Devil's Zeroth Healing Spell is also capable of being applied to the user's allies to heal them. While the activation sequence of Ice Devil's Zeroth Healing Spell is not instantaneous, once it's put into effect, the healing processes of this Ice Devil Slayer Magic spell are, and through incorporation of external sources of the caster's element such as ice and snow as well as the user's elemental consumption method so universal with Slayer Magic, the wielder of Ice Devil Slayer Magic is able to accelerate the activation sequence to match the process, resulting in a user of Ice Devil's Zeroth Healing Spell being considered virtually incapable of being grievously wounded.
- Ice Devil's Zeroth Destruction Fist (氷魔
零ノ 破拳, Hyōma Zero no Hanoken): Ice Devil's Zeroth Destruction Fist is a basic Ice Devil Slayer Magic spell which is also of the Ice-Make Subspecies Ability, incorporating knowledge of Ice-Make: Knuckle and Ice-Make: Vambrace into the utilization and mechanics of this spell - Ice Devil's Zeroth Destruction Fist can be seen as equivalent to Fire Dragon's Iron Fist of Fire Dragon Slayer Magic and Iron Dragon's Hard Fist of Iron Dragon Slayer Magic where the caster creates a pair of gauntlets made of ice and punches the target. In any case, when performing Ice Devil's Zeroth Destruction Fist, the wielder of Ice Devil Slayer Magic focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a pair of gauntlets and drawing power from the atmosphere - during the summoning process of this frozen blade, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired create spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is a pair of gauntlets, which are protective gloves used as a form of armour that are composed entirely from ice, encapsulates the user's fists and arms up to their elbow joints, overall resembling the plate armour type of gauntlet as used by soldiers and knights; these gauntlets are relatively ornate, with an abundance of fins jutting out in various places as well as rings that enclose these gauntlets at the user's wrists and an extended cuff covering part of their forearms. The caster is capable of altering the composition of Ice Devil's Zeroth Destruction Fist into the form of a jagged protrusion of ice that's a large, fearsome jagged claw. Exceptionally hard, the devillish ice that's manifested in the form of these armoured gloves is said to be tougher than diamond, shattering any sort of inorganic substance such as alloys, organic substances like flesh and most forms of flora, and arcane creations including Defenser forcefields and the slightly more advanced Barrier Magic creations; they can be used for high-power pulverizing-type or slashing-type attacks, and their composition is as such that it is capable of rending anything it comes into contact with asunder- the user can, with some excess ice, launch Ice Devil's Zeroth Destruction Fist in the form of a pillar of ice towards the opponent that's capable of tearing through six buildings in a single blow, along with providing the caster with protection of an impressive quality. The Ice Devil's Zeroth Destruction Fist additionally dramatically enhances the caster's throwing strength and speed, enabling the caster to throw a tiny pebble with enough force to pierce through a human chest and severely crack a stone wall. When the hand is bunched into a fist, the backhand protection of the Ice Devil's Zeroth Destruction Fist becomes pronounced from the fist just above the knuckles, enabling the wielder of Ice Devil Slayer Magic to use the gauntlet in a manner not dissimilar to knuckle dusters while still protecting the user's hand from damage when they unleash the full brunt of the attack - the caster launches their clenched fist forward with a swift, bullet-esque motion that appears almost untraceable to the untrained eye and can be thrown towards the target from near-all positions imaginable – but in any case, when the ice-solid fist impacts upon the form of the target, it strikes with the force of being struck in the face with an solid anvil, dealing tremendous damage. The kinetic energies released by the attack induce an effect which isn't dissimilar to that of a drill that's utilized for the purpose of excavation grinding into their body as if the drill was eating away at bedrock little by little, finishing its journey towards its target with a powerful punching force that inflicts major damage upon the caster's opponent and launches them several meters away if their bodily constitution isn't capable of handling the forces associated with the Ice Devil's Zeroth Destruction Fist. To those whom witness the process of the user launching the Ice Devil's Zeroth Destruction Fist which impacts upon the opponent, it visually appears as if the user has made the slightest of movements forward and from there, the enemy was struck with the force of a cannon shell, being sent careening across the landscape near-instantly.
- Additional Attack: Ice Devil Fist (追加攻撃・氷魔拳, Tsuika Kōgeki: Hyōmaken): Additional Attack: Ice Devil Fist is am Ice Devil Slayer Magic spell and, as the prefix of "additional attack" would indicate, a variant of the Ice Devil's Zeroth Destruction Fist spell that's not dissimilar to Crimson Lotus: Fire Dragon's Fist as displayed by Fire Dragon Slayer Magic – Additional Attack: Ice Devil Fist is a single-move combo-type attack where the caster unleashes a powerful flurry of punches towards their target with their hands enshrouded in ice, creating a burst of ice that washes over the enemy after each subsequent contact. In any case, when performing Additional Attack: Ice Devil Fist, the wielder of Ice Devil Slayer Magic focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a pair of gauntlets and drawing power from the atmosphere - during the summoning process of this frozen blade, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired create spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is a pair of gauntlets, which are protective gloves used as a form of armour that are composed entirely from ice, encapsulates the user's fists and arms up to their elbow joints, overall resembling the plate armour type of gauntlet as used by soldiers and knights; these gauntlets are relatively ornate, with an abundance of fins jutting out in various places as well as rings that enclose these gauntlets at the user's wrists and an extended cuff covering part of their forearms; now with the icy gauntlets equipped and the process being completed, the caster lets fly with a furious onslaught of over one hundred punches towards the opponent, striking at a speed beyond the sight of the untrained eye; as the user fuels more and more of their ice into the attack, more fists may strike, until they reach the speed of thunder crashing, or, in some cases, a velocity beyond even that, beyond any mortal comprehension. The fists land so fast that, after a volley, they seemingly connect simultaneously. The massive circles of air bursts from the punches surrounding the user resemble actual meteors, bombarding the opponent relentlessly as the ice focused around their fists impact viciously in the form of a serial of shard scattering impacts that perforate the opponent and rend any defenses they may erect in twain, also releasing bursts of ice that serve the purpose of freezing the enemy completely – the sheer force of Additional Attack: Ice Devil Fist is capable of rendering the impressive defensive capabilities of an Iron Dragon Slayer's Iron Dragon Scales completely null and void and destroy an entire large-sized building; at its strongest point, Additional Attack: Ice Devil Fist is capable of shattering a Gold-level Celestial Spirit as manifested by Celestial Spirit Magic to nothing to atoms and even a producing a force to rival that of the Celestial Spirit King's Meteor Blade attack.
Static Ice-Make Spells
- Ice-Make: Snowfall Bell (
氷の造形魔法・猛吹雪の鳴鈴, Aisu Meiku: Sunōfōru Beru lit. Ice-Molding Magic: Chiming Bell of the Furious Snowstorm): Ice-Make: Snowfall Bell is an Ice Devil Slayer Magic spell and an Ice-Make spell of the Static Ice-Make method where the caster creates an intricately-designed bell made of ice, the chimes of which resound as unleash a vicious snowstorm that covers everything in front of it – Ice-Make: Snowfall Bell is a Ice-Make spell that's exclusive to Annarose Antoinette, being created by her as one of her signature spells before she gained Ice Devil Slayer Magic. In any case, when performing Ice-Make: Snowfall Bell, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state; all the while, the caster focuses more magical energy into the formation of their Magic Seal while envisioning a bell and drawing power from the atmosphere - during the summoning process of this frozen chiming bell, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired create spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is a rather intricate bell, a simple idiophone percussion instrument shaped like a suzu, a round, hollow Japanese Shinto bell that contains pellets that sound when agitated. Pristine white in texture with numerous golden markings, a small winged crown, and sapphires that serve as "eyes" of a sort, Ice-Make: Snowfall Bell begins to rock back and forth immediately upon being brought into the physical realm, the pellets within its composition resounding. From within the structure that constitutes "Ice-Make: Snowfall Bell", an immense amount of energy begins to gather and condense, stirring up countless winds which are affected by the ice that composes its existence, transmogrifying them into precipitation in the form of flakes of crystalline water ice that falls from clouds; because snow is composed of small ice particles, it is a granular material with an open and therefore soft structure, unless subjected to external pressure. From here, the Ice-Make: Snowfall Bell automatically invokes the activation sequence for Snow Magic even if they themselves do not possess the ability to use the real deal, with their cryokinesis which encompasses anything considered to be "frozen" handling that – using a combination of snow and ice to create sleet and hail, all four properties converge as to manifest a severe snowstorm with winds of over thirty-five miles per hour, causing blowing snow to lash about the vicinity, targeting everything in front of the caster and swamping the surroundings in incredibly dense snow, producing a multitude of snow cornices and avalanches in the wake of the spell's activation. Through Ice-Make: Snowfall Bell, Annarose has displayed that in an impressive display of power similar to Invel Yura, she is able to engulf a vast quantity of a continent in an enormous and merciless snowstorm.
- Ice-Make: Saucer (
氷の造形魔法・円月輪, Aisu Meiku: Sōsā lit. Ice-Molding Magic: Circling Moon Ring): Ice-Make: Saucer is an Ice Devil Slayer Magic spell and an Ice-Make spell of the Static Ice-Make method where the caster creates a giant spinning ice disk, which possesses cutting power equivalent to a buzzsaw, and launches it at their target. In any case, when performing Ice-Make: Saucer, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state; all the while, the caster focuses more magical energy into the formation of their Magic Seal while envisioning a razor-sharp ring and drawing power from the atmosphere - during the summoning process of this icy disc, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired creation spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is a thin, flat, circular plate composed entirely out of ice that's fashioned to resemble a stylized wheel in the shape of a snowflake, which itself is either a single ice crystal or an aggregation of ice crystals which falls through the Earth's atmosphere; this wheel, momentarily remaining in front of the caster's body, quickly begins to spin around at high speeds with an ever-increasing velocity – doing so enables it to take upon buzzsaw-like properties, using a rotary motion before the caster launches the disc towards their opponent, following the contours of the landscape. It rolls forward with all of its might- the sheer force of the release causes the ground below the caster to rupture and break into fissures as it travels along the ground at astounding speeds beyond regular perception, moving across the earth like a wheel in motion, destroying some terrain, and also specific blocks – the Ice-Make: Saucer is capable of quickly travelling up walls and onto ceilings; as it accelerates forward, the wheel of ice displays the ability to cause those near it to experience confusion, uncontrollable body temperature lowering, and exhaustion, making sure that they will have a much more difficult time evading the attack. Even if it is evaded, it should be taken into consideration that the sheer amount of ice released by the swing can result in those unfortunate enough to be in close proximity to the attack being frozen in their tracks, leaving them vulnerable to the Ice-Make: Saucer curving around and striking them. Up to three Ice-Make: Saucers can be launched at a time; the spell will traverse the earth until it hits an enemy – but it will ricochet a great number of times before disappearing, but the angle of reflection increases on every hit, and the more icy discs are shot, the more variable the ricochet physics will be for each of them.
- Ice-Make: Bifrost Column (
氷の造形魔法・極星改・六衣結氷虹欠泉, Aisu Meiku: Bifuresuto Karamu lit. Ice-Molding Magic Polar Star Revision: Six-Clothed Binding Ice Rainbow Cracking Fountain): Ice-Make: Bifrost Column is an Ice Devil Slayer Magic spell and a Ice-Make spell of the Static Ice-Make method where the caster uses both hands to freeze the ground in front of them, and creates a single spire of gnarly-looking ice to perform a variety of uses. Ice-Make: Bifrost Column is a variant of the standard Ice-Make: Ice Geyser as used by normal Ice-Make magicians, developed by Annarose Antoinette as one of her signature spells before she gained Ice Devil Slayer Magic; going by her motif of Norse Mythology, Ice-Make: Bifrost Column invokes the symbolism of Bifröst, the burning rainbow bridge that reaches between Midgard (Earth) and Asgard, the realm of the gods. In any case, when performing Ice-Make: Bifrost Column, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state; all the while, the caster focuses more magical energy into the formation of their Magic Seal while envisioning a bell and drawing power from the atmosphere – during the summoning process of this icy pillar, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the caster forces their magical energies surge outwards and through the ground, sifting through various rock formations and who-knows-what while causing the surface below the caster and the opponent to shake intensely, before setting itself up for Ice-Make: Bifrost Column to unleash its full might. Erupting forth with its arrival heralded by intense earthquakes and shockwaves radiating throughout the area, Ice-Make: Bifrost Column rises from the ground in the form of a variety of rainbow-textured columns of ice that curve towards the skies ever-so-slightly, invoking symbolism of the bridge leading from the realm of mortals, Midgard, to the realm of the gods, Asgard. While the form the numerous spires take upon is bridge-like, that's not to say that Ice-Make: Bifrost Column isn't dangerous; refined to their utmost limit, the ice is sharper than most metallic weaponry, and when arched over the landscape, with a single command, the caster is able to launch a hail of stalagmites, which are an upward-growing mound of mineral deposits that resemble spikes down. As per being oriented towards offensive measures, the Ice-Make: Bifrost Column pillars are known to possess immense slashing power if used in such a manner, and can pierce all sorts of defenses, whether they are natural or supernatural in nature, ranging from Magic to Curse-derived. The caster can also wield Ice-Make: Bifrost Column by launching it towards their enemies- by simply thrusting their hands into the ground where their Magic Seal is situated, the wielder of this ice-manipulating magics releases two pulses of magical energy from their palms, resulting in fissures erupting from the earth, travelling in the direction of her opponent- while in motion, the fissures generated cause the earth to shake violently with a force akin to a minor tremor that ends with tall pillars of ice erupting in a continuous row while they rush towards their opponent like a multitude of sharks submerged within the earth, leaving only their fins visible, chasing the enemy until certain doom is met. These numerous pillars of ice can immobilize and pierce the caster's opponents- they can split them into their constitutive elements, which they can freely move in midair and employ for offensive purposes. As Bifröst was known to be a burning rainbow bridge in mythology, through minute application of the Union Passive: Thermokinesis, Ice-Make: Bifrost Column is capable of inflicting first-degree burns upon anyone whom comes into contact with it sans the user themselves. Alternatively, just like its original iteration, without freezing the ground, the user is able to cast Ice-Make: Bifrost Column with both hands in different sides, thus, making tower of ice spikes in a curve-formation in front of them, and by focusing as to invoke Ice-Make: Ice Wall, the wielder of this spell is able to alter the composition of Ice-Make: Bifrost Column as to freeze the opponent rather than impaling them - additionally, Ice-Make: Bifrost Column possesses properties similar to Ice-Make: Block and Ice-Make: Rampart, enabling these constructs to stop any opponent in their tracks. Furthermore, by angling where Ice-Make: Bifrost Column is formed, the caster is able to invoke the likes of Ice-Make: Slide as to create a slide made of ice for them to get around to lower places quickly. Interestingly, Ice-Make: Bifrost Column serves an alternative purpose other than for offensive and defensive purposes - it's naturally entwined with Annarose's true nature as a Lemegeton Spirit, and thus, instead of magical power, it's composed entirely out of demonic energies which are manifestation of powerful, negative human emotions, and thus can be considered a psuedo-form of a Curse; it plows right through ordinary magic structures and the like due to the natural superiority of demons over humans. Additionally, the Ice-Make: Bifrost Column is a pivotal part of Ultimaya's plans - empowered by the souls of humanoids that she has slain, it's a catalyst for opening a rip in the fabric of the dimensions that separates the Diabolus Dimension from Earth Land, and thus, when enough souls have been gathered, the Ice-Make: Bifrost Column as manifested by Ultimaya will serve a purpose similar to what Bifröst did in Norse Mythology, being a bridge between the Diabolus Dimension and Earth Land, enabling the Lemegeton Spirits to enter the world and begin their brutal conquest.
Dynamic Ice-Make Spells
- Ice-Make: Eagle (
氷の造形魔法・大鷲, Aisu Meiku: Īguru lit. Ice Molding Magic: Sea Eagle): Ice-Make: Eagle is an Ice Devil Slayer Magic spell and a Ice-Make spell of the Dynamic Ice-Make method; it involves the caster creating multiple ice eagles that fly through the air to strike the user's opponents. These eagles are capable of avoiding or dodging obstacles due to the dynamic nature of the magic. In any case, when performing Ice-Make: Eagle, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state – while doing so, they induce the Dynamic activation sequence by the caster focusing more magical energy into the formation of their Ice-Make magic seal while envisioning a proper 'guardian', at which point, the user can manifest from their magic seal their desired creation – resonating visually as a pulse of light-blue energy as the desired creature spawns from the glyph of energy accompanied by a swirling hurricane of ice – indeed, what emerges is a flock of eagles, which is normally a common name for many large birds of prey of the family Accipitridae that belongs to several groups of genera that are not necessarily closely related to each other - in this case, the eagles made manifest through this spell seem to be of a mish-mash of traits associated with anything classified as an "eagle", being a large, powerfully built birds of prey, with a heavy head and beak - all of them composed entirely out of ice. Manifesting ten to twenty icy eagles at once, through mental commands and hand gestures, the caster directs their guardians towards their enemy, being released in a single blast. Acting similarly to that of a serial of projectiles with heat-seeking properties resembling Direct Attack Guided Rockets, the Ice-Make: Eagle flock chases after the caster's opponent with incredible speed and force to impale the opponent with incredible speed and force, possessing homing properties as to close in on different targets in order to attempt to take out multiple opponents at once while tracking the foe's heat signature in order to sniff them out and deal damage; it is a spell that is effective for quick, widespread, and massive amounts of damage. While in motion, the multitude of Ice-Make: Eagles are able to avoid and dodge obstacles due to the dynamic nature of the casting method, evading everything that could prove to be an obstruction before chasing down and crashing down into the opponent. In a manner not dissimilar to Ice-Make: Swan, the caster is able to stand atop the eagles, allowing the user heightened aerial maneuverability.
- Ice-Make: Clone (
氷の造形魔法・残氷人形, Aisu Meiku: Kurōn lit. Ice-Molding Magic: Lingering Ice Puppet): Ice-Make: Clone is a Ice Devil Slayer Magic spell and a Ice-Make spell of the Dynamic Ice-Make method; it involves the caster creating a copy of themselves made out of ice in order to avoid attacks or to create a distraction for a surprise attack. In any case, when performing Ice-Make: Clone, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state – while doing so, they induce the Dynamic activation sequence by the caster focusing more magical energy into the formation of their Ice-Make magic seal while envisioning a proper 'guardian', at which point, the user can manifest from their magic seal their desired creation – resonating visually as a pulse of light-blue energy as the desired creature spawns from the glyph of energy accompanied by a swirling hurricane of ice while inducing an advanced form of meiosis, which is a specialized type of cell division that reduces the chromosome number by half by forcing all of their cells and molecules to duplicate themselves at the exact same time from their Magic Seal, creating various clones – however, as they were created through ice, there's no doubt that their molecular structure is that of the icy substance; generally, in terms of appearance, there's no indication to allow onlookers to distinguish the replicas from the original. The various replicas of the user that are brought into the current plane of existence are capable of performing any of the caster's spells, including Ice-Make: Clone once more in order to double the amount of copies that the caster has summoned in the heat of battle- however, by doing so, the clones drain magical energy from the original user of the spell's own Magic Origin – however, if the caster has skill with Enchantment the caster is simply able to manipulate the molecular structure of their icy replicas as to shape-shift a Magic Origin, thus circumventing the problem. To add to the deception pulled over the eyes of their enemies, these duplicates can bleed after being struck- though they will scatter into molecules if attacked by a sufficiently strong force; but before they do that, the caster can disperse them by will alone in order to gain back any of their magical power that they had used in their brief moments of 'life'; generally, they're so lifelike that it's near impossible to distinguish the Ice-Make: Clone clones from the real deal, unless it's done only after a close, careful inspection, and thus coming in useful to avoid enemy attacks. Continuing onwards, Ice-Make: Clone allows the caster to use these replicas to distract their opponents, which can be useful when it buys enough time for the user to find a weak spot on the enemy, even confusing users of psychic-type magics by causing their powers to detect the decoy instead of the user – the caster is also able to switch places with their clones to continuously confound their opponent. The duplications that are brought into existence through the power of Ice-Make: Clone have displayed that because of their reflective nature, they are able to deceive all forms of Eye Magic with the exception of the Eyes of Arcus. In terms of durability, they're more than capable of taking more than one attack unlike most other forms of cloning spells, as their existences are reinforced through Enchantment, thus preventing them from being dispatched in a single strike; but of course, due to the fact that these clones are made of ice, after they have taken enough damage, they will crumble into icy shards – however, by doing so, the caster is able to utilize their absolute dominance over ice in order to harness these shards in order to direct them in accordance to their mental commands in a similar manner to Telekinesis as to induce a 'death of a thousand cuts' upon the enemy or even manipulate the shape of the fragments of minerals to successfully trap the opponent, even instantly reforming clones to restrain the opponent out of nowhere.
- Ice-Make: Snow Dragon (
氷の造形魔法・白竜, Aisu Meiku: Sunō Doragon lit. Ice Molding Magic: White Dragon): Ice-Make: Snow Dragon is an Ice Devil Slayer Magic spell and Ice-Make spell of the Dynamic Ice-Make method; it involves the caster flourishing an arm as to create a dragon composed entirely out of ice which rushes forth and attacks the user's target with such a ferocity that anything in its path is utterly pulverized. In any case, when performing Ice-Make: Snow Dragon, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state – while doing so, they induce the Dynamic activation sequence by the caster focusing more magical energy into the formation of their Ice-Make magic seal while envisioning a proper 'guardian', at which point, the user can manifest from their magic seal their desired creation – resonating visually as a pulse of light-blue energy as the desired creature spawns from the glyph of energy accompanied by a swirling hurricane of ice – indeed, what emerges is a giant, powerful dragon, being a Western Dragon, which are the most common type as represented by a large, fire-breathing, scaly, horned, lizard-like creature as stereotyped in all sorts of myths; its entirety composed out of ice with no noticeable features that ordinary dragons possess, lacking eyes and a completely invariable complexion, being naught but the white-blue colouration apparent with the Dynamic Ice-Make creations and emit a soft glow; however, it certainly is rather spiky in appearance, with icicles of all shapes and sizes protruding in numerous formations across the entirety of its existence. Once summoned, like all Dynamic Ice-Make creations, Ice-Make: Snow Dragon acts in a similar manner to a Celestial Spirit or a Familiar, obeying the caster's every command. Due to its enormous frame (around fifty feet tall), at least as large as a skyscraper in width and height, the Ice-Make: Snow Dragon is capable of withstanding truly enormous amounts of damage if it cannot reflect the opposing attack with its magic- indeed, it was shown to simply shrug off countless Crash – imbued fist barrages and two Elemental Magic Extremities at once when. This being has a fair amount of brute strength, being able to tear and bite off an opponent's flesh with its bare hands and mouth, respectively. The Ice-Make: Snow Dragon has such an immense destructive power that the caster is capable of defeating weaker opponents in a single blow; though stronger foes are capable of counterattacking. The construct itself is highly durable, able to withstand a blast from an Abyss Break; as the construct sustained only a few injuries. The being possesses tremendous power in all fortes; with its speed being unbelievable, its strength enough to demolish an entire mountain range with a swing of its claw; and finally, it is durable enough to go up against an actual dragon easily. Due to the sheer volume of the strikes involved, defending against the entirety of them is nearly impossible; and of course, its enormous figure is sometimes more than enough to intimidate the caster's enemies into submission. In battle, this icy dragon flies towards the caster's opponent, freezing almost anything that it comes into contact with; creating a wave of ice that circles the dragon which rushes across the skies and freezes even the air itself, dealing extra damage as everything that falls under its effects are rendered inanimate. It seeks out the opponent's attack, taking ahold of its "essence" and targeting their weak point; charging forward with high speeds; reflecting the attack back at the user's opponent with the added power of the dragon's rush. 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 of ice 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. When the opponent freezes on the sides of the dragon, he/she gets a deal of knockback depending on how much damage is accumulated and which part of the dragon the opponent froze at. The dragon will become smaller if it is attacked by opponents; but as a bonus, as it decreases in size, the Ice-Make: Snow Dragon becomes much faster. In combat, the Ice-Make: Snow Dragon utilizes Ice Magic in order to combat its opponents, attacking them with fangs and claws of ice, while darting around with frozen wings and protecting itself with scales of ice – all of this in a similar manner to that of Dragon Slayer Magic.
Ice-Make Unlimited Spells
- Ice-Make Unlimited: Walkürenritt (
天相従臨・氷の造形魔法・天連道の無双戦処女, Aisu Meiku Anrimiteddo: Warukyūrenritto lit. Subjugation of the Heavens Ice-Molding Magic Heavenly Connecting Path of the Peerless Battle Maiden): Ice-Make Unlimited: Walkürenritt is a Ice-Make spell, and one of the Molding Magic Unlimited spells, meaning that it is one of the strongest of its kind, comparable to the Dragon Slayer's Secret Arts of Dragon Slayer Magic. Ice-Make Unlimited: Walkürenritt involves the caster manifesting an enormous tornado of ice that resembles a blue rose, with its vines ensnaring everything in sight before summoning alternate versions of themselves, all forged from ice and armed with the Norse tools brought into existence through Ice-Make – Ice-Make Unlimited: Walkürenritt is the signature finishing move of Annarose Antoinette, a member of the Nine Elementals of the Kingdom of Aeternum and one of the greatest masters of Ice-Make of all time. In any case, when unleashing the might of Ice-Make Unlimited: Walkürenritt, the caster places their right arm down next to their abdomen, with an open palm, and from here, the caster places their closed right fist on the face of their palm – while the caster induces the usual elemental formation process by pulsing the magical energies dwelling within their Magic Origin outwards into the immediate area in order to interact with the eternano that's saturated throughout the atmosphere, thus starting up the mainstay magical energy + eternano fusion, this dynamic pose enables the user to tap into alchemic theory, which is a philosophical and protoscientific tradition that aimed to purify, mature, and perfect certain objects into its mechanics as a major proponent of the sequence as they utilize their willpower as well as their Magical Aura surging outwards from their body in order to harness the principles of Freeze (凍える, Kogoeru) in order to reduce the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness, as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which is water frozen into a solid state; all the while, the caster focuses more magical energy into the formation of their Magic Seal while envisioning the result of the process and drawing power from the atmosphere - during the casting process, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired creation spawns from the glyph of energy accompanied by a swirling hurricane of ice; while doing so, they also induce the Ice-Make Unlimited activation process, with the caster forming rain as they reduce the kinetic energy of atoms and reduce temperature of the area that the rain splashes upon in order to transform it into their own element, their arcane glyph transfixed upon the ground as their palm slams down upon the solid earth, surging the ice about to form and their magical energy into the ground, before inducing a power where they can temporarily overwrite the surrounding reality with a landscape representative of their soul, manifested into the current plane of existence by focusing their cryokinesis, condensing it to its utmost limit before releasing it in a gigantic explosion of pure ice that radiates throughout the vicinity, shrouding everything within the area in their magical energies; effectively putting anything and everything which steps into the area-of-effect of the release under Annarose's command with very few chances to break the hold. This results in the vicinity undergoing a process similar to that of terraforming, the surroundings modifying themselves in accordance to Annarose's thoughts and feelings, represented by a Blue Rose, a crest that resembles an azurite, almost purple rose which possesses various petals which curve outwards in a sawing pattern; the blue rose is a special flower which is almost unheard of, symbolic of obtaining the impossible manifesting, before transmogrifying into an icy mountain peak which extends upwards, piercing the skies no matter their current state, recreating the beginning of the third act of Die Walküre, the second of the four operas by Richard Wagner that constitute Der Ring des Nibelungen – this mountain is where the eight Valkyrie sisters have gathered, the place where they once sang their battle cry and marched, sharing many joys and sorrows – this resonance of feelings allows Annarose to bring about phantasmal replications of her seven other sisters whom once fell in battle when they were previously a group as the mountain ascends to the cloudless, clear skies without anything to obscure the everlasting horizon. Appearing as mirage-like images briefly, their existences stabilize as they stand upon the mountain behind Annarose, the power of Ice-Make results in various Magic Seals manifesting around these phantasmal sisters as each take two weapons which Annarose is capable of manifesting through this magic herself; their strength level is only slightly below Annarose herself – acting as a contained military unit of eight, Annarose and her sisters charge forward, ramming into enemies at incredibly high speeds as they dart about and attack fearlessly with the weapons they are equipped with – they are capable of effortlessly trampling Annarose's enemy before they can react or even counter. However, the sisters that she manifests can be defeated by the opponents, and they can only take several hits before vanishing – even so, due to their speed and power, it's more preferable to take cover until the full three minutes that Ice-Make Unlimited: Walkürenritt is activated ends. During the course of the attack, Annarose is not bound to a position, free to move and attack as she pleases, and she can freely organize the positions of those that are within the area-of-effect of Ice-Make Unlimited: Walkürenritt, grouping them to keep allies safe and align enemies directly before her sisters.
- Combination Spell: Frostfackel (
二魔法の合・氷魔の凍炎, Konbinēshon Superu: Furosutofakkeru lit. Fusion between Two Magics: Ice Devil's Frozen Flame): Frostfackel is, as the prefix would ever-so-subtly indicate, a Combination Spell, which is, well, 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 magician who unleashes the spell - it is Annarose's signature spell and a result of her combining the Elemental Five sub-ability of Enchantment and Ice Devil Slayer Magic in order to manifest wall of white-hot ice around anything that she deems suitable, trapping it while exposing to the heat generated by the blazing ice swirling around the target. In any case, when performing Combination Spell: Frostfackel, Annarose focuses intently, before pulsing her energies forth, which are dramatically bolstered by Annarose overlaying her Magical Aura upon her frame ever-so-slightly in order to serve as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the Magical Aura modifying the vector values of Annarose's released magical energies to enhance and reinforce the effects that these arcane energies would have in a manner that could be said to be akin to recreating the effects of a jet burst during the expulsion process – this causes Annarose's magical power to have properties beyond the normal release of magical power. As the magical energies surge outwards, anything that they wash over is instantly classified as something that Annarose is capable of "enchanting" everything that the arcane force comes into contact with; "enchanting" being defined as affixing the energies upon the molecules, but in the case of Combination Spell: Frostfackel, Annarose allows for a small fusion with the eternano particles ambient in the atmosphere, triggering the excitation of the movements of eternano within the area, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming orange-red flames that burn exuberantly, flickering wildly and continuously while Annarose simultaneously invokes the casting sequence for her Ice Devil Slayer Magic by pulsing the arcane energies dwelling within her frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice - while normally, the flames would melt the ice, thanks to Annarose using Enchantment, she is stabilize the existence of the ice upon contact with the intense fires and produce a successful merger of both, resulting in the production of crimson, flowing ice that takes upon the properties of flame; combining fire and ice causes this spell to form as boric acid, also known as methanol, resulting in the ice taking upon the appearance of burning with boric acid. This burning ice forms itself into a glyph of crimson texture that appears similar to that of a large circular grid of hexagons; the mere presence of this sigil causes multiple streams of winds to converge at a singular point, resulting in an ear-piercing screeching noise that echoes through the air as these gales circle the glyph on the ground leaving a scarlet aura trail; when Annarose launches Combination Spell: Frostfackel forwards, this burning ice possesses incredible strength, its their refined edges enables it 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 Annarose'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, Combination Spell: Frostfackel remains extremely powerful, and it is said that it will chase Annarose's foe down until the ends of the earth; but typically, this sigil is manifested underneath the enemy's body. As energies gather and condense, the burning ice creations configure themselves into a circular wall of flaming ice which begin to whirl around at ever-increasing velocities, transforming into a sweltering sphere of white-hot blazing ice that shoots forward, glyph and all - noted for its incredible speed, being fired at a rapid pace with a similar rate-of-fire to that of a machinegun and in groups of three, and it packs roughly the destructive power of an actual pistol bullet. The moment that Combination Spell: Frostfackel begins its flight towards the target, it also completes its motion, resulting in an attack that possesses priority over all other sorts of projectiles, whether they hold their basis in Elemental Magic or not. The intense quantity of heat that's constantly released by Combination Spell: Frostfackel additionally spreads across the vicinity while it's in motion, causing the process of superheating to occur within the air, resulting in the particles that compose both the heat and the oxygen to split due to reactions; thus causing a combustion with the atoms of hydrogen. This results in a serial of enormous explosions which echo throughout the vicinity along with the resultant shockwaves to occur while Combination Spell: Frostfackel is in motion, dealing tremendous amounts of destruction. Anything that Combination Spell: Frostfackel impacts upon is trapped inside a fiery tornado with incredible heat being constantly released by the rune engraved upon the solid surface to reinforce the fact that the opponent is captured by this blazing whirlwind. Anything that just so happens to be in the epicenter of this maelstrom of absolute annihilation is laid bare before the vicious onslaught of the blazing tornado, which slices at them while burning them - all the while, the enemy is guaranteed to be incapable of escaping the clutches of Combination Spell: Frostfackel, which traps them for thirty seconds, and even if the flames released by the attack fail to properly connect with the enemy, the intense heat released from the spell is only multiplied sevenfold when casting such a powerful spell, meaning that the sheer heat is capable of burning the opponent if they're close enough to the area-of-effect of Combination Spell: Frostfackel. As it is considered her signature spell, Annarose is capable of harnessing Combination Spell: Frostfackel in many manners, having mastered it to such a level that she can modify its shape, range, etc. If she wishes to focus it into a stream, she can with frightening ease by spreading out the energy before it is kneaded and converted into flame; and she can transform it into a chaotic set of spiraling flames by distorting and randomly converging and separating the energy that is required to create the spell, making the spell applicable to countless situations and overall incredibly adaptive.
- Unison Raid: Ragnarök (
合体魔法・凍炎障神黄昏, Yunizon Reido: Ragunaroku lit. Fusion Magic: Frozen Flame Barrier Gods' Twilight): Unison Raid: Ragnarök is a fusion between Aine Euryphresea's Ain Soph Aur and Annarose Antoinette's Combination Spell: Frostfackel, combining the powers of both as to allow Annarose to project her burning ice through one of Aine's barriers, which condenses the spell's form into a state that greatly resembles a laser simply through an intense amount of pressure, resulting in a strike that simulates the Twilight of the Gods in Norse Mythology, bringing about what seems to be an apocalypse, along with the occurrence of various natural disasters, and the subsequent submersion of the vicinity in water. Unison Raid: Ragnarök is a cataclysmic spell that's only available due to the (relatively) strong feelings of camaraderie between Annarose and Aine - at least for the former, Aine seems to the only person she'd alert if she was going to backstab her to further her own agenda. This, somehow, results in them possessing a high synchronicity rate, enabling the casting of Unison Raid: Ragnarök. In any case, when performing Unison Raid: Ragnarök, Annarose and Aine put their magical energies and emotions in a state of synchronization, focusing on a goal that both wish to achieve, granting them the ability to instinctively perform the best spells that are capable of resulting in a devastating power, having the potential to be known as army killers. Once synchronicity has been achieved, Annarose induces the usual process of Enchantment as to start manipulating the molecules she has transfixed her arcane energies upon before triggering the excitation of the movements of eternano within the area, increasing their thermal energy to the point that the particles strewn about throughout the vicinity spontaneously ignite, forming orange-red flames that burn exuberantly and simultaneously invokes the casting sequence for her Ice Devil Slayer Magic by pulsing the arcane energies dwelling within her frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; meanwhile, Aine herself focuses as she harnesses her Ain Soph Aur to unleash an endless quantity of intense light which she then shapes into the form of a simple barrier - but from here, the true power of Unison Raid: Ragnarök is transfixed upon the mortal plane of Earth Land, with Annarose gathering the smouldering flaming ices generated through Combination Spell: Frostfackel as to send them through Aine's Ain Soph Aur barrier, the fusion of flaming ice and light resulting in the transmogrification of these elements into solar flares, a sudden flash of brightness observed near the Sun's surface which are exceedingly hot, even hotter than any temperature that elemental magic on Earth Land can produce; through the process of pressurization enabled by Ain Soph Aur, the spell's form is compressed into a state that's similar to a laser.
- Unison Raid: Ragnarök (
- Combination Spell: Silver (
二魔法の合・銀世界, Konbinēshon Superu: Shirubā lit. Fusion between Two Magics: Snowscape): Combination Spell: Silver is, as the prefix would ever-so-subtly indicate, a Combination Spell, which is, well, 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 magician who unleashes the spell – in this case, Silver is born from the fusion of regular Ice-Make and Ice Devil Slayer Magic; thus, since Ice-Make was integrated directly into the magic structure of Ice Devil Slayer Magic, Silver is unique in that it's a fusion between two magics that can be cast by one; Silver itself enables the caster to boost the power of the next spell with the demonic energies of Devil Slayer Magic before freezing an extremely large area in front of them. In any case, when performing Combination Spell: Silver, the caster focuses intently before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster activates their Ice Devil Slayer Magic's activation process as to bring the demonic energies that were transferred from the Book of Zeref to the wielder of the magic upon learning it into the mortal realm, drawing these unholy powers out where they intermingle with the ice manifested; at this point, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning the event about to occur and drawing power from the atmosphere; during the process of generation, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired create spawns from the glyph of energy accompanied by a swirling hurricane of ice. Ready to cast Combination Spell: Silver, the wielder of Ice Devil Slayer Magic surges their magical energies which dwell within their body, sending down their arms, reaching the core of Earth Land as they cast Combination Spell: Silver by inducing a power where the user can temporarily overwrite the surrounding reality with a landscape representative of their soul, manifested into the current plane of existence by focusing their magical power, condensing it to its utmost limit before releasing it in a gigantic explosion of pure energy that radiates throughout the vicinity, shrouding everything within the area in their magical energies; effectively putting anything and everything which steps into the area-of-effect of the release under the user's command with very few chances to break the hold – this results in the immediate surroundings undergoing terraforming by the caster inducing a powerful ice-quake that spreads out for thousands upon thousands of kilometers, affecting everything in sight as the caster's vicinity becomes frozen over. By pouring more and more magical power into the spell, the user maneuvers it as they see fit for attack and defense; and furthermore, this omnipotent technique even allows them to capture the enemy at the same time. With tremendous magical power, the icy trees can pierce through earthen walls, and extend their branches at their prey in an instant. Generally, Combination Spell: Silver has countless applications only limited by the user's imagination, effectively giving the user the advantage in almost any situation during the heat of battle; additionally, it's powerful enough to freeze a Sand Golem solid.
- True-Ice Kamui (
氷裂神衣Hyōzetsu Kamui lit. Ice-Rending Divine Raiment): True-Ice Kamui is a Ice Magic spell that's easily one of the most powerful in existence, albeit only usage by those whom have obtained mastery over the essence of ice – while it's technically classified as an Ice Magic spell, True-Ice Kamui is compatible with any magic that harnesses ice, such as Ice-Make, and of course, in this case, Ice Devil Slayer Magic; it enables the caster to enshroud themselves with a stylized armour composed entirely out of ice which significantly bolsters their physical parameters and bestows upon their ice a special property. In any case, when performing True-Ice Kamui, the caster focuses intently, before pulsing the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which the caster then mentally shapes the ice they've manifested into the physical realm into the form of a relatively ornate-looking medieval suit of armour, specifically that of gothic plate armour, made completely from a silvery light-blue texture. The armour has huge shoulder pads, knee pads, thick bracers and it completely protects the torso. The hips are also protected by thick plates. The armour has specially reinforced knee pads, sleeves, elbows and protection around the neck. The helmet is decorated with studs that create the likeness of a crown and has a rhomboid plate on the back. Its under armour is the same shade of azure as the ice, while the internal parts of the armour, namely the helmet's viewing area, take on a jet black colour. While, as most equip-type spells, casting True-Ice Kamui enhances the wielder's physical parameters dramatically, to the point that they become powerful enough to slay high-levelled Etherious and low-levelled dragons with their bare hands. However, this isn't the only power bestowed upon the wielder by True-Ice Kamui – it causes freezing-temperature winds to constantly emanate from the user's body and the barrier manifested, which themselves are capable of freezing anything that they blow past, allowing the user to rapidly decrease the temperature within its range; because of the winds, the user doesn't really need to directly make contact with anything to freeze it solid, as the winds do all the work. Thanks to the caster's cryokinesis properties of "absolute zero" which is about minus two-hundred-and-seventy-three-point-fifteen degrees Celsius and a violation of the Laws of Thermodynamics, True-Ice Kamui freezes anything instantaneously in the blink of an eye, unless the caster deems it otherwise. Naturally, this icy armour is capable of being used as a weapon to strike the caster's opponent, as well as to augment their own attacks, projected ahead of their body as pure brute force, or imbued in weapons to increase their effectiveness. Any attack which is enhanced by the hardening of the ice around the caster's body is far stronger than it would normally be without it; as their fists are capable of penetrating solid steel with ease. Thanks to the immense hardening that the caster's body undergoes when performing this spell, they possess the ability to harm their opponents when they perform any type of Elemental Body spell; rendering the caster capable of striking the body beneath the elemental energy, bypassing their transformation; however, it does not negate their magic. When punching and kicking while transformed, the caster is capable of creating powerful gusts of wind through mere kinetic force; massively bolstering their power in close-combat. In this form, the caster is strong enough to withstand even all sorts of high-tier spells, making them function as a makeshift battering ram or cannonball, and they are even strong enough to shatter bone and rock alike, and is resilient against almost every single type of elemental spell that ice has a good match up against. Indeed, the True-Ice Kamui freezes everything it touches in mere moments. The process is so strong and fast that the enemy's body freezes very deeply and is quickly covered in fissures. To a wielder of an ice-element Slayer Magic, the ice produced by True-Ice Kamui would bypass the Slayer Magic's natural ability to consume all other forms of their element on a lower tier than their own, possessing a one hundred percent success rate that enables the caster to freeze anything and everything. As the caster's defensive power is immense and lightweight, their movements are surprisingly more agile than they appear, and their new body effectively returns any projectile sent their way back to sender if it isn't just outright invulnerable to it as the thick construction of the ice barrier freezes the kinetic energy of the projectiles down to zero before they fully penetrate the icy armour of True-Ice Kamui. The icy armour that's superimposed upon their very existence causes True-Ice Kamui to instill an effect that's similar to super armour, allowing the caster to use the extra cold temperatures of the True-Ice Kamui the kinetic and supernatural energy of a number of strikes thrown their way before any of their attacks get interrupted and they take damage from the opponent's actions by the extra-cold temperatures reducing the kinetic energy, which is effectively the energy that is possessed by any object while in motion and the necessary work that is required for anything at all with a given mass to move from its stillness to zero, nullifying the motion and thus the force of the blow while breaking apart the combination between magical energy and eternano into their constituting elements, rendering them harmless. This allows True-Ice Kamui to be used for many purposes, such as preventing physical contact, keeping debris and unwanted materials off of themselves, erecting their force field to escape piles of debris easier, and a few other purposes as well. The skin-tight force field formed when casting True-Ice Kamui provides protection against supernatural powers, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic; the protection granted by True-Ice Kamui is sufficient to be impenetrable to most conventional weaponry, and it largely absorbs and negates impact shock, thus protecting the user from catastrophic events such as high-speed collision; however, it's most important purpose is the fact that if they are cast in concrete or other materials; for example a plane dropping a large amount of solidifying material that can put their body in a hard cast, or falling into wet concrete that would harden around the user in a full body cast which would keep their motion prohibited, they can erect this force field to break out of a cast; without True-Ice Kamui, the user would not be almost unstoppable. True-Ice Kamui is also particularly resistant to such materials in the first place, as they would slide off much faster and more smoothly then it would from their body alone, due to the fact it is pure energy. It should be noted that Ice True-Ice Kamui has no structure like most other forms of armour-type magic or body transformation-type spells, meaning that it is downright invulnerable as long as it remains formless. However, for all of its strengths, True-Ice Kamui possesses some distinct weaknesses - for one, special cases like the fa jin method of wushu can breach the "absolute defense" of True-Ice Kamui and forces its damage to go through, as per it's concept as an "attack which strikes the internal" instead of the external; additionally, it cannot dispel charm-type attacks such as talismans and ironically enough, runes that are inscribed upon her directly. "Kamui" is Japanese for "Divine Raiment," wherein "raiment" is an archaic, English literary term for clothing.
- Ice Slave (
冷凍保存の記憶と魂, Aisu Sureibu lit. Deep Freezing of the Memory and Soul): Ice Slave is a Ice Magic spell that's easily one of the most powerful in existence, albeit only usage by those whom have obtained mastery over the essence of ice – while it's technically classified as an Ice Magic spell, Ice Slave is compatible with any magic that harnesses ice, such as Ice-Make, and of course, in this case, Ice Devil Slayer Magic; effectively, Ice Slave enables the wielder to control the thoughts and actions of those affected by freezing their soul and putting it under their control while manipulating their senses. In any case, when invoking Ice Slave, Annarose focuses intently while pulsing the arcane energies dwelling within her frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, which she then mentally shapes into the form of an icy collar that she entraps upon her target. The freezing powers of her cryokinesis being inflicted upon Annarose's target, her mastery over the essence of ice manifested through the frozen collar; rather than the physical body of the target freezing, it is their consciousness or soul that is frozen, bringing all motion within their body and soul to a complete halt as the icy collar affects the thoughts and actions of the one affected, snatching the control over their body away and causing it to surrender to the cold as Annarose establishes dominance over her opponent's five senses, which are a physiological capacity of organisms that provides data for perception, such as olfaction (smell), audioception (hearing), ophthalmoception (sight), gustaoception (taste) and tactioception (touch), with the five traditionally recognized methods of perception being placed under Annarose's thrall. By the manipulation of senses, she can make a fly seem like a dragon or a wasteland look, feel and smell like a field of flowers, and the invocation of Ice Slave causes the target to lose the ability to think rationally as their body begins to listen to her orders with no way to defend against it – Ice Slave steals the very identity of the target and freezes their heart and soul solid. Through an inversion of the senses, Ice Slave can be used to invoke an effect which can be considered "switching around the player's controls in a videogame", only extending to the real world in this case; essentially short-circuiting the foe's body. Up and down, left and right as well as forward and backward are reversed. However, it is not just the sense of direction that is changed; the opponent's eyesight, direction of incoming attacks, and injury locations are also inverted—in addition to this, it can also be used selectively, only reversing some directions. All of one's attempts in countering the damage from the inverted directions simply by processing it all within the mind is not possible; as no matter how powerful the opponent, even if one is accustomed to fighting in that particular way, their body will not adapt, and will continue to fight by reflex, which causes it to continuously succumb to the power of Ice Slave; in any case, opponents will have a highly difficult time adapting to this sudden and dangerous change; as Annarose darts around the area swiftly and silently, picking them off, one by one. The power of the Ice Slave additionally crushingly affects the balance of the target, giving them vertigo, causing confusion, disorientation and/or nausea. Taking the power of the spell even further, if Annarose wishes, then she can invert the speech of the target or herself, making them say the opposite of what they want. Notably, Annarose can use this spell on an area while choosing and control the targets for her Ice Slave that are mixed in it, meaning that she can pick a target among people if she wishes to use the spell upon it; it's an oxymoron of a spell as it's beautiful and nightmarish at the same time, as the bodies bound by the targets' frozen minds cannot die, simply collapsing like a row of statues forever trapped in the poses they were in before the frost washed over them if she does not control them like puppets. While the spell is titled "Ice Slave", when invoked by Annarose, she is capable of causing those entrapped by her Ice Slave spell to lose any semblance of rational thought and go feral in a manner that's not dissimilar to Ice Lock, another spell utilized by the Winter Shogun, making her enemies her puppets. With mental commands alone, Annarose is capable of moving the limbs of her enemy like marionettes on strings, and those affected by her Ice Slave are fully conscious and are more often than not confused, unable to do a thing about the control exerted over them by Annarose.
Devil Slayer's Secret Art (滅悪奥義, Metsuaku Ōgi): The Devil Slayer's Secret Arts are a special classification for the strongest techniques of a Devil Slayer. What should be noted, is that Annarose's bog-standard Devil Slayer's Secret Arts are about as powerful, if not more powerful, as anyone else's Dragon Slayer's Ultimate Arts (滅竜極義, Metsuryū Gokugi) and Dragon Slayer's Forbidden Arts (滅竜禁義, Metsuryū Kingi)—this is because shehave not bothered to obtain the Devil Slayer Magic equivalent, and instead focused on strengthening the basic secret arts; as through arduous training, Annarose's Devil Slayer's Secret Arts can be considered some of the strongest around. Annarose's Ice Devil Slayer's Secret Arts possess the prefix of Cocytus (
- Cocytus: Inverno Rampage (
凍世界・氷絶破陣, Kokyūtosu: Inveruno Ramupēji lit. Frozen World: Ice Sever Destruction Array; Inverno being Italian and Portuguese for "winter"): Cocytus: Inverno Rampage is a Ice Devil Slayer Magic spell which is one of the Devil Slayer's Secret Arts, the strongest techniques of a Devil Slayer – in the case of Cocytus: Inverno Rampage, it's an existence similar to the Crimson Lotus: Exploding Flame Blade of Fire Dragon Slayer Magic, being a powerful spell which involves the caster unleashing a powerful twin-sided torrent of ice towards their opponent which slash at them mercilessly before blowing the opponent away as well as freezing them through pure pressure, incredible shard currents, and an incredibly low temperature - Cocytus: Inverno Rampage is an attack which is best suited for terrible destruction. In any case, when performing Cocytus: Inverno Rampage, te wielder of Ice Devil Slayer Magic focuses their magical energies intently, before they pulse the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; all the while, the caster performs the pose that's typical of Ice-Make, focusing more magical energy into the formation of their Magic Seal while envisioning a mass of ice and drawing power from the atmosphere - during the summoning process of this mass of ice, the caster's magical energies flow from their own body and entwine themselves with everything else put into action through the activation sequence, resonating visually as a pulse of light-blue energy as the desired create spawns from the glyph of energy accompanied by a swirling hurricane of ice - indeed, what emerges is a mass of ice with the caster shaping it almost entirely upon both of their hands in a state that is constantly fluctuating between a solid and a liquid form that expands into a long torrent of icy energy. Once this is done, the user swings their arms around in the target, launching a powerful two-streamed blast of icy energies which hits many times. The icy torrents expand vertically as they move away from the user. As the streams move away from the user, opponents that come in contact with the vortex are knocked slightly to the side, and are thus forced to travel with it. Opponents that are in the center of the vortex are more easily trapped by it. The user recoils slightly when they perform the attack, but they are unaffected by gravity until the move ends, so it is mostly insignificant. The move is capable of hitting about fifty times a second, although this is unlikely due to the speed the streams spin at and the knockback delivered, with each connecting strike generating a powerful, piercing effect alongside various other effects in accordance to the ice and the caster's imagination, anything that just so happens to be in the epicenter of this maelstrom of absolute annihilation is laid bare before the vicious onslaught of pressurized ice fragments, which slice at them endlessly- it cannot be said that one or ten edges impact upon the target's form for every second that passes, but rather, millions perform such a feat- these icy blades are sharper than actual metallic swords, and they cut so deeply that they are capable of causing damage on a cellular level, cutting off the Magic Pathways and removing the methods of casting spells from the user's existence. Finally, an enormous explosion ends the barrage- the blast radius of the final explosion looks like a huge sphere of negative space fifteen hundred feet across, with neat slices taken out of surrounding buildings, pavement, cars, hillsides, et cetera; there appears to have been no actual heat, let alone shockwaves, emanating from the explosion at all - the only result is that a massive spherical section of the area appears to be missing. Despite being a powerful attack, it has one major flaw: if the opponents are far away from the user, they can avoid the attack by jumping over it. However, it makes it up by inflicting damage on a wide range of multiple enemies and pushing them back quite some distance without allowing recovery, possibly even dragging opponents off the side. Along with its astounding destructive power, Cocytus: Inverno Rampage is known to possess a delayed effect if the initial blast should fail, wherein the target will be blasted by residual effects left over by the volley of ice strikes, absolutely obliterating the opponent alongside freezing anything these streams of ice come into contact with.
- Cocytus: Embrace End (
凍世界・煉獄氷夜, Kokyūtosu: Inbureisu Endo lit. Frozen World: Ice Night of Purgatory): Cocytus: Embrace End is an Ice Devil Slayer Magic spell and one of the most powerful, as it is one of the Devil Slayer's Secret Arts; it is effectively a technique that encases the opponent in a block of ice which reduces their bodily functions and then shatters. When performing Cocytus: Embrace End, the user puts both hands behind their back, right on top of the left, in a pose that resembles that of Ice-Make, as ice begins to emit from their palm; before forming a towering glacier made of bunched flower shapes which erupts immediately beneath a person's feet, completely encasing them in a prison of frigid ice that is nearly impossible to melt: though shattering it or cutting it is a different matter and one of the only known methods of escape. The tensile strength of the column is determined by its thickness and its steadiness by how well it has been braced. A well-braced and regular column, six feet in diameter at its base, is able to stay still toppling for about eighty-five feet in a fourty-mile per hour wind. And even in light of this, should the person be trapped completely, outside help is required swiftly, lest they freeze to death as being encased in ice brings the victim's vital functions to a screeching halt. The only warning sign is the bunching together of cold air followed by the "tip" of the glacier rising from the ground; as the snow comes into contact with the opponent, ice flowers sprout all over their body, instantly trapping them in a pillar of ice. After about five seconds of freezing their opponent, the user then chants the name of the attack, causing the ice cage to shatter, killing the opponent on contact; however, it is known that being hit with any attack that produces hard enough force is capable of shattering the ice -and the opponent' into innumerable pieces. Embrace End is utilized as a "suspension-type" Secret Art and is used in order to lock a body inside of a pillar of ice before it shatters, however, as it takes a while to manifest in comparison to the other Secret Arts, it is generally not too effective against moving targets. For two minutes, when the enemy is forced into suspended animation within Embrace End, with sufficient willpower or large reserves of magical energy, they can remain conscious instead of their body shutting down within their icy prison; and from here, an advantage can be gained- although it is suggested that not even several high-level fire-attribute attacks impacting upon the large icy pillar are capable of breaking the ice that Embrace End is composed of, during Charlotte Merquise's fight against Tigre Atlas in Charlotte's afterstory, Charlotte was capable of harnessing Photon Dragon's Scintilla to shatter it in an instant by placing the Magic Seal of light upon the ice and then surging her energies, resulting in the photonic energies released generating enough heat to melt the ice in the blink of an eye. Even so, with the exception of that instance, when someone is locked inside it, the only way to get out is creating a temperature lower than that of coffin of ice, but if the ice is destroyed quickly and carefully either from a secondary source or from the inside out, the person who is encased within this spell can and will return to normal without any damage done, meaning that Cocytus: Embrace End is only really good at dealing damage if the user finishes the entire spell. Cocytus: Embrace End only makes contact if the opponent is on the ground; and it can break through defenses of all types.
- Cocytus: Heimdall (
凍世界・凍流星, Kokyūtosu: Heimudaru lit. Frozen World: Frozen Meteor): Cocytus: Heimdall is an Ice Devil Slayer Magic spell and one of the most powerful, as it is one of the Devil Slayer's Secret Arts; it is effectively a technique that brings down an enormous meteor of ice upon Annarose's targets in two steps. In any case, when performing Heimdall, Annarose focuses her energies intently, as she freezes molecules of moisture and absorbs heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice as she bows down and points her hands downwards, with all of her fingers closed except the index and middle fingers in a manner not dissimilar to that of Sema. Annarose then begins to slowly move her right hand until it points upwards, causing the clouds above her 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, Annarose coats her 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 which moreso resembles the rocky/metallic body which travels through outer space known as a meteor. From there, Annarose 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. As the meteoroid of ice descends upon the vicinity, it very quickly picks up speed until it reaches terminal velocity, which is the highest velocity attainable by an object as it falls through the air – thanks to the properties of Ice Devil Slayer Magic, as the meteorfalls, it freezes air particles, causing those in the vicinity to have difficulty breathing. As well, due to the decrease in the scalar pressure of the air, all forms of matter held together by that pressure (which includes living bodies) begin to break apart. When the meteor hits, the force is strong enough to create a large explosion of ice, which engulfs a wide area and releases a strong hurricane of air, also leaving a large impact crater in its wake; the impact forces millions upon millions of rubble debris to hit the ground, in a method similar to even more meteors; with the resulting tremors being felt as far as an entire town away; the Glaciate ability continues to persist, with countless shockwaves being released outwards from the force of impact that devastate anything they come into contact with while almost anything that comes into contact with all aspects of this spell are frozen 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, and Annarose can summon another frozen meteor which will then collide with the first, ensuring that they crash into their intended destination. Heimdall is a god from the Norse mythology.
- Cocytus: Celsius Cross Trigger (
凍世界・零度波流の氷河時代, Kokyūtosu: Serushiusu Kurosu Torigā lit. Frozen World: Absolute Zero Surging Stream of the Glacial Epoch): Cocytus: Celsius Cross Trigger is an Ice Devil Slayer Magic spell and one of the most powerful, as it is one of the Devil Slayer's Secret Arts; effectively, this technique is a blast of ice that freezes the very soul of the opponent along with everything else in the vicinity. When performing Cocytus: Celsius Cross Trigger, the user cusps their hands together while still keeping their hands open, their fingers in a clawed position as the user throws their hands to their sides. From here, the user gathers and condenses stray magical energies which are ambient in the atmosphere, converging at a single point between their hands before the user compresses the azurite supernatural particles; the user then converges the vapor in the atmosphere into the gesture by reducing the kinetic energy of eternano and reducing the temperature to a lower temperature, freezing it over while freezing molecules of moisture that hang in the air or by absorbing heat from the atmosphere and manipulating the water in the atmosphere before halting the movements of the molecules that compose it while hardening it, turning it into ice in a matter of moments, resulting in a spinning sphere of ice. Applying Shape Transformation mentally, the user thrusts their hands forward while molding the ice into the form of a snowflake, before pumping more and more magical energy into the snowflake while it hovers in the air. After this, the user makes the activation pose by separating their legs to balance themselves properly while raising both hands in front of their chest with their arms outstretched while they are joined as the user slowly raises their hands above their head, giving off the visage of the Aquarius constellation, which is a vase filled with water. When unleashing Celsius Cross Trigger, after the snowflake has charged enough energy, the user swings their hands down in the direction of their target, causing the gigantic snowflake above their frame to explode magnificently, resulting in it transforming into a concentrated and deadly glacial stream of energy that flies forth while glowing many a colour similar to an Aurora Borealis; with a power that renders it capable of delivering mass devastation and freezing anything it touches in the surrounding area and harshly damage the targets who are hit; it's 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. However, something interesting about Cocytus: Celsius Cross Trigger is that the user is not required to charge the snowflake to its maximum power- indeed, the user is capable of unleashing its icy energy at any moment that they wish. The spell has a fair amount of horizontal mobility regarding its hovering arc—at its largest, the spell is known to freeze the opponent for five seconds with more power. However, at its smallest, Cocytus: Celsius Cross Trigger causes the opponent to become frozen for one second at the most. With great powers, come great drawbacks; if the user is struck at all while charging Cocytus: Celsius Cross Trigger, the spell will be cancelled out; and if the user performs the spell while airborne, they will be helpless while and after unleashing its power. In addition, the more the user charges the spell, the more magical energy that it costs- indeed, after three to four shots with a maximum-charged spell; the user would possibly be exhausted from their magical power.
Ice Devil God Mode
Ice Devil God Mode (モード・氷魔神, Mōdo Hyōmajin): The Ice Devil God Mode is a special alternate mode for Ice Devil Slayer Magic that's more or less exclusive to this wielder of the ice-manipulating power which was created to slay demonkind. As displayed when Natsu Dragneel, a wielder of Fire Dragon Slayer Magic, consumed the black holy flames of Zancrow, despite the elemental energies produced by God Slayer Magic being on a higher tier than the elemental energies of Dragon Slayer Magic, before he harnessed them to invoke a Combination Spell, merging the flames of a god and the flames of a dragon to produce Dragon God's Brillant Flame, it seems that despite some walls between the individual forms of Slayer Magic, one Slayer is able to consume the elements of another as long as they're the same element and certain precautions are taken beforehand. The Ice Devil God Mode is an expansion of that miraculous idea which for so long had been naught but a pipe-dream for even the greatest of Slayer Magic wielders. Using their mastery over the arcane in order to induce a form of manipulation of the magical particles that are saturated throughout the atmosphere, the wielder of Ice Devil Slayer Magic, after having consumed the black ice as produced by a God Slayer whom wields Ice God Slayer Magic and combined the purple and black freezing energies to release a powerful spell at some point in their past, may or may not discover that there's often a small remnant of the holy ice stuck within their Magic Origin; however, chances are, the more recently that they've consumed the ice of a wielder of Ice God Slayer Magic, the greater chances they are of a trace of ice lingering within their arcane container. In any case, when their magic bucket is searched through and the black ice is located, the caster then must internally activate their Ice Devil Slayer Magic as to freeze this ice over, crystallizing its essence and forcing it into a stagnant existence so that it will not melt and render the potential to awaken this miraculous ability futile. The act of freezing the black ice allows its composition to transmogrify into an existence into something that's not dissimilar to a Lacrima, and just like how Third Generation Dragon Slayers activate their Drive, the caster is able to invoke the god's ice and their ordinary devil's ice simultaneously, or alternatively have the ice of a God Slayer superimpose their Devil Slayer ice; the properties of which working in conjunction with one another, giving the caster's ice drastically increased power in all fortes. The ice referred to as simply "Black Ice" (黒氷, Kurohyō), the black ice that the wielder of Ice Devil Slayer Magic manifests do not freeze; but rather, these icy energies are akin to halberds which obliterate everything within their path. However, invoking Ice Devil God Mode tends to tire the wielder of Ice Devil Slayer Magic out quickly, with a use-time of only twenty minutes at most before they're exhausted from their magical energy. However, similar to Primal Dragon Mode, the wielder of Ice Devil Slayer Magic's black ice, and thus Ice Devil God Mode, is noted to be extremely finite, and once it runs out, the user can never utilize its power again; or at least until they find another wielder of Ice God Slayer Magic and repeat the process once more.
- Devil God's Ice Pillar (魔神の樹氷, Majin no Juhyō): Devil God's Ice Pillar is an Ice Devil Slayer Magic spell of the Ice Devil God Mode alternate mode - it involves the caster combining the black and purple ice produced by the altmode and their ordinary Devil Slayer Magic in order to unleash an enormous spire of dual-textured ice that erupts from the earth. In any case, when performing Devil God's Ice Pillar, the caster focuses intently while pulsing the arcane energies dwelling within their frame outwards, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice; from here, the wielder of Ice Devil Slayer Magic invokes Ice Devil God Mode, mixing the types of ice together within their body before separating them and drawing these forms of ice into the physical realm, infusing their left hand with the black ice of Ice God Slayer Magic and manifesting the standard purple ice of Ice Devil Slayer Magic upon their right hand. Hands surging with godly and devilish ice, the caster slams their palms upon the earth, causing a pulse of black and purple to shoot forth at astounding speeds along with their Magic Seal becoming transfixed upon the ground, while envisioning an icy geyser and drawing power from the atmosphere - these pulses of black and purple surge outwards and through the ground, sifting through various rock formations and who-knows-what while causing the surface below the caster and the opponent to shake intensely, before setting itself up for Devil God's Ice Pillar to unleash its full might. With a single command, the caster unleashes the spell, the ground shaking as to herald the full manifestation of this power. Ascending from the barren earth at horrifying velocities that resemble a rocket rising into the air and breaking through into space, a uniquely-shaped pillar that resembles a taijitu -the black ice of Ice God Slayer Magic on the right and the purple ice of Ice Devil Slayer Magic on the left-hand side- along with a multitude of jagged protrusions that cause it to resemble a tree. This pillar can be considered similar to fellow ice-manipulating magic spells such as White Tree and Ice-Make: Ice Geyser in that it releases an enormous quantity of ice from the ground - however, Devil God's Ice Pillar has a much higher reach than either of them combined, piercing through the azurite skies and reaching the clouds in the blink of an eye. The Devil God's Ice Pillar, instead of invoking the usual damaging process of Ice Devil Slayer Magic, if one of the many sharp edges of Devil God's Ice Pillar hits an opponent, it will result in an explosion that echoes out for several kilometers, accompanied by a myriad of shockwaves which also destroys the surrounding area and launches the target a considerable distance away from the user. Unlike the majority of the Ice Devil Slayer Magic spells, Devil God's Ice Pillar is incapable of freezing the caster's enemies, but if one considers that it has both incredible range and is impossible to block, it suddenly becomes an invaluable power.
Bloodedge Mode (
Bloodedge Mode both is and isn't a Dual-Element Devil Slayer Magic or a very similar Dual-Element Devil Mode - while it can be accessed through the combination of the blood that's produced by a wielder of Blood Devil Slayer Magic and the ice of Ice Devil Slayer Magic, being achieved by the latter devouring the blood that's produced by the former, using the temperature manipulation ability produced by their Union Passive as mentioned above in order to regulate the possibilities of the blood contaminating their own blood within their body, dampening the corrosive effects to prevent a certain demise by internally flash-freezing the blood from the very moment it enters their frame, combining both elements into one inside their bodies and use them to increase their abilities through the filtering and domination of the harmful aspects of the blood by way of the caster's Magical Aura as to momentarily dilute its hazardous effects to enable the consumption to take place, allowing the Devil Slayer to integrate the blood within their Magic Origin, making it safe before their flare its power up once, thus allowing the wielder of Devil Slayer Magic to channel and harness both the power of haemokinesis and their ordinary cryokinesis inside of their bodies whether it be separately or combined in a manner that's uncannily similar to a Combination Spell, which is, well a combination between two magics, not dissimilar to that of a Unison Raid as to create a power that's not dissimilar to invoking the power of Devil Force; as well as drastically increasing their own destructive capabilities. However, since the element of blood can be considered one of the many facets of transition-type elements, after this process has taken place, the wielder of Ice Devil Slayer Magic, instead of unleashing its power as a Dual-Element Devil Mode at which it would be referred to as "Cryoblood Devil Mode" (モード冷血魔, Mōdo Reiketsuma) as per the naming scheme of most Dual-Element Slayer Modes, is able to simply invoke Bloodedge Mode as an altmode not dissimilar to Steel Mode or Black Fire Dragon Mode for Iron Dragon Slayer Magic and Fire Dragon Slayer Magic respectively; indeed, unlike other Alt Modes, Dual-Element Dragon Slayer Magic or no such as Steel Mode of Iron Dragon Slayer Magic as mentioned above, Annarose is capable of activating this form of Bloodedge Mode on a whim and the Edea cost between Bloodedge Mode and regular Ice Devil Slayer Magic is naught, meaning that it is not extra draining upon her magical total in comparison to other powered up states.
After having suffered a personal wound, with even the smallest of cuts emerging upon their body, the wielder of Ice Devil Slayer Magic focuses intently as they intensify the volatility of the magical energies that are dwelling within their Magic Origin as to excite them exponentially, before releasing the voluminous quantities of energy outwards from their body ever-so-slightly, attaching to the open wound from which blood flows from their circulatory system into the world, before the user induces the activation sequence for Ice Devil Slayer Magic, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice which coats over their blood as to freeze their own blood - from here, if the user is damaged in any way and the wound left by taking damage is visible and displays an opening to the user's bloodflow, the user is capable of linking the ice projected by their magic with the bloodflow and thus their own blood, thereby bringing out the devillish blood that was once absorbed, turning the ice that's created with Ice Devil Slayer Magic a beautiful scarlet and forming a connection which enables Bloodedge Mode to come into existence. To enhance the activation sequence's end result power, the wielder of Ice Devil Slayer Magic is able to project the ice made manifest by their Ice Devil Slayer Magic outwards, before focusing on any source of blood in the vicinity, whether from the user themselves, the enemy, or anything else—allowing the user's ice; influenced by the ambient eternano within the atmosphere to combine with the blood—before immediately bringing it towards themselves. In any case, doing so not only grants this crimson ice the powers and properties of both Ice Devil Slayer Magic and Blood Devil Slayer Magic, results in the user being capable of expanding, shape and solidify the frozen blood into anything they wish at a whim in a manner resembling Blood-Make and Blood Magic —though unlike the actual blood-based powers, this Bloodedge Mode is far more versatile due to being hewn from the stone referred to as "Ice Devil Slayer Magic"; the main usage of Bloodedge Mode is the creation of various weapons, along with temporary blades of blood; these blades can be charged to crush the opponent's guard. Typically, Bloodedge Mode is shown to be utilized with the caster encasing their opponents in a block of an ice, using the property alteration power of Slayer Magic to change said frozen prison's durability to become as brittle as a twig, before shattering it with a hardened blood-enhanced strike, usually a straight punch or flying kick. Outside of combat, the user can also change their surroundings using blood, such as covering the ground with blood, causing enemies to slip up easier. All in all, the user is capable of forming almost anything; a power that's limited by the imagination of the caster. Because the user's constructs are formed from their own blood, this creates a certain resistance from magic which affects time in any form, such as Arc of Time and Time Magic.
- Blut die Jäger (
血刃の連襲撃, Burūto di Yēgā lit. Successive Hunting Strikes of Bloody Blades; German for "Hunter of Blood"): Blut die Jäger is a powerful Blood Devil Slayer Magic spell which involves the caster amassing large quantities of blood upon their arms before fashioning them to resemble scythe-like attachments that protrude forward, with the caster unleashing a quick flurry of blows to overwhelm their opponent – given the nature of the altform, this also means that the wielder of Ice Devil Slayer Magic is capable of harnessing its power. In any case, when performing Blut die Jäger, the magician whom wishes to harness the spell focuses the voluminous quantities of magical energy that are dwelling within their Magic Origin intently as to excite them exponentially, before releasing the voluminous quantities of energy outwards from their body ever-so-slightly, attaching to the open wound from which blood flows from their circulatory system into the world, before the user induces the activation sequence for Ice Devil Slayer Magic, freezing molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice which coats over their blood as to freeze their own blood – while doing so, the wielder of Ice Devil Slayer Magic uses minute amounts of magical manipulation to amass the frozen blood around their arms from the wrist, creating a crescent blade of solidified blood that resembles the head of a scythe. From here, the wielder of Ice Devil Slayer Magic rushes forth at incredible velocities, shortening the distance that separates their existence from their opponent, whirling around at high speeds as to cause their body to mimic a cyclone, the wielder of Ice Devil Slayer Magic demonstrating that they are capable of unleashing a myriad of slashes in quick succession in a manner not dissimilar to Ice Blade: Seven Slice Dance, overwhelming the opponent swiftly. However, one of the greatest properties of Blut die Jäger is that the wielder of Ice Devil Slayer Magic is able to induce a form of phase transition upon the bloody blades to liquefy them in accordance to the caster's mental commands, thus completely nullifying any defensive measures the enemy may take by liquefying at the point of contact before reforming instantaneously, thus resulting in a sure-hit strike. When combined with the ability to fire blood as a projectile, the caster's adversary is overwhelmed, as while focusing on evading the initial strike, they have no time to prepare for the successive blow.
Kronos Mode (
Activating Kronos Mode effectively enables the user to stop time. When using Kronos Mode, the user often seems to be teleporting or moving at impossible speeds; so it was debunked that the user cannot move at light speed, but merely, they are using Kronos Mode in conjunction with large bursts of speed to move. While time is frozen, the user is capable of setting up further attacks like throwing knives, launching spells, or otherwise assuming a position where they can instantly land a killing blow upon the opponent- however, they cannot touch the opponent while time is stopped, otherwise, they will break the taboo of this power. The nature of the time stop follows the flow of time in the real world, as shown when the duration of time the user was capable of stopping was drastically reduced when a foe accelerated time. This ability can last for a maximum of five seconds; though it will not increase beyond that. This ability seems to be extremely exhausting, and the intervals of stopped time that the user is able to maintain decreases the longer the battle continues. The only true way to counter this spell is with other time-stopping skills. The range of area affected is proportional to the mastery of this magic; and it works for a few seconds before the time of the target resumes flowing, and it is extremely exhausting to utilize, hence why the user rarely uses it for prolonged periods of time. However, this immense power came with an equally immense drawback- due to straying from the realm of what ice can manipulate through sheer effort and evolution, the user broke the "taboo" of their specific Ice Devil Slayer Magic; resulting in the user being only able to use Kronos Mode for six seconds at a time before their ice would turn on them, freezing them for eternity. However, in order to circumvent this weakness, the user is capable of wearing a special gauntlet which draws in all of the ice generated by their body and dispels it due to the immense heat generated by the gauntlet's fingertips.
- Time Devil's Slowing Fist (時魔の鈍拳, Jima no Donken): Time Devil's Slowing Fist is a powerful Ice Devil Slayer Magic spell that is only available in Kronos Mode; effectively, it is a single punch that freezes the soul of the opponent before innumerable seemingly lightning-fast blows land upon the opponent's frame. When performing Time Devil's Slowing Fist, the caster gathers and condenses their magical energies, while inducing Kronos Mode in order to kill the user's body momentarily by going to absolute zero that instantly spreads outwards, releasing overwhelming amounts of ice that freezes the immediate vicinity in an instant and brings the eternano particles in the area to a complete halt. The vicinity freezes, sans for the user; and all projectiles that the opponent utilizes are brought to a complete stop, including any magical projectiles and any form of attack which doesn't originate from the user; effectively stopping time for six seconds. After this, the user throws their fist forward with all of their might, with their hand of choice crossing their body in a straight line, racing towards the target like a bullet, with the user transferring their weight from their rear foot to their leading foot as their hips, torso, and their shoulder are rotated as to bolster the blow- but not only this, augmenting the strike further is the fact that the user throws the punch while rotating their arm, resulting in the punch being strengthened throughout their entire body, effectively turning the blow into a spear that can penetrate through anything, with bog-standard guards from another martial artist to even supernatural-derived defenses which could possibly be reinforced massively through high-density particle concentrations. The fist rotates ever-so-slightly, simulating the effect of a drill piercing through stone and bedrock to reach its destination as the impact lands with enough force upon the opponent's heart to stun them and slow their movements to a complete crawl, effectively stopping the opponent's "time"; physically stunning them for up to six seconds just as the effects of Kronos Mode, granting the user the ability to instantly launch a follow-up attack or take another action in any way that they deem suitable. With the enemy's flow of time frozen, the user is capable of launching countless strikes upon the enemy's body at speeds seemingly resembling that of crashing lightning, but the reality is that since the opponent is helpless and cannot perceive time normally in this state, the user is simply attacking them at regular velocities which seem to be faster than human reaction times. As one of the few Kronos Mode spells available, the user has developed numerous variations on this technique, with about six alternate usages, two notable ones being a rising strike that appears as if it were a snake ascending from the floor almost at an extremely low height, as well as a rapid fire serial of strikes which seem to land simultaneously, thrown at their opponent's eyes to create a blur in their face, effectively removing their capability to see her other-handed strike shooting towards them from behind the vicious flurry of blows. The only way for such a strike to have its effects nullified is for the user to move at twice their normal speeds.
Devil Force (
As such, when Devil Force is engaged, the strength, speed, and demonic abilities of the Devil Slayer are dramatically enhanced, improving their combat capability significantly as their element is completely incorporated into their very existence in a manner that's not dissimilar to Elemental Body ability of Elemental Magic, which allows the user to let physical and magical attacks pass harmlessly through their body when they're transformed or simply absorb the attack. Additionally, through Magical Barrier Particles being manifested and infused within their body, each and every one of the caster's attacks becomes toxic for any ordinary magician as it is accompanied by a thick black mist, displaying the ability to damage the Eternano in the atmosphere and can cause both Magic deficiency and illness in a manner that resembles an electromagnetic pulse, specially in magicians. Of course, Devil Force greatly increases the damage done by standard Devil Slayer Magic attacks, and grants the user access to more advanced, powerful attacks while boosting their arcane power, prompting it to violently become visible, taking on the shape of a demonic visage; when used at the fullest, the generated silhouette seems to gain corporeality, likely as a result of the immense amount of demonic power employed; the caster also has the ability to manipulate the atomic structure of their physiology at will, allowing the Devil Slayer to form their limbs into weapons composed of their element more freely, regardless of it being part of their biological structure or not with a greater creation speed than Molding Magic. Devil Force also grants them a relatively limited degree of immunity to the effects of Curses, which are said to be impossible for an ordinary magician to fend off unless under very specific circumstances, extending from the relatively simple Tenga Goken as utilized by Ezel of the Nine Demon Gates, which grants the demon the ability to use their arms as swords, to the impossibly powerful Memento Mori, which is supposed to completely annihilate whatever it touches in a similar manner to Satellite Square: Etherion, a weapon of mass destruction once held by the Magic Council. After some time working with their magic and improving their skill in Devil Slayer Magic to the point of achieving mastery over it, a Devil Slayer is capable of summoning these markings instantly in accordance to their will, similar to how two particular Third-Generation Dragon Slayers can invoke Drive and Dragon Force simultaneously and through mental commands, except Devil Slayer's powered-up state isn't sucky. However, as Devil Force continues to be used successively, the black markings would spread all across the Devil Slayer's body until they completely envelop their frame, resulting in their biological structure being permanently transformed as they become yet another Etherious through a process known as Devilification (悪化, Akuka), their magics being replaced by Curse equivalents as their Devil Force becomes their Etherious Form.
Archfiend Mode (
Archfiend Mode is perhaps the strongest transformation that a Devil Slayer is capable of undergoing – referred to as the end-be-all upgrade to their powers, even above the likes of Devil Force, it serves as the ultimate representation of the entwined destinies of the Devil Slayer, the one whom wrote the grimoire, and the demonic being whom had their dark energies installed within the book. The souls of the creator and the demon being inscribed upon the soul of the Devil Slayer after their training is complete, Archfiend Mode has the two entities have their existences combine with the soul of their sort-of-protégé's soul in a manner not dissimilar to the likes of the Dragon Soul Seal as displayed by Dragon Slayer Magic momentarily, before the demonic energies installed within their Magic Origin – both in terms of Curse and Magical Barrier Particles – as well as the supernatural power output and physical parameters of these two are extracted from these souls and shoveled into the Devil Slayer's Magic Origin and overall body. Serving as one final boost in power that transcends all others, this grants the wielder of Devil Slayer Magic the remainder of both the bookwriter and the demon's magical and physical power by modifying their biology and Magic Origin; the visual representation of which is a demonic tattoo that is branded upon their skin in a place that depends from user to user – the tattoo is the symbol of the Devil Slayer inheriting the full power of the one whom penned their grimoire and the demonic being with their powers stored inside the arcane book, fully completing the installation process of Devil Slayer Magic. one final memento left from parent to child. Alternatively, the user can get this ability as a parting gift from the writer of the book and/or the demon without the seal, as long as the originators of their power are deceased. This tattoo, referred to as the "Devil King Brand" (魔王烙印, Maō Rakuin), is known to come in a variety of shapes and sizes, but oftentimes resembles their Magic Seal albeit with noticeable demonic additions to its design. As the Devil King Brand is the source of the vast amount of demonic power bestowed upon the Devil Slayer by their progenitors, it serves as a catalyst of sorts for them to unleash their full power. As such, through mental commands, the wielder of Devil Slayer Magic is able to draw out the powers of their progenitors and merge these powers with their own; this is known as Archfiend Mode.
In any case, when invoking Archfiend Mode, the wielder of Devil Slayer Magic focuses the voluminous quantities of arcane energy dwelling within their Magic Origin intently, but instead of inducing the usual activation sequence of their magic, they simply focus, delving deeply into their mind as to subconsciously look at the contents of their Magic Origin and their particular form of Devil Slayer Magic in particular. Focusing their mind while doing so, the Devil Slayer synchronizes their Magic Origin with the Devil King Brand through mental commands, causing a powerful resonance – the demonic tattoo begins to shine brilliantly in the texture of the user's element, causing the powers of the one whom penned the grimoire that allowed the Devil Slayer to obtain their powers and the demon whose energies are inscribed within said grimoire to influence the Devil Slayer's body and magical powers, thus resulting in a dramatic change. Physically and outwardly, the wielder of Devil Slayer Mode undergoes some subtle changes – for one, the sclera of their eyes invert in texture, transforming from white to black, and all the while, demonic energies begin to flow outwards from the tattoo. The user's Magic Origin is modified in order to take the addition of the demonic power of their progenitors into consideration, becoming larger and amplifying the quantity and effects of the magical power stored within. Additionally, the user's body strength is drastically augmented, with the tattoo altering it in order to take upon the properties of the demon at full power as well as the physical might of the writer of the grimoire, both sources of physical might stacking upon the Devil Slayer's own power as their speed and power drastically increase to levels that allow them to fight toe-to-toe with incredulously powerful beings. The sheer volume of the magical power granted to the wielder of Devil Slayer Magic by the invocation of this power-up, even without releasing it outwards in the form of their Magical Aura takes the form of a flame-like aura with the textures of their own element that wraps around their body – when the Devil Slayer decides to unleash their Magical Aura, this blazing aura becomes even greater, washing over the area and subjecting anything and anyone in the immediate vicinity to the effects of the caster's magical power – this aura seems to constantly discharge aftereffects of their element, such as a wielder of Ice Devil Slayer Magic causing the temperature to dramatically drop or the user of a pyrokinetic-type Devil Slayer Magic setting everything near them alight.
When the power granted by Archfiend Mode is exerted to its maximum, in a radius expanding meters, the surroundings itself becomes a storm of elemental energy which varies from user to user, and the user becomes cloaked in their element, which takes upon the manifestation of their demon, causing a frightening visage. Not only this, due to accessing all of the powers of the demon whose power was inscribed within the grimoire that they obtained their magic from and the writer, the wielder of Devil Slayer Magic has a vast malleable mass of demonic energy shroud their body which they are capable of molding into a variety of forms such as weapons and defenses, but oftentimes, the mass of energy is shaped into armour that fits around their body. Thanks to the overwhelming power granted to the Devil Slayer by Archfiend Mode, the sheer strength of their magical power is capable of shrugging off various forms of Black Magic such as Black Arts and Curses, including the likes of Ankhseram Black Magic, which is known to be a one-hit-kill on anything else. Not only this, when Archfiend Mode is in effect, the Devil Slayer is able to achieve a form of unlimited flight, using aspects of their element in order to propel themselves throughout the atmosphere. When in this form, the user has access to enhanced versions of their normal Devil Slayer Magic spells, referred to as "_ Demon King's _" (_魔王の, _Maō no_). However, in order to utilize Archfiend Mode to the utmost of its ability, it can take an extremely long time to learn the ins and outs of the power, with the absolute maximum taking ten months of dedicated training to properly master. Another weakness of Archfiend Mode is that the magical power bestowed upon the user by their progenitors is extremely finite, mostly due to the progenitors only giving them this power in their last moments in existence; and once it runs out, the user can never utilize its power again unless they utilize their own magical energy as a catalyst for its activation, in which case the Archfiend Mode will be noticeably less powerful.
Annarose's Archfiend Mode is known to possess a myriad of similarities with Elraine Ardygun and Lisette Aznable's Scaleshift: Diabolos Dragon and Overstride as accessed through Dragon Slayer Magic and Spirit Slayer Magic respectively in spite of Archfiend Mode itself being the Devil Slayer Magic equivalent to Primal Dragon Mode, something that can be said to be a result of Annarose supposedly absorbing the powers of the other Nine Elementals as well as the king and the leader of the Aion Rebellion alongside the souls gathered by the bloodshed caused by the conflict between the Nine Elementals and the Toveri Alliance opening up a dimensional wormhole between the Diabolus Dimension and Earth Land, allowing her to transform into her true demonic form. Physically, just like ordinary forms of Archfiend Mode, when invoking the power of this transformation, the sclera of Annarose's eyes invert in texture, transforming from white to black, but other than that, the transformation is completely different in terms of aesthetics. Unlike ordinary Devil Slayers, whom are only capable of accessing the might of Archfiend Mode through the Devil King Brand that represents the writer of the demonic book from which their power originated and the demon with their powers stored inside the eldritch tome, Annarose Antoinette, as a Different Dimension Demon whom has taken upon a human guise for the purpose of achieving the millennia-long plans of their kind to return to Earth Land, is able to simply invoke the incredible power of this devilish transformation by willing it. Indeed, the invocation of Archfiend Mode acts a key for the ignition of Annarose's true form, going from her Ultimaya as she transforms into Ultimaya Xibalba (アルティマヤ・シバルバ, Arutimaya Shibaruba), the powers gathered as a result of her plans succeeding, this demonic transformation synergizing with Archfiend Mode at all times.
As Ultimaya Xibalba, Annarose resembles a monstrous-looking fairy with black sclera along with burning crimson pupils, her hair lengthening dramatically to the point that it seems to float upwards as it becomes stark-white with pink tips, her head adorned with a black crown as befitting her status as the Princess of the Diabolus Dimension. Clad in something that vaguely resembles a small amount of armour and exposes her stomach along with constructs that appear to be jet engines draping her sides, Ultimaya possesses three pairs of enormous, demonic wings that resemble a suit of cards – these wings switch between the suit of hearts, the suit of clubs, the suit of spades, and the suit of diamonds in accordance to the power displayed by her in this form. When Archfiend Mode is invoked and thus Annarose has transformed into her ultimate form, the tone she speaks with has a noticeable echoing effect to it, along with it being accompanied by her adult form's voice which speaks in unison with her demon form's own. Her six wings and overall appearance can liken Ultimaya Xibalba to the Seraphim of Judaism, who were said to be the highest ranking angels, and this was signified by their six wings; angelic appearance sharply contrasted by the demonic glare in her eyes. When in this form, Ultimaya's Magical Aura takes the form of a liquid-esque geyser of darkness, with a glowing reddish-purple inside said geyser. While she's said to have the powers of the other Nine Elementals in this state, Ultimaya doesn't really utilize their individual forms of magic, but instead prefers to invoke a much stronger version of Kronos Mode which allows her to freeze time for an infinite duration, bringing the rotation of Earth Land to a complete halt while she's free to move around however she wishes. Of course, as a 'super mode' of sorts, Ultimaya's invocation of Archfiend Mode dramatically bolsters her speed, strength, durability, and energy output, greatly augmenting her spells which then change their composition and texture to match the colours of Archfiend Mode.
- Diabolus Glacius (
黄泉の命蝕氷, Diaborosu Gurashiasu lit. Life-Eroding Ice of the Underworld): The Diabolus Glacius are a new tier of ice that Annarose is capable of manifesting when Archfiend Mode is activated – they are known to annihilate anything in their path. Assimilating the powers of the Nine Elementals, the members of the Aion Rebellion, and their respective leaders into her very being after her goals have been achieved, Annarose's Archfiend Mode was unleashed, those supernatural powers being converted through the process of utilizing the Enchantment supplementary ability known as Unity Skill: Hexa Conversion, which converts Magic to Curses and vice-versa, Annarose invoking Hexa Conversion to strip away the credentials of these supernatural abilities and transmogrify them into pure power that fuels her Ultimaya Xibalba transformation. The properties and strength of their magics and curses being infused within Annarose's Ice Devil Slayer Magic, bestowing upon the Devil Slayer Magic with a level of power that transcends all forms of power-ups and other ice, far beyond the "essence of ice" – this ice is beyond the boundaries of "mere" absolute zero, becoming a freezing might that triumphs over all and embodies the goal of the Different Dimension Demon to terraform Earth Land into a cold hell. Surpassing the river of the underworld, Cocytus in both coldness and demonic nature, the Diabolus Glacius act as what's known as "the coldest ice of all", capable of freezing even the sun and by extension, the solar energies that are produced by Solar Dragon Slayer Magic, and turning the power of Crystal Dragon Slayer Magic to crystallize everything on itself. Freezing concepts such as time and space, as well as options including "offense", "defense", "speed", and "healing", once the Diabolus Glacius has frozen anything at all, Annarose is capable of doing anything she wishes with what's been affected by the beyond demonic ice. The Diabolus Glacius overwrites reality once it has frozen anything, allowing Annarose to rewrite virtually anything under the effects of this transcendent ice with no foreseen limitations, such as returning her own existence to the point before she was harmed, resurrect the dead, and negate every form of defense to exist in the current timeline. In addition, the Diabolus Glacius enhances Annarose's Kronos Mode, allowing her to freeze time indefinitely, with no real limitation to the duration – when time is frozen, only those with light-speed movements are capable of performing as normal, as seen with Lisette Aznable using Tachyon Spirit's Flare Wing and Elraine Ardygun using Crystal Dragon's Claw enhanced by her Drive to do so, whereas everyone else in the vicinity remained motionless but conscious.
- Pallida Mors (
成空の天地, Parida Morusu lit. Heaven and Earth come to Nothingness; Latin for "Pale Death"): Pallida Mors is an extraordinarily powerful Ice Devil Slayer Magic spell that's only available when the wielder is in Archfiend Mode and the Diabolus Glacius are engaged – Pallida Mors involves the wielder of Ice Devil Slayer Magic singing out with a terrible demonic voice that rips apart the body and soul of their target, releasing sounds that freeze and shatter the existence of the foe. In any case, when invoking Pallida Mors, the wielder of Ice Devil Slayer Magic focuses the voluminous quantities of magical energy that are dwelling within their Magic Origin intently before momentarily pulsing them outwards as to interact with the eternano that's saturated throughout the atmosphere, inducing the usual fusion of magical energy and eternano – all the while, the caster utilizes their Magic Origin as a "magnet" of sorts, absorbing the energies through their mouth, reinforcing their vocal cords through the absorbed energies as they channel this magical energy while beginning to sing, creating an oscillation of magical energy formed through music focusing and drawing in Eternano from around the area and concentrate it into a considerable amount. At this point, the wielder of Ice Devil Slayer Magic freezes molecules of moisture that are suspended within the air while also absorbing heat in order to reduce kinetic energy as well as the temperature of these supernatural particles to their freezing point, causing the affected eternano particles to undergo solidifcation, becoming ice, gathering ice within their mouth. Instead of absorbing it as normal, the wielder of Ice Devil Slayer Magic uses the gathered ice and magical energy to reinforce their vocal cords as they then channel the energy, before releasing it as a harsh bellow mimicking an opera singer, the wielder of Ice Devil Slayer Magic using the melody of the song in order to induce a resonance that draws out the "word soul" of the lyrics and manifests the meaning of the lyrics into the current plane of existence. The song that resonates outwards is a dirge of despair which affects the entirety of Earth Land, blasting through to access the core of the world and the heavens, shaking them up with the overwhelming might of Pallida Mors. Shattering concepts, countries, and all forms of supernatural energy with these sonic screeches, Pallida Mors tears souls away from their bodies, disintegrating both into nothingness. As Annarose sings out with Pallida Mors, the landscape and the skies resonate with her magnificent dirge of despair, the heaven and earth shaking in a mixture of awe and fright as the world sings along with her. Comparable to the horn of end in Norse Mythology that signals the twilight of the gods, yet at the same time, it would be too mesmerizing and beautiful to be called as such; this lullaby sung by the universe fills the ears of everything on Earth Land and removes the limitations on the world known as the Laws of Physics.
- Pallida Mors (
Indeed, Reflector is a form of magic which enables its user to twist and distort almost anything – though the power encompasses almost anything, as it allows the wielder to control Euclidean vectors, which are used to represent physical quantities that have both magnitude and direction, but it is shown that a wielder affect all kinds as long as they recognize it as something they can influence through this magic. Of course, going into detail, a control over vectors means that a user of Reflector can do pretty much whatever they want to as long as it involves 'something goes somewhere,' which is basically everything since movement is the basis of, well, everything. Derived from the mathematical function known as transformation, when engaging the activation sequence of Reflector, the caster focuses intently before releasing the magical energies dwelling within their Magic Origin outwards, the caster's direction of these energies through their mental commands and physical motions serving as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; the vector values of anything the caster's released magical energies washes over are modified in accordance to the caster's will– alternatively, another activation method for Reflector is for the caster to surge their Magical Aura and wrap it around their body discreetly to serve the purpose of a quasi-invisible armour while invoking the manifestation of Reflector, enabling them to modify the vector values of anything they come into contact with or whatever collides with the invisible aura armour with the properties of vector manipulation that's now shrouding their frame; the magical energies simulate the effects of magnitude along with direction to create the concept known as a vector. From the very moment that something comes into contact with the user, the magical aura that encases their body reverses the direction by modifying every aspect of its motion and thus distorts it, thus forming the basis of the power of "Reflector" by manipulating vectors and direction in order to twist and distort almost anything they wish in any way they want.
In any case, no matter the activation sequence that the wielder of Reflector decides to invoke, the ability it bestows upon the magician using this magic remains a constant – as stated many times previously, Reflector enables the caster to control both magnitude and direction vectors and influence objects that have vectors in any way they deem to be suitable in accordance to the situation at hand – this mainly takes the form of distorting and twisting anything they wish. The ability of Reflector not only affects material things such as all forms of metal, which includes weapons, armour, and buildings, but also intangible entities such as air and light, as well as some other things such as heat, electricity, soil, water, energy, and many more. Interestingly, Reflector is a rare gem in that it can be categorized as an extremely rare and powerful type of subcategory of magic known as a Semantic-Type (意味型, Imi-gata), meaning that it is a supernatural power that can be defined solely by the caster's interpretation of what it governs over, all depending on their wording rather than anything logical—because of this, Reflector can theoretically affect anything that possesses some level of vector values; interestingly, Reflector is the only "ordinary" magic that is a Semantic-Type, whereas Lost Magic and Slayer Magic such as Spirit Slayer Magic and Devil Slayer Magic fit both categories, making Reflector one of the most sought-after forms of magic an ordinary magician is capable of learning. The power of Reflector is both passive and active in usage, causing it to be classified as a Offensive/Defensive-Type (攻性防御型, Kōsei Bōgyo-gata) Magic.
The offensive might of Reflector is best shown in the Invisible Scythe spell, which enables the caster to refract air, thus manifesting enormously destructive flying slashes of various shapes and sizes that possess great cutting power, overall comparable to the pressure released by the swing of a blade to launch invisible blasts of force – even stronger versions of this power are available for usage at any time, entrapping the user's enemies within impressively strong vortexes of distorted air to rip them to shreds. For defense, twisting anything entering the immediate area surrounding them, the user becomes virtually immune to any attack, be it physical or magical in nature, affecting both Magic and Curses, with every incoming spell or melee assault having its trajectory moved in order to avoid striking the user, who can even reflect these attempts back at their originators – this "spell", unnamed yet referred to as Distort Shield, seems to be automatic as it's invoked upon anything that comes into contact with the wielder of Reflector, enabling them to be perfectly protected from nearly any sort of attack no matter the scope and power. Additionally, by refracting light, the user is even capable of generating highly-influential illusions considered nightmares that are on par with Illusion Magic, going as far as to twist the fabric of reality itself in the eyes of their opponents; once more, the user is also able to refract the light around themselves in order to turn invisible, and at the same time being shown capable of levitating in midair, appearing and disappearing as though as they were invoking a form of Teleportation Magic. However, these spells and usages of Reflector are said to be naught but the most basic of utilizations of its incredible might, and thus even a novice could use this magic in such a way – the real meat and bones of Reflector is in its ability to perform anything. When invoking the power of Reflector, the caster is capable of effortlessly surpassing other counterattack-type and nullification-type magics such as Wave and Nullification Magic by reflecting back the spell it had just repelled or refracting the area-of-effect of wide-area type reflection magics.
Since vectors are the basis for damn near everything, a user of Reflector is able to perform amazing feats such as converting air into that of plasma to unleash searing bursts of energy and understanding the movements of electrons to simulate flight not dissimilar to Flight Magic and the magic used by stupid talking cats. When using the activation sequence of coating their Magical Aura around themselves, the wielder of this magic has certain degree of super strength and super speed that can be multiplied indefinitely, all of the "-kinesis" powers which enable a user to mimic Elemental Magic and thus produce not only the classicial elements but anything else connected to them – in and in some cases, a user is able to take control over the opponent's own elemental powers depending on their skill level, a control over all electrical currents including bio-electricity, dominance over technology, which is displayed when a user can turn electrical appliances on and off simply by pointing at them, and of course, an immunity to most weaponry and ranged-powers. As the user can change the velocity vectors of anything they come into contact with, the wide range of which Reflector affects includes physical objects, energy blasts, and even UV radiation. On a more mundane note, Reflector can redirect annoying noise of any kind; this property can be harnessed to instantly repel any sound-based power such as Sound Magic – the user is also able to redirect the electrical signals of the human body as to invoke an effect similar to Memory Control, and by touching an open wound, the caster is able invoke an equivalent power to Blood Magic and kill the target by either reversing their blood flow or just forcing them to explode; this power can also be used to completely close wounds.
However, it should also be taken into consideration that maintaining and utilizing the incredible power of Reflector in general requires an incredible amount of mathematical knowledge from the user; if something is too complicated for the user of Reflector to calculate in their head, they are incapable of influencing it, even if this power technically should cover that; additionally, harnessing their power over vectors requires the caster to take into account anything that is deemed an "outside influence" such as the innumerable variables which could happen when they are influencing vectors to perform any action they wish – meaning that while a user of Reflector generally has full control over what effects its power produces, they are required to be careful with what they incorporate into the Reflector. While Reflector is enormously powerful, just like many strong forms of magic, it also suffers from a myriad of drawbacks – for one, even though Reflector can twist almost anything with the magic, the magic is incapable of affecting anything sentient by its lonesome, they can only use their refracting powers on a single area at a time, either around themselves or elsewhere, and the wielder can momentarily twist objects with elastic properties, but these attempts will ultimately result in being ineffective towards restraining or harming the opponent, with the effected material eventually returning to its normal state. Another weakness is that if the enemy is capable of discovering a way to circumvent this magic's vector manipulation ability, it is shown that it would be rendered rather useless due to most wielders of the magic having strong magical powers that are granted by Reflector, but a somewhat frail constitution. Additionally, the illusions that are manifested by Reflector are incapable of affecting individuals whom possess non-organic or modified eyes, such as Eye Magic or eye implants.
It can be said that Annarose's utilization of Reflector is something that's far beyond the likes of any other potential wielder - transcending the likes of Midnight, transcending the likes of anyone and everyone else, at first glance, it seems a bit un-thematic that Annarose possesses the ability to utilize this incredible power; however, there is a much deeper reason besides Reflector being the very first magic she had ever learnt alongside her Ice-Make - using the illusionary properties of Reflector, Annarose was able to hide her true appearance through the invocation of Illusion Change, making her appear taller and more "grown-up" than she actually is; while this process isn't perfect as her eye colour didn't change, it did serve its actual purpose of obscuring her identity as everyone would recognize her as the greatest cryokinetic to ever be produced by the Land of Isvan, whom had mysterious vanished off of the face of Earth Land some time prior to the current day. While not outright stated, it's hinted that her Ice Devil Slayer Magic is a product of a combination of her Reflector's Nightmare Reality and Illusion Change, applying both spells to her Ice-Make in order to create this overwhelmingly powerful Slayer Magic and have it replace what was originally there. Because of the fact that Annarose's utilization of Reflector is the sole reason why she has been so unrecognizable to the populace, nobody, not even any of the Nine Elementals, nor the the existing king, the opposing side, or their leader knows that she possesses this incredibly versatile magic- thus, Reflector is able to serve as a trump card when it's applied in a subtle manner. By its lonesome, Annarose can casually manifest her Reflector as to grant an automatic absolute defense, preventing her from most forms of harm due to the fact that everything and anything that tries to come into contact with her, regardless of whether she's aware of it or not, is sent back to where it came from — hard. With Reflector, Annarose is able to control the flow of anything that moves, such as rain, wind and bloodstreams, as well as directing all things with tremendous force, resulting in the creation of a variety of ways to damage her opponent.
Not only this, Annarose has displayed that through the power of her Reflector, she possesses a certain dominance over kinetic energy, which is the energy possessed by any moving object, enabling her to stop anything (including herself) in motion or accelerate it to its zenith. Indeed, with this power, she is able to make anything move at a constant speed regardless of any force that acts on it, with anything she deems to be suitable busting straight through through objects regardless of the relative speed; indeed, it doesn't matter if the target is moving at an extremely slow pace or if the target isn't even moving at all, so long as some part of them is physically moved, pushing the velocity of everything she wants to its utmost limits as to continuously hand out blows of all kinds that deliver an instant death effect. This kinetic energy manipulation, when combined with the automatically activated Reflector field, enables the barrier to absorb all kinetic energy that's directed against Annarose – this absorption property is known to be highly variable, as it allows Annarose to resist the effects of organic and inorganic objects such as solids of all shapes, sizes, and properties, as well as resisting that of energy and fire and even explosions, effectively rendering her nigh-invulnerable as it's almost impossible for her to be harmed, instead bounding around the vicinity, launching off of numerous objects without any loss or a transference of momentum. Additionally, Annarose is capable of manipulating the kinetic field that enshrouds her body in order to project it outwards for the purpose of offense and defense, slamming into opponents and negating incoming projectiles respectively – by doing so, Annarose is able to release a tremendous pressure along with a myriad of propagating disturbances which can push anything in the immediate vicinity away. Because of this ability, Annarose Antoinette has displayed a thorough understanding of how to make the most of her natural speed, which grants her the capability of harnessing the momentum she produces in any sort of environment –not limited to but including the seas, the air, and the ground- and she can channel the forces produced by her movements for various applications, including lightning-quick offensive and defensive measures. These techniques and abilities that are only available through her mastery of her body's momentum and top speed are highly varied, with almost countless applications at her disposal. Not only this, through her kinetic energy manipulation as enabled by Reflector, Annarose is able to induce a vibration of her molecular structure while in motion, enabling her to become intangible to phase through objects of all sorts, and Annarose's law-defying movements are accompanied by intense winds that she is able to manipulate ever-so-slightly as a form of aerokinesis.
Using the distortion of vectors to control friction, which is the force resisting the relative motion of solid surfaces, fluid layers, and material elements sliding against each other, Annarose is able to move things more easily by making them slippery, run up walls, walk through the air, and of course engulf her fists in flames through adding air friction to her limbs for an extra power boost in combat. With Reflector, the attacks and movements of Annarose oftentimes imparts the kinetic energies that build up with her speed into each point of impact, often releasing shockwaves that radiate across the flat surface accompanied by a small explosion as Annarose lands on a solid surface; this also enables her to instantaneously blast off and shoot forth like a speeding bullet from a stationary position while casually unleashing a furious flurry of strikes that land at amazing speeds rend anything that she comes into contact with in twain. Annarose's impressive skill in regards to her utilization of Reflector enables her to reverse engineer techniques whether they originate from natural sources such as martial arts of all kinds, including unarmed and armed combat, or more supernatural powers such as magic and curses, and processes of all kinds no matter their source, even discovering the correct vector calculations to manipulate incredible forces; to go further, as long as Annarose has experienced the force, she is able to use her intelligence to analyze it, take note of the vectors that have been applied and then adapt- this prowess can be considered an existence similar to that of a human's immune system. Additionally, through the fusion of Enchantment and Reflector in a manner not dissimilar to Unison Raid or a Combination Spell, Annarose has displayed that she is able to remove all weaknesses inherent within the latter to produce virtual invincibility - referred to as a "invincible combo", the removal of all taboos and simultaneous enhancement of Reflector's parameters results in Annarose gaining the ability to affect laws or aspects of physics that she would previously be incapable of understanding, and at this point, she no longer needs contact with vectors to control them, effectively rendering her a walking god as everything that has ever existed is put under her thrall that has a virtually unbreakable connection. At this point, Annarose is able to manifest natural disasters, which is a major adverse event resulting from natural processes of Earth Land, such as floods, hurricanes, tornadoes, volcanic eruptions, earthquakes, tsunamis - all through the absolute manipulation of all vectors.
- Invisible Scythe (
風刃陣, Inbijiburu Saisu lit. Wind-Blade Array): Invisible Scythe is a standard Reflector spell which enables the caster to distort the air as to generate ethereal slashes which they can send flying at their opponents with various intensities. In any case, when performing Invisible Scythe, the caster focuses intently before releasing the magical energies dwelling within their Magic Origin outwards, the caster's direction of these energies through their mental commands and physical motions serving as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; further modifying the vector values of the air that the caster's released magical energies wash over in accordance to their will, applying minute use of Shape Transformation in order to manifest various quantities of blades that are completely composed out of air, serving as an invisible weapon that emits no secondary effect—not even sparks will fly off of these intangible blades, and no clashing sounds will be heard. At a single command, these blades of air are capable of being utilized as a ranged attack by launching them towards their target as it enables the user to assault things which are out of their range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash; overall, Invisible Scythe mimics the likes of Wind Magic and Sword Pressure. Howling winds surge forward as incredible tempests tear apart the landscape, all from a single slash; sending her enormous pressures through the air at such a velocity that the person struck by the Invisible Scythe is assaulted by countless invisible blades which happen so fast that they would normally be unable to properly react in time, carving up their body into mincemeat down to the cellular level and devastating everything that the pressure released from the spell even so much as touches while vaporizing incoming projectiles and rending the landscape in twain. The Invisible Scythe can deflect both physical and supernatural-based attacks and attack at the same time, making it both an offensive and defensive technique. It is a very useful and impossibly powerful technique that can connect rapidly and accurately, which works well with her impressive speed and agile techniques. Everything that is in the caster's range is smashed to atoms like a bug, their feeble bodies shattered effortlessly even if they attempt to resist the Invisible Scythe; the combination of the caster's overwhelming strength and law-defying speed makes this attack ever-the-more deadlier, as the user strikes at such a velocity with the Invisible Scythe that more often than not, their opponents don't even realize that they've landed a killing blow until they become aware of the fact. While the invisible slicing blades that are generated through the power of Reflector vary wildly in both size and numbers, there's always a constant; the damage these blades of air unleash upon the user's helpless opponent is dramatically increased in both strength and cutting power when compared to an ordinary sword, and it also has the side-effect of being more difficult to evade, as the winds can expand their range at a moment's notice. However, its true purpose is what makes it so deadly—due to the blades being, well, invisible; Invisible Scythe is indeed extremely difficult to counter for people whom are unfamiliar with the nature of the attack, as they are left unable to successfully defend themselves from a myriad of weapons which cannot be seen. The opponent would fail to analyze or discern the properties of the armaments, which would leave them constantly on the defense against the user, relying only on their movements in order to develop a proper counter for their strikes—this causes them to become confused regarding the user's attacks and defending actions, and thus, they are required to stay out of the user's strike range in order to stop themselves from being defeated rather easily. By waving one of their hands diagonally before themselves, the user can also generate a much larger slash, which is strong enough to easily slice through several stone buildings, cutting them to pieces. The Invisible Scythe, at its lowest levels of power, is stated to have the force of ten cannonballs smashing into the frame of the user's helpless opponent, obliterating and eradicating their enemies without fail or mercy. At its highest levels, the Invisible Scythe is capable of parting the clouds. Through swiping one of their arms before themselves, with the index finger outstretched, the caster is able to invoke a stronger form of Invisible Scythe which entraps the caster's opponents within a vortex of distorted air that - the sheer number of the microscopic blades manifested through this distorted vortex are to the point that not even those with the sharpest of eyesight are capable of properly counting them all. Anything that just so happens to be in the epicenter of this maelstrom of absolute annihilation is laid bare before the vicious onslaught of pressurized wind blades, which slice at them endlessly- it cannot be said that one or ten edges impact upon the target's form for every second that passes, but rather, millions perform such a feat- these wind blades are sharper than actual metallic swords, and they cut so deeply that they are capable of causing damage on a cellular level, cutting off the Magic Pathways and removing the methods of casting spells from the user's existence, annihilating them through extreme brute force and shattering any defenses that are created as a feeble response.
- Illusion (
幻魔法・屈折号, Iryūjon lit. Illusion Magic – Refraction Edition): Illusion is a Reflector spell that enables the caster to generate countless forms of illusions by refracting and twisting light, thus simulating the likes of Illusion Magic. In any case, when performing Illusion, the caster focuses intently before releasing the magical energies dwelling within their Magic Origin outwards, the caster's direction of these energies through their mental commands and physical motions serving as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; further modifying the vector values of the light that the caster's released magical energies wash over in accordance to their will, bending and twisting this light as to force the information that's gathered by the eyes of the user's adversary to become fractured, causing the brains of their enemies to give a perception that does not tally with a physical measurement of the stimulus source and disrupting the enemy's cerebral nervous system, resulting in the visualization and creation of optical illusions, and thus, giving the user of Reflector an advantage by causing changes in the opponent's depth perception or overall perception of an item or individual itself. Unlike bog-standard Illusion Magic, Reflector's Illusion is automatic and as long as the caster believes it can happen, the manifestation of these illusions will happen, bringing them into the physical realm through belief alone. There are three forms of Illusions; "Hallucinations" (錯覚, Sakkaku); which allows the user to induce psychedelic hallucinations in their foes at will- this done by the user using their own spiritual energy which is corroded by their own view towards them, saturating the air with it and psychically causing the foe's own imagination to overact, resulting in paranoia and delirium; these hallucinations are also able to force the foe to feel as though only experiencing that which is pleasurable to them instead of what's actually happening or the like. This type of illusions have no need for the user's imagination; their target's mind does all of the work; and has a compelling sense of the hallucination's reality. The second type is "Mirages" (蜃気楼, Shinkirō), where the user can generate illusions which last, and are entirely real, as long as the targets do not know that they are illusions. One with this ability could cause any type of illusion they desire, but the second that someone realizes it is but an illusion, it shakes the victim out of their deluded state or the victims see the user working their power, then the illusions will wear off until the user can go unnoticed to utilize this type of illusion once again. Completing the trio of illusion types are "Delusions" (迷夢, Meimu) - the ability to subliminally generate illusions in such a manner that it is left unaware to onlookers that the user generated the illusions. Delusions are most advantageous in appearing realistically afraid of illusory creatures, or to keep foes from discovering that the user is behind the illusions as they aren't even visibly trying to cause them. They can only succeed dependent on the level of magical energy that the user is using, and their realism and appropriateness to the situation: for, example, using an illusion of a burning wasteland when one has disguised themselves as a Water Magic user is a bad idea. Generally, the illusions are not tangible, but are very realistic to the user's targets; while this ability is powerful, its crippling weakness is that the more complex and intricate the illusion is, the more magical energy it saps from the user. However, it remains a given that this magic can only be used by the crafty and innovative, as this form of magic has no set principle, and can diverge in any given way, by manipulating a single sense, or multiple senses, any effect that the caster creates can vary immensely, with near limitless possibilities, as such, the users of this magic are very common, though few have truly mastered the magic.
- Illusion Change (幻変化, Genhenge): Illusion Change is a very specific "real" illusion and a Reflector spell which enables the user to change their form to whatever suits their tastes. When activating Illusion Change, the caster focuses intently before releasing the magical energies dwelling within their Magic Origin outwards, the caster's direction of these energies through their mental commands and physical motions serving as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; further modifying the vector values of the light that the caster's released magical energies wash over in accordance to their will, bending and twisting this light as to force the information that's gathered by the eyes of the user's adversary to become fractured, causing the brains of their enemies to give a perception that does not tally with a physical measurement of the stimulus source and disrupting the enemy's cerebral nervous system, resulting in the visualization and creation of optical illusions, as they use the particle form of eternano, rather than the energy form, in order to actually construct the illusions that they have projected into reality as they bring that power upon themselves, casting a "real" illusion upon themselves by affecting everyone in the vicinity—an action which is highly taxing upon the user, if only momentarily- but in any case, it enables the user to change their appearance. While Transformation Magic is a deep and complex art, basic Illusion Change is relatively easy for a magician to learn; it enables the user to change their appearance into that of another person, down to the weight, height, and voice. However, it doesn't allow them to change clothes- the user, when disguising themselves, channel their magical energy into their bodily systems, allowing them to take upon completely different statistics and powers- though generally, if mimicking another magic, especially an Ancient Spell such as a Slayer Magic, the replication will be noticeably weaker, which can often be a problem because more magic-savvy people will probably take notice of such an oddity; apart from changing appearance and voice, the user can acquire all additional physical features such as wings or gills, and can even change size; which is highly useful in combat; when using Illusion Change to create an illusion of a living being and superimposing said illusion upon themselves, it completely impersonates their strength, personality, and even any supernatural abilities, whether it be a Magic or a Curse, they may have. However, keeping this ability active requires a large amount of magical energy, which is generally more than a regular user can continuously supply, so it must be reapplied every three days in order to keep up the ruse, making this the spell's biggest disadvantage. By invoking the power of nightmares, specifically Phantom Fear, the wielder of Reflector is able to create the illusion that they have transformed themselves into a giant monster which can extend its nails at will, and is capable of easily piercing straight through a person with them – the user is able to transform into anything they wish, more or less.
- Nightmare Reality (
幻魔法・二准・空即是色, Naitomea Riariti lit. Illusion Magic Second Level: Illusion is the Reality of Matter): Nightmare Reality is an "advanced version" of Illusion Magic- while regular Illusion Magic simply causes targets to believe that unreal things are happening as a form of trickery, Nightmare Reality causes the user's illusions to enter this very plane of existence; it is a second stage of Illusion Magic sometimes called "realistic illusions"; they are illusions that are projected in the brain; subsequently given life by their own magical energy. When activating Nightmare Reality, the caster focuses intently before releasing the magical energies dwelling within their Magic Origin outwards, the caster's direction of these energies through their mental commands and physical motions serving as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; further modifying the vector values of the light that the caster's released magical energies wash over in accordance to their will, bending and twisting this light as to force the information that's gathered by the eyes of the user's adversary to become fractured, causing the brains of their enemies to give a perception that does not tally with a physical measurement of the stimulus source and disrupting the enemy's cerebral nervous system, resulting in the visualization and creation of optical illusions as the caster essentially uses the particle form of eternano, rather than the energy form, in order to actually construct the illusions that they have projected into reality; these "real illusions" can take upon the visage of a perfect moving replica of whatever the user wishes to project, and are physical enough to be shattered on impact; a master is skilled enough to use them as misdirection during a fight, casting an illusion of themselves that the opponent thinks is the real thing and attacking from their blind spot; effectively, these "real illusions" can be considered a variant of Molding Magic as they create whatever the user wills their magic to do, including weapons for certain offensive measures for both close-range and long-range combat; the caster can manifest all sorts of creatures that function in a similar manner to Celestial Spirit Magic or Familiars, including vertebrates such as fish, amphibians, reptiles, birds, and mammals as well as invertebrates such as mollusks, arthropods, annelids, cnidarians, and sponges; of course, at greater levels of skill, phantasms which are universally a cut above the rest, legendary creatures, can be manifested, two notable examples being dragons and phoenixes. The caster can manifest armour to bolster defensive capabilities, body parts, or even for more miscellaneous purposes – but no matter what's generated, these illusionary creations are nigh-indistinguishable from the real deal until their time is up. By combining the likes of Nightmare Reality and Illusion Change, the wielder of Reflector has displayed the ability to take the fabrication of them creating the illusion of them possessing the capability of casting certain magic to the next level by actually manifesting a pitch-perfect replication of said magic no matter its tier and from there imbuing it within their Magic Origin, thus giving them the genuine article for as long as they wish.
- Mirroring (
屈折鏡, Mirāringu lit. Reflective Mirror): Mirroring is a highly powerful Reflector spell that, obviously, involves the caster projecting the powers of Reflector through a physical catalyst – a mirror, the invocation of which enables them to reverse anything, far beyond the normal scope of what ordinary usage of Reflector is able to affect. In any case, when performing Mirroring, the caster focuses intently before releasing the magical energies dwelling within their Magic Origin outwards, the caster's direction of these energies through their mental commands and physical motions serving as a vector, which is a quantity having direction as well as magnitude, especially as determining the position of one point in space relative to another; unlike ordinary forms of Reflector, the caster now invokes a process similar to the likes of Molding Magic as they use Shape Transformation upon the magical energies that they had projected outwards while understanding the inherent structure of the properties about to be reproduced; including the flow and balance of magical energy within, before using their magical energy in order to perfectly replicate the structure of the identified material, using their magical energy to cause the manifested item in a more malleable state – this takes the form of a mirror, an object that reflects light in such a way that, for incident light in some range of wavelengths, the reflected light preserves many or most of the detailed physical characteristics of the original light – more specifically, what's manifested is a plane mirror, a mirror with a flat reflective surface – the mirror pane summoned tends to be translucent and textured in the colour of the wielder's magical energies. Projected outwards in any direction or manner the caster deems to be suitable, this mirror, just like ordinary usage of Reflector, is able to influence the vector values of anything the caster deems to be a target in accordance to their will. Interestingly, Mirroring is considered to be a compression of the vector-modifying power of the ordinary Reflector, taking all of the magic's boundless properties and packing each and every last ounce of its potential within this mirror that has been generated. The power of Mirroring is solely centered upon Reflector's properties of reversal, no longer simply redirecting anything the caster comes into contact with, but affecting the abstract ideas such as "concepts", which are a generalization or abstraction from experience or the result of a transformation of existing ideas, the concept being instantiated by all of its actual or potential instances, whether these are things in the real world or other ideas, which means Mirroring is able to reverse anything the caster wishes at a much greater potency than bog-standard Reflector. They can duplicate themselves by reversing themselves and from here charge forward, enemy incapable of striking the user because the doppelgängers are used as human shields, cast illusions, fire blasts of energy as well as launch mirror shards from the projected mirror, and even create mirror versions of their enemy. However, the deadliest ability of Mirroring is that of reversing the world itself in a manner not dissimilar to Universe One as to turn it upside-down, also reversing the enemy's motor functions as to cause sporadic confusion – while the world is reversed through the power of Mirroring, the preestablished boundary that's between fantasy and reality is erased when the dimension is within the confines of an inverted mirror realm, granting the caster godlike status and the ability to control their own state of existence, reinforcing their vision of reality and superimposing it upon this world. When the world is inverted, by manifesting a myriad of doppelgangers as if by instinct like they can with "normal" Mirroring, the wielder of Reflector is able to force them to function in a manner not dissimilar to Ice-Make: Clone, with these clones not being illusionary in any way, but rather, an actual substance - serving a variety of purposes such as a distraction to mask the user's motions and as diversions to escape all sorts of trouble thrown their way, these mirror clones are extremely adaptable to innumerable situations - whenever these mirror clones are struck, the damage they receive is also reflected upon the enemy. When the mirror realm is superimposed upon the dimension, a dense, glassy arcane substance is left in the wake of the caster's movements which they are able to shatter through a single mental command, dealing enormous quantities of damage through an epic hail of mirror shards. As a last resort, the caster is able to bombard the opponent with all manners of mirror-derived strikes, including all of the above.
- The illusionary Annarose's images are that of Seres/Celica from Tales of Berseria. Credit to whomever drew the images used in the article, to ufotable for the Tales of Zestiria the X anime, and to Namco-Bandai for actually fucking releasing the past four Tales Series games in the west.
- Her true name, "Ultimaya", means the inversion of Cosmic Illusion, the great magic that makes the one Oversoul think it is many, and lost in the unfathomable Samsara in Hindi. Interestingly, unlike the other Lemegeton Spirits, Annarose's true name does not come from the Ars Goetia - this is because she's fundamentally different than her kin in that she does not really hate humans, but rather, simply wants to make her father proud.
- Annarose's Devil Force form somewhat resembles her "true" form as a Lemegeton Spirit, which itself is never shown as it was removed before she entered Earth Land.
- Annarose's statistics are: