Take one step closer, I dare you.

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"Angel to his allies, devil to his enemies."
Luke H.
X800 | X792
Arthur Moshiyoto

アーサ モシヨト


Aasa Moshiyoto


The Celestial Emperor (天の皇帝, Ten no kōtei)
The Ruler of Stars (星の支配者, Hoshi no shihai-sha)
Man of Thousand Keys (千の鍵の男, Sen no kagi no otoko)






December 25th X775


Hargeon Town


Male Male



Blood Type



Academic (Fiore's Noble Academy of Magic Art)

Hair Color


Eye Color

Light-Brown (X793)
Blue (X800)
Green (in natural light)



Skin Tone



181 cm


78 kg

Medical Concerns and Ailments


Guild Mark Color

Dark Green

Guild Mark Location

Inner Right Wrist

Tattoos and Unusual Features

Colour-changing eyes

Professional Status

Koma Inu IconKoma Inu
KIMAKoma Inu's Magical Academy
MoshiyotosMoshiyoto Dynasty
Ten Wizard Saints

Previous Affiliation

Alastair Konzern
Unchained Soul


S-Class Mage
Headmaster of K.I.M.A.
Wizard Saint
Magic Inventor

Previous Occupation



Umi Aisu
Ahneybeth Sardothien

Previous Partner(s)

Juliet Nakamura
Emily Nakamura


The Frozen Stars

Previous Team

The Heaven's Trio

Base of Operations

Moshiyoto Konzern
K.I.M.A.'s Main Building
Koma Inu's headquarters

Personal Status


Marital Status



Guild mates
K.I.M.A.'s staff and students
Moshiyoto Dynasty
Ten Wizard Saints


Satoru Akuma


Andrew Moshiyoto (father)
Angela Moshiyoto (mother, deceased)
Antoine Eugene Moshiyoto (son)
Argyros Moshiyoto (uncle)
Alexander Alastair(nephew)

Powers & Equipment

Celestial Spirit Magic
Heavenly Body Magic
Absolute Territory
Boutique of the Relics
Water Magic


Numbers Layered Magic Seal Style

Signature Skill

Sacral Summoning
Ethereal Blessings
Portal Genesis


Celestial Spirit Gate Keys (星霊関鍵, Seirei Sekikagi)
Spell Relic Key (呪文遺物鍵, Jumon ibutsu kagi)
Fleuve d'Étoiles (星の大河, Etowāru Furūgu)
Svallin (冷凍鎧, Reitō yoroi)
Seven Legendary Gems (Emerald, Topaz, Opal)
Catalogue Book (目録本, Mokuroku hon)
Jade Magatama (ヒスイの勾玉, Hisui no magatama)

Arthur Moshiyoto (アーサ モシヨト, Aasa Moshiyoto) is a 27 year old S-Class mage who is a part of the famous guild known throughout all of Fiore, Koma Inu, as well as the Head of the Moshiyoto Dynasty. Even though still fairly young, Arthur has successfully claimed the title as the Headmaster of the newly opened Koma Inu's Magical Academy. Despite his somewhat young age, he has shown to be a strong and clever combatant. One could say that Arthur is a living legend due to his incredibly big reputation among the citizens of Fiore, perhaps even the whole Ishgar. Even though he is still fairly young, he has been recognized for his astounding talents and influence throughout Ishgar, and has thus been given the title of a Wizard Saint, although his ranking is still unknown. He is the father of Antoine Eugene Moshiyoto, an heir to the Moshiyoto Dynasty.

Known under the alias The Celestial Emperor (天の皇帝, Ten no kōtei) throughout entire Fiore, Arthur is a celestial spirit mage whose goals include preserving the legacy of all fallen celestial spirit mages. Another alias that follows him is The Ruler of Stars (星の支配者, Hoshi no shihai-sha), proves his absolute mastery over his magic of choice, Celestial Spirit Magic. With a specialization in several other branches of the previous, alongside mastery of several other notable magics which include Absolute Territory and Heavenly Body Magic, his strength in the area of combat is rather excellent when combined with about fifteen years of experience and tutelage under a variety of masters, the first being his mother, Angela, who taught him the basics of Celestial Spirit Magic, followed by his uncle, Argyros, who taught him the principles of the previous. He attended a rather elite magical academy in Fiore, in which he mastered the said magic. Another title Arthur has earned throughout the years is Man of Thousand Keys (千の鍵の男, Sen no kagi no otoko), due to him inventing his own Magic, dubbing it Boutique of the Relics, which allows him to recreate any spells via numerous keys, hence the title.

After graduating from the said academy, Arthur spent a year perfecting his skills while looking for his lost father, without much success. He then returned to Fiore and started his career as a mage in a guild called Unchained Soul, wherein he spent almost a year with two sisters, Juliet and Emily Nakamura. Upon their departure, Arthur undertook a mission revolving around a legendary gem, after which he joined his current guild, Koma Inu. Things started going pretty smoothly for him, as he became one of its first S-Class Mages only at the age of seventeen. His popularity among the citizens of Fiore increased when he took part in the Grand Magic Games the following year, X793.

When asked, Arthur says that his greatest accomplishment is establishing an institute that is supposed to help mages with receiving proper education regarding magic called Koma Inu's Magical Academy, wherein he is the current headmaster. Besides that position, Arthur is also the current head of the Moshiyoto Dynasty, one of the more powerful and influential families not only in Fiore, but in Stella and Midi as well, and is currently working on opening magic institutes in them as well.


Arthur is a male of average height with dark brown hair that seems to be untameable, piercing blue eyes which turn green under sunlight and a semi-muscular body who is very confident in his appearance. Despite being rich throughout most of his life, Arthur's style wasn't that dashing and dripping with extravaganza, he was more suitable for regular clothes, as he deemed himself more approachable while wearing them.

Before joining Unchained Soul, he wore a brown jacket with a red scarf, a white shirt, and jeans. He can never be seen without his necklace, adorned with a green gem (emerald), that his mother gave to him the last time she saw him, on her deathbed. He has a brown belt in which he keeps his keys and whip handle.

After joining Unchained Soul, he decided to change his outfit. At that point, his outfit consisted of a dark blue T-shirt and a green plaid shirt, ripped black jeans that are held up by a belt with his keys and whip handle. He also wears dark blue All-Star shoes. He keeps his golden pocket watch in the pocket on his shirt. When on a mission, he has a dark blue backpack in which he keeps, "everything necessary for survival". If he has to go, "undercover", he dons a large, dark green cloak. His guild insignia was dark green and located on his right inner wrist.

Just like with Unchained Soul, Arthur decided to change his style of clothing to mark a new beginning. Instead of the dark-blue T-shirt, he now wears a white undershirt followed by a V-cut purple pullover with a collar. His rebellious black ripped jeans have been replaced by elegant black pants, his brown belt is now black and his blue All-Star shoes have been replaced by black ones. Underneath his civilian clothes, Arthur is wearing a spandex-like dark-blue armour.

Arthur possesses a colour-changing device called ColorS, which, as the name implies, allows him to change the colours of his clothing in a matter of seconds. In terms of accessory, Arthur wears a necklace with a green stone on it and a silver chain bracelet. He also wears a black shoulder bag in which he has everything he deems necessary, most of the time he just carries books around. There are four badges on the right side of his chest, them being the badges of Ethereal Blessings, a rather powerful power-up limited to Celestial Spirit Mages. On more formal occasions, Arthur wears black pants, a long-sleeved white shirt with a black tie and black Oxford shoes, or tight black wool pants with a little white embroidery on the right legging, a black silk velvet period doublet with heavy gold bullion embroidery and brass embellishments and an ivory silk Dickie with black ribbon.


Arthur is an optimist who is kind and cares about people's emotions. He is often described as one who cares a little too much, helping everyone he can in any way, from financial to advice-giving. In addition, he is very clever and resourceful. The two combined make him a skilled tactician capable of foreseeing opponent's actions, being three steps ahead at any given time. He is also known to think a little too much about his past decisions, regretting the missed chances and things he didn't do, as well as regretting things he wished he hasn't done.

There is something quite mysterious and incomprehensible about him. He has learnt over the years to hide his despondency behind a subtle smile and coy gestures. Arthur is incredibly perceptive, bright, and intellectual, but slyly hides his sagacious wisdom behind his cryptic nature and poetic-like manners so as to not appear haughty. He has a subtle and equivocal way of shedding light on a situation while simultaneously withholding the deepest and darkest of secrets. With a tolerance for pain that is very high, it's practically become a talent of his to be able to keep his past and the confidences of others hidden. He is truly like a strategist of sorts, meandering behind the scenes until he is called forth.

But as someone who is a lover of poetry, he is a lover of dreams and abstractions. Arthur is a young man who seeks out the ephemeral and romanticizes the world around him so it is easier to believe in. He feels the world around him in words and lyrical rhythms, a flowing stream suddenly becomes a beautifully intricate sonnet about the cascading waters and glimmering rainbow fish. Even his way of speaking is quite graceful and poetic, augmented by an airy, pacifying kind of tonal voice. Arthur is a lover of math, literature, ancient classics, poetry, and art. Art in all forms; painting, sculptures, pottery, calligraphy. He has a fine appreciation for such things and enjoys dabbling in them when he gets the chance. He enjoys the things most people find to be mundane. These particular interests take patience, something most people greatly value but do not have. Arthur is extremely patient and rarely gets flustered by time because he has an uncanny ability and willingness to suppress restlessness or annoyance when confronted with delay. This, in turn, makes him an excellent person for when seeking advice, though one may have to uncover the pith of his riddles to see the big picture as he does.

Arthur is particularly combative and stubborn when it comes to things he thinks he knows about. Whether it be people, places, or things as simple as food. Although he isn't a very (or actively) a verbally questioning person, he does often attempt for things to go his way. But because of this fine trait, he is seen as determined and bound to persevere. Ever since he was born, Arthur has always been curious. Of all things, really. In his early days, he has pondered about the exploration of the outside. Gradually going out of his way to explore it as close as he could and when he was able. This trait particularly builds on his open-mindedness, allowing him to take chances and build character along the way.

In his mind, he considers himself independent, when it is clear that even he is unaware of how heavily reliant on others to help him. He is easily confused, clumsy, and deemed to be hopeless without the help of others. But even so, he tries his best to do this on his own and to live up to the self-proclaimed independence he says he has. No, he is not selfish, he's actually very considerate. Arthur is seen as obedient (when in truth, he chooses to cooperate rather than obey) and pressed to please others or meet their expectations, which essentially drives himself to do better, for the sake of others rather than himself.

Even after time away from society to recharge himself, Arthur remains fearful of crowds and people, along with being shy and nervous in general. His first impression of people is based on impulse, but he generally flocks away from people altogether. However, after spending some time in Koma Inu, Arthur has become more open-minded and learned to hide his shy side. In any relationship, Arthur is as loyal as a dog and would go above and beyond to those who he believes deserves it. He is easy to please and quite loyal to his decisions as well. Even so, he is also deemed as protective, possessive, and overly caring.

Being a Celestial Spirit Mage, Arthur vowed never to break any of his promises, tending to fulfil them as soon as possible. He has a tendency to avoid battles, to reduce the chance of injuries or losses. However, when endangered or feeling threatened, Arthur will become more serious and is willing to use brute force. The same thing happens when his friends, guild-mates or Celestial Spirits are endangered. He tends to act childish and immature with people he barely knows because he doesn't want them to be expecting anything out of him, magic or intellect. When it comes to Celestial Spirits, Arthur treats them as his friends rather than tools like some other Celestial Spirit Mages. Even though he is their owner, he refuses to address himself in that manner. He is often known to want to satisfy them, putting their needs in front of his. His greatest fear and weakness are his actions in the past.


Arthur was born on December 25th, X775 to Angela and Andrew Moshiyoto in Hargeon to a wealthy family whose main source of income was merchandising, securing him a somewhat happy childhood. He always got what he wanted, but at a price. His parents were always absent, mainly on their business trips and such. He spent his childhood on their konzern, whose centre was a large mansion. The building sat in a vast, grassy plain, crossed by a series of roads, with some buildings being placed here and there near them. Such plot of land, which appeared to be roughly the size of Hargeon Town, if not larger, seeing as Arthur described it as humongous.

As both of his parents were busy people, Arthur was mainly left with their employees, mainly babysitters, although on several occasions his uncle, Argyros Alastair, took care of him. Most of these times happened after Argyros' graduation from a prestigious magical academy. However, by the time he was four, he got a chance to spend more time with one of his parents. But the reasons were wrong. Angela Moshiyoto got an Atni-Ethernano tumour and was unable to leave her bed. She passed away on December 24th X781, a day before Arthur turned six years old.

Angela hasn't left her only son empty-handed. As the majority of the Moshiyoto family, she practised Celestial Spirit Magic, and was a rather good magician, having nearly twenty units, as well as several other celestial 'equipment'. As expected, Arthur inherited all of them, the more important being eighteen celestial spirit gate keys, a celestial catalogue, Fleuve d'Étoiles and an emerald gem. Argyros, Angela's brother, swore to teach Arthur Celestial Spirit Magic, whether he liked it or not.

As it happened, Magic came rather naturally to Arthur, as he was able to maintain a silver gate open for roughly fifteen minutes after just several days of training, as he inherited both of his parents' colossal magical pool and stamina likewise. Upon turning eight, Arthur was sent to the same magical academy his uncle went to, where he spent the following seven years. The teachers almost immediately recognised his potential, allowing him to study a secondary magic supposed to aid his primary choice of magic, celestial spirit magic.

Arthur chose Absolute Territory, as the mechanics of the two were quite similar. He was able to 'master' it in a rather short period, three weeks. With the mastery over the two, he decided to additionally practice his fighting style and took Armed Combat lessons, deciding to practice his expertise over Fleuve d'Étoiles, a celestial whip he inherited from his mother. By the age of eleven, he has been shown as a powerful mage who, even though only fourth year, was capable of defeating students of the seventh year, more commonly called the graduants.

On the Moshiyoto konzern, things were starting to get out of control, as his father started going mad, destroyed by his work. In order not to face with the current state of the family, Andrew decided to keep his mind off of it by working, forming several rather risky contracts with notorious organizations (if they can even be called that), without being fully aware of their reputation. Argyros, however, became a well-known mage, whose talent was recognized by none other than the rune knights, who put gave him the Head of the 4th Custody Enforcement Unit title.

After graduating at the top of his class, Arthur returned to his family's konzern, only to find out that his father had bankrupted and fled for his life in Midi, a country South from Fiore. After snooping around for a bit, he found his father's apologetic note with explanations of everything that happened. Alongside the heart-tearing letter, Andrew left his son a safe-key to a local bank, in whose safe he found 10,000,000 Jewels. Without much thinking, he decided to use the money to pay off his father's debt and went on a dangerous quest to find him.

After about a year, he came back empty-handed, as he hadn't found his father. Not knowing what to do, he decided to go to Magnolia and seek a guild. On his way there, he met two sisters, Juliet and Emily Nakamura, and quickly befriended them, as the three had the same goal. While they were heading towards a guild's headquarters, someone tried to snatch away Arthur's keys. They used Body Restriction Magic and started to run, but an unknown swordsman stopped him. His identity was later revealed to the team, who decided to call themselves the Heaven's Trio.

The mysterious knight they had met was Eugene Woodland, a somewhat known mage of Unchained Soul. He invited the three to join the previous, and they obliged. After a few 'peaceful' months, Arthur disbanded the Heaven's Trio and left the guild, taking on a solo-mission whose goal was to find the Fourth of the Seven Legendary Gems, Topaz. On his quest, he met a young man who had amnesia. His name was Zaha and he was a Celestial Spirit permanently banned from the Celestial Spirit World. After a long series of events, Zaha successfully reclaimed his title as a Celestial Spirit and Arthur found the treasure he sought.

Arthur was only sixteen when he joined Koma Inu, today a well-known guild throughout Fiore, possibly even the entire Ishgar. Months after he joined, the first official S-Class Trials were held, and after a series of exams that tested the mages' mental, physical and magical capabilities, Arthur emerged victorious, being proclaimed as the X792 Koma Inu's S-Class Mage, as he had shown great analytical abilities, versatile battle techniques, and an overall keen sense when it came to responding to situations, making him the most suitable candidate for such.

In the year that followed, the said guild took part in an annual tradition of Fiore in a guild-wise tournament, commonly called the Grand Magic Games. Arthur, alongside five other guild-mates, participated in the event. This two-day event was composed of solely battles, first-day battles were a typical one-on-one fights, where most of the victories, including Arthur's, were taken by Koma Inu. The second day of the games consisted of two-on-two battles, where mages put their teamwork to the test and work together to earn points for their guilds. Koma Inu emerged victorious from the Games overall, earning their title as the strongest guild in Fiore. Additionally, they have earned 30 million Jewels that would later come into play as one of the guild's most proud investments.

After seeing the interest that took hold in many young mages during the Games, Arthur suggested establishing an institute that is supposed to give proper education to young mages all over Fiore. After some time, they found an optimal location for the academy. He stumbled upon an old abandoned Magic School just outside of Fiore, dating back to X726. Seizing the opportunity, Arthur quickly started working on some paperwork in order to lawfully claim the building. With that being done, all the members needed to do was restore the building to its previous glory, spending some of the money earned from the Grand Magic Games solely on the academy. Some of the expenses were sponsored by the Magic Council and Koma Inu's Magical Academy was successfully opened in X794, proclaiming Arthur as its headmaster.

Throughout the years, the academy blossomed and gave out numerous students. Arthur himself has even mentored a few, such as Alexander Alastair, Jade Angelson and Eunosise Robichaux. His paternal instincts kicked in just as he was visited by an old friend, Juliet Nakamura, who has, after Arthur had left Unchained Soul, pregnant with his unborn son, Antoine Eugene Moshiyoto. By the time of her arrival, Antoine was already seven and, after Arthur explained his sexuality, his son decided to stay with him and live a luxurious lifestyle, while Arthur repayed Juliet for all the years she took care of him. Taking the money, she left the two and popped up here and there, visiting his son.

Arthur, following the Moshiyoto Dynasty tradition, started tutoring his son the Celestial Spirit Magic, passing him down nearly half of his keys, significantly reducing his number of keys, so he decided to consult with his guardian, Puella, regarding his sudden drop in strength, to which she offered him an old, long forgotten branch magic of their magic, which would be the Celestial Spirit Magic of Memory-Make, thus granting Arthur another noble title - Man of Thousand Keys (千の鍵の男, Sen no kagi no otoko).


Welcome to Unchained Soul: While wandering in a town in Magnolia, a thief steals Arthur’s his keys. Eugene Woodland stops the thief and returns the keys. He invited them to his guild and they accepted it. Later that day he spars with Eugene and loses. Afterwards, Arthur, Emily, Eugene, Juliet, and Shana go on a mission to destroy a dark guild and they meet Hayate. They join forces and destroy the guild. As they return to the guild headquarter, Arthur asks for a permission to go on a solo mission to find the Fourth Legendary Gem, Topaz. He got the permission and left.

The Faithful Meeting: After destroying a dark guild, alongside his teammates, Arthur decided to go on a solo mission. His primary goal is to find the Fourth Legendary Gem. He met Zaha who has amnesia and decided to help him regain his memories. In order to do that, they have to defeat two dark mages who stole Zahas memories. As they were training, Zaha got kidnapped and Arthur went on a rescue mission to save him. (Not finished).

The Turn of Tides: Letting Go: After finishing a mission, Arthur, Juliet, and Emily head back home. Arthur proposes a joke, a race home. He summons Arion and gets home first.

The Search for the Legendary Gems: Ruby: After returning from his solo mission, Arthur heads to his guild’s base of operation which is empty. After leaving his stuff, he hears a familiar voice, Juliet who was accompanied by her older sister, Emily. After telling them about his mission, the rest of the guild members arrive. Ren tells him that they've located another gem, Ruby. After agreeing to go and look for the gem, they left on their mission. As they arrive at the school, they change into a school uniform that Juliet created. They divided into two groups: boys and girls. The boys found the gem owner, but they had a problem: she is afraid of men in general. After Emily and Luna made her face her fears, she had to meet Arthur. However, she was still frightened, despite the fact that he was standing ten feet away from her. Luna proposed that the guys cross-dress, in order to allay her fear. (Not Finished)

Meeting with Markus: Arthur, alongside Eugene, his guild-mate, and five other people, has been summoned by an unknown man.

An Apocalyptic Reckoning: Arthur accepted a 125,000,000 Jewels quests where he meets three mages, Percy, Jude, and Wall. They form a team and decide to find out something about The Dagger of Mare. As they get to the library, they get ambushed by a dark guild. As the three mages begin to defend themselves, Arthur takes the opportunity to find the book. As he takes it, he begins to battle the remaining mages. He then runs out, trying to get the book to a safe location. As the four gather one more time, they begin to walk in a nearby wood and settle for the night.

A Fracture in the Balance: Arthur has a weird nightmare about the dagger destroying his spirits, alongside their keys. The four begin to move towards the dagger, but a lot of monsters attack them. Arthur tries to avoid battling and gets out of the forest with Arion, the Winged Horse. As they gather, they begin to move towards a near city, but it was already late, so they made a camp near it. Arthur has the same nightmare. He wakes up first and takes a walk to calm down. He also buys breakfast for everyone. The image of the dagger appears and one of them grabs it, activating a ten-layered runic prison. Three mages start to battle, while Arthur, with a little help of his spirits, was decoding and rewriting the runes. The battle was getting intense and Arthur was trying to be quick with the runes.

The True Battle: As he decoding the first five layers of runic prison, one of the mages made the ground disappear. He summoned Apus, the heavenly bird, to help him. He finds the book and lifts him where he was decoding the runic prison. After breaking the fifth layer, the prison releases a large tornado. Luckily, Arthur summons Ao, the Air Spirit, to stop the tornado. Afterwards, in order to decode the seventh layer, he makes a mistake. The runes fire several fire spheres, but he dodges them easily. After breaking the sixth layer, all magical energy within the runes is absorbed. Since Arthur was only two inches away from the runes, he lost consciousness. Lola appears out of nowhere and uses Release from the emerald on him. He then decodes the seventh layer and the runes release a large amount of water. After decoding the eight layer, the runes begin to release lava, which wasn't helping Arthur to concentrate.

Completed Jobs

And The Books Shouted Help: Arthur, being broke, has decided to take on a quest. The only one suitable for him seems to be the one where a temporary librarian is needed. However, he had no idea it would turn out to be what it was. The bookstore owner seemed a bit suspicious, and Arthur's doubts were true. In a story full of twists and turns, Arthur ends up, what appears to be, in love.

Three Heads are better than Eight: After forming his new team, the Frozen Stars decided to go on their first quest together - nothing less than a Hydra Hunt. Being an S-Class Mage himself, they didn't need any help regarding the paper work, so the three went to Oak City, where their adventure began.


Ways of Combat


Arthur wielding his whip.

Expert Whip Specialist: Despite his tendency to avoid battles or having his spirits fight for him, Arthur is, in fact, a very skilled whip-user, making him a specialist when it comes to whips. He has shown to be skilled enough to use it as a grappling hook, a rope and is skilled enough to grab his opponents, wrapping them with it and restricting them at the same time. Due to Fleuve d'Étoiles's lengthening ability, Arthur can make it long enough to wrap up to twelve people at once. His mastery over this weapon can be easily be seen when Arthur used the whip itself to deflect numerous arrows coming from multiple directions, as well as when he broke a sword's blade with tremendous force in just one blow. In addition, when the whip is in its light stance, Arthur is able to perform a light show, swirling, twisting and cracking his whip to produce a variety of light-based effects. With all of this being said, Arthur can employ whips as an effective weapon at short-to-mid range.

Sword Art2

Arthur taking on multiple opponents at once.

Grandmaster Swordsman: Arthur possesses great mastery in swordsmanship and his skills in swordsmanship are of the highest caliber. His offensive capabilities mainly come from his swordplay, which enables him to effectively utilize his sword, Seraph's Blade. Arthur has shown great skill in utilizing the reverse-grip of swordsmanship as well as the normal grip. He is even capable of employing the sword effectively using his feet, by wielding its hilt between his hallux and second toe. His swordsmanship is enough for him to slash through intangible Airspaces, and to deflect hundreds of needles with relative ease. In addition, his sword slashes possess so much force behind them that they are able to slice through metal using only the air pressure from the swings.
  • Hokushin Ittō-ryū (北辰一刀流兵法, Hokushin Ittō-ryū): The Hokushin Ittō-ryū is a very intense dueling style, which focuses on simple and fast techniques where no unnecessary movements are made. Controlling the enemy’s center line with the Kiri-Otoshi and dominating him with extremely fast tsuki-waza are the signature techniques of this ryūha. The principles of this style are that a perfect technique should contain defence and offense in one action.
  • Sword Art

    Arthur's grip.

    Iaijutsu (居合術, Iaijutsu): Iaijutsu is a combative sword-drawing art but not necessarily an aggressive art because iaijutsu is also a counterattack-oriented art. Iaijutsu technique may be used aggressively to wage a premeditated surprise attack against an unsuspecting enemy. The formulation of iaijutsu as a component system of classical bujutsu was made less for the dynamic situations of the battlefield than for the relatively static applications of the warrior's daily life off the field of battle.
  • Heaven-Shaking Slash (動天斬, Dōtenzan): Heaven Shaking Slash is a Sword Magic spell of considerable destructive power. This spell lives up to its name quite clearly; its a slash so powerful everything trembles in its wake. Unlike several Sword Magic spells, it can be utilized with any sword so long as the user is capable of manifesting the required energy to make use of it properly. The Heaven-Shaking Slash works by concentrating an excess of magical power into one's blade, creating surges of magical energy leaking out of the medium which the spell is being used from. From therein, the user makes a slash, generally vertical, against the opponent in question. The slash builds up an extraordinary amount of momentum from the movement that goes behind it, therefore releasing destructive shockwaves of kinetic energy which can slice through inanimate objects such as trees and even steel with some effort. While the spell is very powerful and effective, inappropriate use can easily lead to fatigue and unwanted destruction of the surrounding environment.
  • Sword Pressure (剣圧, Ken atsu): A basic ability which can be learned by almost everyone and their mother, but it sure is deadly if utilized properly; it is the most basic techniques that one can perform with their sword. When performing the Sword Pressure technique, the user swings forward with their sword, swinging the blade so swiftly that it seems that the user is able to utilize air itself to slice enemies, focusing a current of wind to the point where it takes on a sharp edge, which the user launches at foes; sending it through the air towards the user's enemy. It is a powerful blade of pressure that appears as faint ripples of wind that is launched towards the foe at high speeds; this attack enables the user to assault things which are out of their sword's range, sending slashes which fly through the air itself; and can even remain floating in it until the right moment to slash. The person struck by the sword pressure is assaulted by countless invisible blades which happens so fast that they would normally be unable to properly react in time, carving up their body. Also, the strong wind power will blow away all incoming projectile weapons and will even make the opponent unable to stay on their feet; this technique possesses enough power to slice down many trees in a forest. This technique can deflect both physical and sound wave attacks and attack at the same time, making it both an offensive and defensive technique. These blades of wind possess incredible range and devastating power; and at its highest level of mastery, the sword pressure is capable of cutting through barriers of magical energy; and they can even remain floating within the air until the right minute to slash.
    • Sword Pressure: Blade Concealing Gale (剣圧・刃隠風, Ken atsu: Jinkakupū): A special application of Sword Pressure. When performing this attack, the user gathers and condenses their magical power into one of their swords, before using it as a magnet of sorts in order to draw enormous amounts of air towards it—using Shape Transformation, the user molds it upon their blades, compressing multiple layers of wind into air of a super-high pressure onto the blade, which distorts the refraction of light and renders what's inside the multiple layers of wind invisible to the naked eye. The moment that the wind is molded upon the sword, it takes the shape of the armament and renders it as an invisible weapon that emits no secondary effect—not even sparks will fly off of it, and no clashing sound will be heard. The technique itself is known to be exceedingly simple in regards to its execution, but that, along with its effectiveness in combat, for the record, the winds compressed upon the sword are not a vacuum, so the air which is always whirling around the armament grants it a rather notable boost in power. Due to the slicing winds surrounding the armament, the damage emitted is increased, and so is the cutting power—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 sword being, well, invisible; it 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 weapon which cannot be seen. The opponent would fail to analyze or discern the properties of the armament, 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. Lastly, Sword Pressure: Blade Concealing Gale makes it possible to manifest the multiple layers of wind on something other than the user's weapon. For maximum effectiveness, Blade Concealing Gale is best utilized with a weapon that is capable of shifting its size, or a morphing weapon, adding another layer of unpredictability to this spell. At any time, the user is capable of releasing the layers of Blade Concealing Gale in order to activate one of two special attacks, as listed below.
      • Strike Gale (統帥風王の六重鉄槌(ストライク・ゲイル), Sutoraiku Geiru lit. Sixfold Iron Hammer of the Supreme Commanding Wind King): Strike Gale is further extension of Sword Pressure: Blade Concealing Gale—when performing Strike Gale, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically, creating a vicious surge of air pressure as it diffuses into the air with enough force to knock people over and uproot trees with ease. The Strike Gale technique acts in a similar manner to a hammer which is composed purely of wind—the attack is capable of crushing and blowing away a multitude of people and it is also able to upturn asphalt with ease. Indeed, the air pressure unleashed by releasing the windy layers around the user blade take the form of large yet immensely sharp blades of wind which not only possess a large amount of pushing power, but they move so fast that the movements of the blades are invisible, and it truly seems like the user shoots their opponent with a bullet from all directions, except that the resulting impact is not akin to an actual pistol, but to a small hand-held cannon and powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge; connecting instantly with the target. This attack possesses incredible power, able to tear through non-magical armours with relative ease. The hit of this technique will have more of an impact on actual magical defenses since it is sharper and larger than regular blades of Sword Pressure. It is a very useful technique that can connect rapidly and accurately, which works well with their impressive speed and agile techniques. Strike Gale serves as a medium-to-long range attack with a consistent amount of damage that isn't influenced by the user's physical condition of the magical energies left within their magic origin; while it is capable of being deflected normally, it is best defended against by using a high level of magical energy. What should be noted is that Strike Gale applies enough knockback to force opponents out of range and away from the user within seconds, and can then keep them away from the user without hope of getting near them due to how it doesn't cause flinching—though this will only last for a few moments. Interestingly, after unleashing Strike Gale, the user is capable of re-summoning their Sword Pressure: Blade Concealing Gale by compressing the surrounding air to reform the invisible barrier.
      • Slipstream Accel (高速上空鉄砲弾歩(スリップストリーム・アクセル), Surippusutorīmu Akuseru lit. High Speed Upper Air Gunshot Stride): Slipstream Accel is further extension of Sword Pressure: Blade Concealing Gale—when performing Slipstream Accel, the user assumes the position of crouching their knees, leaning forward, and holding one of their blades in a behind stance, with both hands grasping the sword's grip- in this position, the user releases the multiple layers of wind around the blade, causing the previously compressed wind to surge around their body chaotically; when this is done, the user does a short hop up and down, dragging out the noise so that the sound of their feet tapping on the ground isn't heard until after their feet have left the floor again. Once the sound lag is at its fullest, the user leaps forward with a powerful forward boost while the user charges forward, accelerating their towards their opponent, enabling them to move at thrice their regular speed, if only momentarily. This movement is known to be at exceedingly high speeds; almost invisible to the naked eye at a velocity that gives them the appearance of a supersonic bullet shooting towards the enemy at the speed of sound; it produces a sonic boom that echoes outwards for several meters, destroying everything in front of and behind themselves, propelling the user into their opponent at inconceivable speeds. Because they move faster than the eye can see, the opponent won't be able to react until after the user has already hit them. Slipstream Accel is excellent for getting the jump on the opponent. If working together with another person, the partner can use the vacuum left behind by the attack to immediately rush in behind it by using the surge of air taken in by the vacuum as a Slipstream.
  • Sword Beam (魔力剣波(ソード・ビーム), Sōdo Bīmu lit. Magical Power Sword Wave) is one of the most basic Sword Magic spells to exist; while it is unknown, perhaps it is one of the first spells to be developed, as it is the basis for any magical attack that launches some sort of energy from a weapon; it allows the user to fire a wave of magical power from their sword. When performing the Sword Beam spell, the user infuses their sword with their magical energy, condensing it to its utmost limit, converging at a singular point—the tip of the sword; intensifying the kinetic energy that is about to be released by convergence and acceleration. This process can take from about half a second to a full minute, depending on the user's preferences or the properties of the blade; the caster is capable of compressing even more of their magical energy upon their sword to achieve a higher level of power. In any case, once this process has been completed, at the instant of the slash, the user swiftly releases the magical energy compressed upon the blade which magnifies the slash attack, unleashing it in the form of a wave of energy that flies forward at high speeds. The principal use of Sword Beam is to strike at adversaries outside of the sword's range, effectively nullifying the claim that swords are meant for close-range combat only. In any case, the Sword Beam spell, without any modifications, is extremely powerful, as it possesses great force that enables the user to unleash large-scale damage and destruction. Upon impact, the Sword Beam spell causes a large explosion with enough momentum to breach defenses; making it extremely powerful, ripping into the ground and destroying a very large prison building. 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. It can be utilized in many ways; striking at the ground allows the user to unleash the energy condensed upon their blade as an omnidirectional blade which can used as an impromptu shield for incoming attacks while upturning the earth before them; the debris of which crushes everything in its path. What should be noted is that the Sword Beam spell possesses homing properties; tracking the foe's heat signature in order to sniff them out and deal damage; curving until it reaches its destination; once fired, the user can move around as normal without any drawback. The attack requires about two seconds to travel a few hundred-kilometer distance, and the user can immediately fire the next attack after confirming a miss as long as they have magical energy left. Going back to the part about being charged; the user is capable of adding more of their Magical Aura onto the blade when they are initiating the attack to achieve a higher level of power; this process, while it does result in the spell being launched at an ever-so-slightly later date, it can drastically enhance the power, width, and size of the Sword Beam spell, and as such, the option of charging can mean the difference between victory and defeat in the heat of battle. Generally, the charging speed of the Sword Beam spell takes about two seconds down to the letter, and if the Sword Beam spell is charged, it travels in a straight line, but when fired without charging, it flies in an up-and-down wave motion. The user is also capable of continuing to hold the spell in its magical energy compressed form and move around as normal; this can serve as a way to take advantage of extra power while taking evasive action. The user is capable of interrupting the charge of the attack by grabbing their weapon with their free hand; the charge cancel can be used to bluff an opponent by allowing them to come close to the caster while they're charging, only to find themselves attacked by another method.
  • Sword Birth (無数刃の幻影創世(ソード・バース), Sōdō Basū; lit. "Phantasmal Genesis of a Myriad Blades") is a Sword Magic spell of immense power, said to be one of Secret Arts (奥義, Ōgi) of swordsmanship; it allows a swordsman to accomplish a feat that no other thought was possible. It's mastered by a select few, with those being recognized as true master-class swordsman. The spell has been used throughout various instances in history — decimating the caster's opposition with ease and turning battlefields into desolate wastelands. It's because of this that the technique has been highly sought after, even in the modern era. It's known that there are variations of this technique used with other weapon-based magic — emulating the incredible power & versatility this one possesses. Also called the "Thousand One-Blade Style of Ultimate Annihilation" (千一刀流の杏都波, Senman Ittōryū no Kyōkuha) by many opponents due to the immense amount of damage it produces and using only blade as its catalyst. Said to be the penultimate of one's experience as a swordsman, it can be described as something as ethereal and phantasmal, while fearsome in both power and name. It's a technique that's only mastered by those who truly bonded with their sword to an extreme, completely becoming one with it in any given situation. It's a technique is versatile in nature and extremely fast that most don't have time to react, making it a potent surprise attack technique. the user first focuses magic power into their blade(s). Then, by imagining the radius of the area he wants to cover, they slams down the blade(s), forming a spell circle that encompasses said radius. Once that's done, the user activates the spell, causing numerous amount of copies of said sword(s) to violently burst from the ground, easily wiping out all within its range, making it indiscriminate to both allies and enemies alike. Each sword is said to carry half the power of the original, though powerful nonetheless. There have been few who've mastered this technique to such an extreme, thus there are none before and after them that can use it on the same scale has they currently can, or so it's believed. This technique can be used in a plethora of ways, going from mid-air combat to integrating it into their swordsmanship in order to give them the upper hand. They can also created many variations of this technique. One being that while in mid-air, by creating an arc, they can transform that single strike into a cascading wave of blades that shimmer into reality, launched at great speeds decimating all of its foes that are caught in the crossfire. It can also be used as an omnidirectional defense mechanism, creating a makeshift shield of blades that has enough power to easily disarm any foe that dares to stand up against it. A third variation seen is that they can cause the blades to easily multiply & increasingly oscillate every time they're destroyed at an astonishing rate, creating a distortion effect and can cause several forms of phenomena to happen, some not explainable by normal means. The possibilities of this technique are endless when wielded in the hands of a master. The current radius of this technique, while using minimum amount of magic power nonetheless, is five miles in total. When using all of their magical power, the radius becomes one hundred miles in distance, being twenty times the size of the minimum, with its power being increased a thousand times over, potentially making this particular spell one of the most powerful within his arsenal, though this is rarely used as it can obviously exhaust the user and render them unconscious. It's been stated by past users that the technique is much easier to utilize than originally perceived as it's only limited by one's imagination, saying that the name is most appropriate for this technique. Thus, this is to be, without a doubt, a preferred technique that many swordsmen would utilize during combat, having enough power to take out a plethora of foes at any given moment and could be used to their liking in any given situation.
  • Hidden Blade: Thousand-Carved Retribution (秘剣・千刻罰, Hiken: Senkobatsu) is a spell that can only be mastered by those who've understood the true meaning of "wielding a sword for one's convictions". It's described as a spell that embodies the concept of "condensed power of the samurai" — a thousand slashes launched in a single instance. A technique belonging to master-class swordsmen, it's been used throughout various times in history since the creation of swordsmanship; as it's a sword-based technique, can be used with any bladed weapon — magical or no. It's also said that this technique signifies one's mastery over the art of the sword, as it allows them to call upon the full extent of their swordsmanship prowess — unleashing its destructive power against those unlucky enough to be deemed a target. If one were to surmise the technique, it would based off of the phrase: "one thousand strikes in a single slash", which ironically serves as the basis of this move. Since it involves the use of the Sword Pressure technique — which serves as the vessel for such a feat, it's imperative for a swordsman to have certain knowledge over the technique in-question. In order for this technique to be properly carried out, the user must empty out their mind and enter a state of Mushin (無心, "No Mind" or "No Heart") — their focus reaching its maximized limit; it's then that they synchronize with their weapon, which results in the two glowing with an incredible aura. This aura is not of magical nature, but represents the swordsman's spirit. With a single swipe, they unleash a shockwave of such proportions that it completely dwarfs all other beings within the area and is recorded to be many times the size of the user. Whatever happens to be in its flight-path is eliminated without question; this is due to the technique carrying "one-thousand slashes" behind its person — or so it may seem. In fact, the user's eliminating the ability to cut through anything else — focusing on a single target. When one is hit with this technique head-on, their body is cut by various vacuum blades that the technique carries, taking major damage and unable to defend themselves; it's said that the technique can even cut through things of a magical nature — despite not being magic in and of itself, making it possible to break through barriers and clashing with other spells, possibly overwhelming them. Since the technique is based on one's will and concentration, breaking either one can easily cause the technique to be disrupted and possibly overwhelmed; aside from this, there are no other ways to stop it once it's launched. While being one of the most powerful of its kind, it's used by a rare few because of what's required.
  • Fortress of Impalement (串刺城塞, Kushiza Jōsai): Fortress of Impalement is a high-level technique created in response to its sister counterpart — Sword Birth; it's said that when the two clash, they cancel each other out due to sharing the same mechanics. One thing known about this technique is that it was created shortly after Sword Birth, made compatible with any pole-based weaponry. It's considered to be one of the most sought after techniques of many polearms wielders, having the power to eliminate various opponents at once while putting them on the same playing field as any other high-level swordsman. There are only a few masters of this technique, most of them known to be excellent fighters in their own right. Like it's sister counterpart, it follows the same principles — both in casting and in application; this is due to this spell being based completely off of it. When the two clash, it's said that they cancel each other out without fail; this is due to the two having the same amount of power. Said to be the penultimate of one's experience as a polearmsman, it can be described as something as ethereal and phantasmal, while fearsome in both power and name. It's a technique that's only mastered by those who truly bonded with their sword to an extreme, completely becoming one with it in any given situation. It's a technique is versatile in nature and extremely fast that most don't have time to react, making it a potent surprise attack technique. The user first focuses magic power into their polearm(s). Then, by imagining the radius of the area he wants to cover, they slams down the polearm(s), forming a spell circle that encompasses said radius. Once that's done, the user activates the spell, causing numerous amount of copies of said polearm(s) to violently burst from the ground, easily wiping out all within its range, making it indiscriminate to both allies and enemies alike. Each polearm is said to carry half the power of the original, though powerful nonetheless. There have been few who've mastered this technique to such an extreme, thus there are none before and after them that can use it on the same scale has they currently can, or so it's believed. This technique can be used in a plethora of ways, going from mid-air combat to integrating it into their spearsmanship in order to give them the upper hand. They can also created many variations of this technique. One being that while in mid-air, by creating an arc, they can transform that single strike into a cascading wave of polearm that shimmer into reality, launched at great speeds decimating all of its foes that are caught in the crossfire. It can also be used as an omnidirectional defense mechanism, creating a makeshift shield of polearm that has enough power to easily disarm any foe that dares to stand up against it. A third variation seen is that they can cause the polearm to easily multiply & increasingly oscillate every time they're destroyed at an astonishing rate, creating a distortion effect and can cause several forms of phenomena to happen, some not explainable by normal means. The possibilities of this technique are endless when wielded in the hands of a master. The current radius of this technique, while using minimum amount of magic power nonetheless, is five miles in total. When using all of their magical power, the radius becomes one hundred miles in distance, being twenty times the size of the minimum, with its power being increased a thousand times over, potentially making this particular spell one of the most powerful within their arsenal, though this is rarely used as it can obviously exhaust the user and render them unconscious. It's been stated by past users that the technique is much easier to utilize than originally perceived as it's only limited by one's imagination, saying that the name is most appropriate for this technique. Thus, this is to be, without a doubt, a preferred technique that many polearmsmen would utilize during combat, having enough power to take out a plethora of foes at any given moment and could be used to their liking in any given situation.
  • Spellblade (魔法煎剣(スペルブレード) , Superuburēdo lit. Magic Infusion Sword): Spellblade is a specialized Subspecies Magic of Sword Magic which is easy to perform for almost any Sword Magic user with any experience; Spellblade is a powerful hybrid technique combining both sword skills and magic. When initiating this style of combat, the user infuses their raw magical power within their blade, giving it elemental properties, in addition to unrestrained cutting power. It was originally designed as a magic technique which creates an exceedingly thin layer of eternano capable of cutting through almost anything. The eternano can easily be switched to their spells, ensuring the cutting power remains; but also allowing the user to utilize their own individual style. When the user's blade is infused with their raw magical power, it replaces the hard, metal blade of the sword with a blade of light, similar to a laser. When Spellblade is in effect, it turns the user's attack into a power on the physical and magical side. This makes it incredibly useful for fighting demons, who do not have physical bodies and therefore can only be hurt with magic. It can also be used against foes whose magic bodies are sealed off or missing, and thus are immune to most magic. The Spellblade is powerful enough to destroy lesser demons in a single blow if the wielder can manage to hit them. Even middle-ranking demons can be seriously wounded or killed by this attack. High-ranking demons such as the Primordial Demons, however, often display near immunity to the weapon's power, requiring more powerful techniques to kill. It enables the user to break down the basic elements of various spells and then focus them upon their blade; this essentially combines magical energy with their sword in order to cause various effects, in addition to merely strengthening blows. The size and length of the blade appears to correspond with the amount of the user's raw magical power that they poured into it. At its fullest, Spellblade can result in a long blade of light, while when exhausted from magical energy, the user creates smaller, sometimes flickering blades. Due to the blade now being composed of magical energy, Spellblade can also be used to channel and amplify spells, increasing their power as they are released from the blade. The sword can also absorb spells to become stronger for short periods of time; and the magic itself can also be controlled and fired at opponents from the user's sword, resulting in powerful explosions of pressurized magic. Especially skilled practitioners can control the influx of magical energy, making even lower-leveled spells potentially fatal when directed through the user's sword.
    • Thunderblade (雷刃, Raijin): The Thunderblade is a powerful Spellblade spell which is born from merging Lightning Magic into the Spellblade, that leaves the user capable of storing the electrical energy of a lightning strike within their sword, using the power of lightning to their advantage. Thanks to the positive energy of lightning, the element is attracted to the negative energy that is emitted by the metal of the blade; as iron, like most metals, consists in the solid phase of a lattice of atoms that are bound together with a "cloud" of freely moving electrons in what is called the conduction energy band. The free moving electrons conduct electricity. When even the smallest voltage, or energy drop, across copper is applied, the electrons simply pass through the iron with very little resistance. In essence, the lack of electrical resistance is what allows the iron to conduct the lightning; and any conductor of electricity must provide some way for charge to move, thus it requires mobility of an electrical charge, such as an electron. Thunderblade makes the user's sword nearly unblockable as the radiating blade can easily cut through steel. Furthermore, if an opponent is stabbed, their body goes numb due to an electrical current which causes the muscles to contract, making it impossible for the opponent to move. It also has the advantage of being able to be used for surprise attacks and capturing; additionally, when the enemy's body is pierced, the user can alter the sword's shape into multiple additional blades, increasing the number of wounds. The high discharges of lightning are capable of paralyzing the opponent instantly and it is nearly unblockable as the radiating blade can easily cut through steel. Furthermore, if an opponent is stabbed, their body goes numb due to an electrical current which causes the muscles to contract, making it impossible for the opponent to move.
    • Ice Edge (氷刃, Hyōtō): Ice Edge is a powerful Spellblade spell which is born from merging Ice Magic into the Spellblade; when performing Ice Edge, the user gathers stray magical energy upon their swords, which condenses to its utmost limit and shapes itself on the end of their sword, giving it a sharp cutting edge while the temperature is lowered as to transform the blade into ice. The design of the sword when under the influence of Ice Edge is that of an extremely large broadsword which is highly sharp and durable, capable of slicing through magical barriers, and its slashes are capable of trailing large amounts of ice in its wake, which can damage the opponent. The moment that the sword makes contact with the foe via impaling them, the composition of the sword is altered to cause additional, smaller blades to protrude from the blade inside of the foe's body, drastically increasing the number of wounds dealt to the foe. The user can utilize of Ice Edge can additionally use the ice-infused sword as transportation; the sword moves at high speeds to the point that the user becomes a blur. At any moment, the user can leap off of their transportation and strike their foe, either downwards or overhead with tremendous force.
    • Fire Sword (火剣, Hiken): Fire Sword is a powerful Spellblade spell which is born from merging Fire Magic into the Spellblade; when performing Fire Sword, the user gathers the magical energy kneaded inside of their body and transfers it to their sword; then it ignites the magical particles that are revolving around on the weapon, setting it alight with a blade of blazing wildfire tinted emerald, this serves to distract the opponent from their swings; or rather, it is a compression of the flames of the user's Fire Magic. The result is being simultaneously burned and slashed simultaneously, giving this attack great power. Lastly, this technique is nearly unblockable as the blazing blade can easily cut through steel. Furthermore, if an opponent is stabbed, the flames spread to their body, causing them to catch ablaze. Its slashes are capable of trailing large amounts of flames in its wake, which can damage the opponent. The moment that the sword makes contact with the foe via impaling them, the composition of the sword is altered to cause additional, smaller blades to protrude from the blade inside of the foe's body, drastically increasing the number of wounds dealt to the foe. The user can also launch multiple flaming swords to make a lancing-type move; where they direct the sabers towards their target, aiming to impale them with incredible speed and force. However, mid-flight, the sabers 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 sabers set them ablaze.
  • Atlas (アトラス(天地持天), Atorasu; lit. World-Bearing God): A powerful offensive powerful, Atlas is simple in execution. Focusing their own magical energy at the tip of their blade, the user polarizes their magical signature, in a sense, and attracts large amounts of ambient Ethernano from the surrounding area. Acting as an attractive force, the Etbernano is pulled towards the tip of the user's blade, converging into one spot and spirals into the shape of a large, vibrant sphere with four sets of rings surrounding them, much like a gas giant planet, spinning furiously and creating a shrill screech-like noise, both during and post-formation of the sphere. Despite appearing as a detached sphere, Atlas is unable to be thrown, and the user must use it as a melee attack. After formation, the user slashes at their target with their sword, and makes contact with Atlas, which reacts like a volatile bomb, exploding in an upward pillar of magical energy, utterly eradicating everything within the radius of the column. Due to the sheer volume of magical energy, this technique charges at its best towards the end of a battle, when magical energy has been expelled by two clashing forces, and as the spell attracts magical energy by using only a small portion of the user's own, it can be used regardless of how much magical energy remains. As such, it serves best as a finishing move.
  • Sword Energy

    Energy Sword in use

    Energy Sword (unnamed): When a swordsman winds up having their blade break for any reason, they can channel their own magical aura through the hilt, forming a new blade made out of raw magical energy emitting itself from the hilt. The user is capable of extending or retracting the blade, and unconsciously keeps it at the length their body is most comfortable with, to avoid a blade that expands almost indefinitely. While a useful spell, it is by far without weakness. Due to the lack of a blade made of any solid material — such as metal — an Energy Sword has no counterweight; the only part of the weapon with any kind of weight is the hilt. Due to this, the blade feels remarkably light in the hand, and can be wielded by even the most physically weak; however, this weightlessness comes at a cost. The lack of a counterweight makes balance difficult. Control and skill are required to use an Energy Sword effectively, as for the untrained, it would just as easy to accidentally cut off their own limbs as it would be to cut off their opponent's.

Master Hand-to-Hand Combat: Arthur can easily be considered a master unarmed combat, especially if his opponent is unarmed as well, hence the name Hand-to-Hand Combat. Due to his dedication to training and a natural talent for this type of combat, Arthur has shown capable of battling several opponents at the same time. Combined with his fantastic reflexes and witty mind, Arthur tends to try and avoid most of the hits, relying on his somewhat existent flexibility in order to do so. He mainly focuses on the strength in his upper body, landing most of the hits with his hands. So far, he has mastered five techniques: Ki no Michi, Fa Jin,Active Psionic Style, Piguàquán and The Way of the Grand Fist and respectively.

  • Ki no Michi (木の道(木の戦い), Ki no Michi lit. "The Way of the Tree") is a martial arts style created by the monks of the Minstrel Mountains. It is said that the monks created it to be an integration of their martial arts practices and the personal expression of their philosophy to "live like that of a tree. Staying sturdy with deep roots, even in the face of a growing storm or scorching sun." This fast paced, flexible style of martial arts focuses on neutralizing an attack early on or using the users momentum and predicted trajectory to dodge said attack for a counter. It emphasizes a majority of throwing techniques and joint manipulations, although the use of a mages Ki, later realized to be ethernano, is of great importance when delivering an effective block or counter. Also of particular importance is the timing of a defensive technique, either to blend or to neutralize an attack's effectiveness and to use the force of the attacker's movement against him. This means that a mage must be of fast body and mind in order to read an opponents intentions and movements in order to effectively block. The name of this type of martial arts comes from the fighting style's extremely proficient defensive abilities. Because of the strong defense a practitioner of Ki no Michi must be able to hold in order to get achieve an effective countermeasure, it is said that they move "with the flexibility of a willow branch, but the sturdiness of a live oak." It is because of this nature that practitioners generally have a high degree of flexibility, as well as a mesomorphic body build. This is because mages who specialize in this martial art have a higher percentage of Type IIA (fast twitch oxidative glycolytic) muscle fibers in their muscle groups to allow for fast contraction times, long-term anaerobic endurance, and high force production.
    • God Cedar Cranial Descent (神杉頭蓋降下, Kamisugi Tōgai Kōka): Working best as in immediate counter move to follow an opponent's momentum, however, this move does require a great deal of strength to aid in the execution. As an opponent comes in for an attack, the mage will target the leading foot and scoop one the opponents thighs with their free hand. Using the opponents momentum to aid in their ascension, the mage will lift their opponent upside down so that their head is the closest point of contact to the earth. The mage will then proceed to drop to their side or back, driving the opponent into the earth on their neck and shoulders, or on the top of their head. If executed properly this move will follow one fluid motion and can leave the opponent with severe dizziness, a concussion, cracked cranium, paralysis, or even death if the opponent happens to land in such a way.
    • Great Banyan Dance (大きなガジュマルの踊り, Ōkina Gajumaru no Dansu): Beginning with an ethernano pulse from a low rise kick to the opponent's sternum, a mage is effectively knocked up into the air. Afterwards, the practitioner's moves will differ based on the opening they see. They will typically swivel gracefully to land a kick to the left side of their opponent. This will shift the opponents center of gravity on their fall to cause them fall on their side. On the opponents decent, a backhand strike to the face will shift the opponent's body to be parallel with the ground. It finishes with a ethernano infused punch to the gut upon the opponents impact with the ground. This final blow has been seen to break ribs, and never fails to knock the wind straight out of their lungs. Mages have been seen infusing their own magic into the hits to make this dance much more lethal and powerful.
    • Jaya Sri Maha Kick (ジャヤスリマハキック, Jayasurimahakikku): Once the practitioner is able to see an opening, they focus a great deal of ethernano into their leg for power, while also maintaining their center of balance and delivers a kick at the opponent's weak spot. The only major weakness of this technique is that the user has to focus a great deal of ethernano into their legs, forcing them to lower the power given to their arms; this can be covered by an X guarded stance, or use the free leg to block as well. With the swiftness and power concentrated into the leg, this is easily break bones if an opponent holds no defensive protection. This is also a versatile skill that can be used to launch a practitioner into the air with a vertical distance of 45 feet.
    • Jōmon Sugi Thrust (縄文杉の推力, Jōmon Sugi no Suiryoku): This technique begins with an open palm uppercut to the opponent's chin at close range. Once the hand is placed against the opponent's chin, the free hand is then used to strike the connected elbow. The force created from both hands is now behind a single point that's in contact with the opponent's chin. Since the hand is already in contact with the opponent's chin, they won't be able to evade the second hit. This is a skillful move to evade a grasp, as your opponent is within range and would not be able to stand the backward force to their spinal column without releasing their hold.
    • Chankiri Revenge (チャンキリ復讐, Chankiri Fukushū): With one arm cocked back, and the other extended forward, the practitioner throws a punch from the drawn-arrow stance. The mage delivers an swift punch forward to the chest, using a pulse of ethernano to knock the wind out of the chest. A swift turn of the hips will send the other hand to dig into the heart with wrist bent and elbow facing downward. The end result can lead to cardiac arrest from blunt trauma to the heart. This move does take a great skill of precision to deliver the second blow through the spacing of the ribs.So a mage must practice on a multitude of targets before delivering such a fatal blow.
    • Kannimara Chord Cut (カニマラコードカット, Kanimara Kōdokatto): while in a fighting stance, the lead fist is thrown straight ahead and the arm is fully extended. With fingers extended outward, the user covers their hand in a coat of ethernano; at the moment of impact, the pronated hand is generally held in a horizontal orientation with the palm facing the ground. The power of this attack comes from its ability to cut the vessels of its opponent when executed with enough force. Using two fingers can cut off blood flow until the pressure is released, three can cause severe bruising, four fingers can cut superficial nerves and vessels, and 5 finger can damage muscle fibers.
    • Tembusu Mania Blitz (テンブスブリッツマニア, Tenbusu Burittsumania): This strike follows a downward push of the target's own strike by applying fierce pressure to the joint's of the target's striking limb and causing it to lose it's consecutive momentum. Afterwards, fighter had to stiff his body to its utmost limits on the moment of impact. When the practitioner uses it at the right moment in a strike, all of his joints will be fixed. Although difficult, if done correctly,they will strike with the weight of their whole body. When the strike is covered in ethernano, and comes in contact with the water that makes up the human body, it sends a shock wave through the body that can temporarily paralyze the target.
  • The Way of the Grand Fist (大拳の道, Dai ken no michi): The Way of the Grand Fist style was made centuries ago by a group of warrior-monks who travelled earth-land. These monks eventually vanished from history either due to in-fighting or dying of natural causes, these caused the style to be lost for many decades until recently a warrior from an unknown nation found a box of scrolls that outlined the techniques and secrets of the style, the warrior learnt from these and improved on the style creating a brand new method of combat using strikes at different distances such as short ranged attack and defence staying just within the opponent's guard or strike just outside their range without sacrificing balance or power. The style also uses smooth flowing techniques for defence and counter attacks letting the opponant beat themselves by avoiding and deflecting their attacks.
    • Shackled Fist (縛ら拳, Shibara ken): This technique is based around enclosed short ranged fighting, a practitioner of the style strike as if their hands have been bound or shackled together with a relatively short chain. Each punch brings the free hand along stopping just behind the striking arm which is repeated with each step, the power comes from stopping and striking a split second apart and the idea of that the practitioner is not striking their opponant they are striking through them aiming at what's behind them.
    • Flowing Hands (流れる両手, Nagareru ryōte): This is the main defence/offence technique of the style. The practitioner uses his/her hands to defend against attacks in a smooth flowing manner that can leave the opponent open for an attack, the technique is focused around circular movements twisting the opponent's guard open for a instant counter attack using the block to absorb the momentum of the opponent's attack and then turn it on the opponent with a strike to the opening.
    • Sun and Moon (太陽と月, Taiyō to tsuki): When using this technique, the practitioner attacks with a punch and kick at the same time or with a tiny amount of time between a punch or kick. For example, if a practitioner uses a straight direct punch they would use a front kick at the same time to strike the chest and stomach at the same time. While powerful it does have a weakness of limited balance and if countered during a twin attack as described the practitioner can be brought down.
  • Fa Jin (發勁(ファ・ジン), Fa Jin lit. Hand Power), also known as Internal Energy Release (脂肪強, Hakkei) or Magical Particle Destruction Fist (魔粒・破拳, Mashi Haken) is an ancient Joyan martial art technique that is a mixture of hand-to-hand combat and magical energies. It was initially exclusive to the Joyan Monks, an ancient cabal of peace-seeking warriors whom would only use their special abilities in self-defense. In order to utilize Fa Jin, the user charges their magical energy into one of their hands, condensing it unto its utmost limit until their hand starts overflowing in pure energy, radiating ethernano so brightly that it seems to blind those who turn their gaze upon the user. Upon unleashing the fist, the user strikes forward with all of their might, unleashing the concentrated ethernano upon their fist towards the foe, essentially transferring the user's own magical energy into the opponent's body, causing a power surge that grievously wounds them from within; the attack is actually derived from Chinese martial arts. The movement of the attack is essentially invisible, and it truly seems like the user shoots their opponent, except that the resulting impact is not akin to an actual pistol, but to a small hand-held cannon and powerful enough to propel the unlucky recipient several meters away. The incredible speed both makes the strike far more powerful, and harder to dodge; connecting instantly with the target; the attack seems to strike the target multiple times simultaneously, creating a number of surreal, delayed shock waves, and it is capable of slashing the user's opponents and sending them flying away from the user, with enough force to make them fall off cliffs and high places they might be standing on. However, this attack can be stopped if the ethernano cannot flow through the user's arm or hand, essentially resulting in a blunt strike that, while powerful, does only one-third of the damage that it normally would. The attack can be performed using the user's arms, or even their legs with enough training.
  • Piguàquán (劈掛拳(ピグアクアン), Piguakuan lit. Chop-Hanging Fist), also referred to as Piguàzhǎng (劈掛掌(ピグアチャン), Piguachan lit. Chop-Hanging Palm) is the name of a form of martial arts which is focused on the use of palm strikes and explosive, long-range power. Piguàquán is a form of Chinese Martial Arts (中国武術, Chūgoku Bujutsu) which is said to originate in Guangzhou, a prefecture in Hebei Province of North China, developed in the Ming dynasty by a man referred to as Ma Chi Ho, serving as a long-range-style martial art that is practiced even now in Shaolin Temples and in Taiwan. Given that it is referred as two different terms, Chop-Hanging Palm and Chop-Hanging Fist, it should come as no surprise that this iteration of Piguàquán is effectively two striking methods combined, typically favouring strikes unleashed with an open palm; the kanji Hi (劈, Chop), and Shō (掌, Palm) indicate the main attributes of the martial art, whereas Ka (掛, Hanging), means hanging in the sense of hanging something up with a hook. In any case, to get down to the description, Piguàquán is a martial art which revolves around the use of palm strikes. Piguàquán is more often than not initiated by the martial artist whom wields its power assuming particular fighting stances, such as bending their knees and diagonally stretching their arms upwards, allowing them to assault foes with great force and accuracy with whipping motions from their heavy hands which are augmented by using all of the body's mass. 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 learning 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.
    • Dān Pī Zhǎng (单劈掌(ダンパイチャン), Danpaichan lit. Single Splitting Palm): Dān Pī Zhǎng is a basic Piguàquán technique which involves the user lashing out with a single palm strike. When performing this technique, the user focuses for the briefest of moments, before striking outwards with an open palm that shoots forth like a bullet with a relaxed motion that's also quite limited as to ensure that the movement of the palm packs such a velocity that very few indicators of it beginning can be perceived even by the keenest of eyes; and while being launched towards the opponent, the user's arm rotates rather swiftly, generating a powerful force that grants the user's arm incredible penetrative and destructive power while still deceiving the enemy through its movements being as free as a river, giving off the visage of a lashing whip speeding towards the opponent. The motion also causes a rather prominent upsurge of gravel and the like from below the user as an exemplary trait of its incredible power and speed – with the force produced by the technique focused upon the striking open palm of the user, the attack connects with the user's target, producing incredible power that deals an enormous amount of damage, commonly winding the opponent if not straight-up blowing them away. The Dān Pī Zhǎng, as a Piguàquán technique, is capable of being utilized in various methods, such as the stationary manner, when the user is advancing, throwing the opponent alongside the move, bolstering the move with an upper cutting motion, evading and then striking, and stepping around the enemy before striking.
  • The Active Psionic Style: The Active Psionic Style is a form of martial arts that puts emphasis on the mental aspect of a fight. Martial artists who use this fighting style divide a fight into three parts: the neutral phase, follow-up phase, and the ending phase. Practitioners believe that a fight constantly goes through these phases and controlling how and when the phases change is important if you want to defeat your opponent. The neutral phase for Active Psionic Style is about learning about your opponent, throwing strikes without getting hit. This means that powerful strikes are not used as they are often slow. Instead, practitioners focus on quick and weak strikes so they can strike their enemy and get out of the way quickly. This allows the practitioners to control spacing and pacing of a fight. Throughout this phase, there are three things. The first is learning how to pay attention to oneself and your opponent. This makes it easy for a user to predict their opponent's movements allowing them to transition to the follow-up phase as well as make them aware of their own movements so they won't be predictable. Naturally, no one can predict everything, which is where focusing on reacting comes in. Unlike a lot of martial artists, the users of this fighting style rarely go on the offensive. Instead, they wait for a foe to make a move, allowing them to make the proper reaction. The last thing a user focuses on is trying to condition their opponents. They do this by making it seem as if they are predictable by repeating the same movements. This is done so they can trick the opponent into making a move that seems desirable for them, but in reality, it is very undesirable. If one can master these three things, the user can potentially control how their opponent recovers from an attack, attack, and move around the battlefield. The third phase is the ending phase. This phase is the simplest phase of them all with no gimmicks. This phase is made up of a single attack. If a user has used the other three phases properly, a highly destructive attack isn't needed to end the fight because the opponent should be both severely mentally and physically injured. Instead, an Active Psionic Style focuses on ending the fight with a swift strike that seems to come from nowhere. The strikes and movements of Active Psionic Style can be described as more like soft techniques than hard techniques. The movements and strikes are fast and precise, each move they make and every thought they have is not wasted and has a purpose. In addition, practitioners like to stray away from grabs if possible because they believe it is a waste of movement. They do, however, use throws by using the opponent's movements against them.
    • Teching: Teching is a recovery move that is often used they are thrown or when a user is approaching the ground some other way. As the user is falling, they channel magic power to the body part that is closest to the ground and compresses it. Upon contact with the ground, the user releases the magic in a sudden burst, using the force of the burst to get back on their feet instantly.
    • Spike: Spike is a technique that is commonly used against fighters who prefer the air. To perform the user must try to maneuver themselves so that they are above their opponent with their legs bent. Once above the opponent, the user must quickly thrust their legs downward with great speed. Upon contact, the practitioner releases a burst of magic power from the soles of their feet that causes the foe to be launched toward the ground with great speed.
    • Cumulative Damage: Cumulative Damage is a very special technique that one of the first grand masters of the style created. To use this technique, one must channel their magic power to their fist before pressurizing it greatly. The pressurized magic power is then compress around the hand to its utmost limit, which takes a lot of skill and concentration to do because one wrong move could cause the magic power to explode, damaging the user. When the practitioner makes physical contact with their opponent they channels it into the opponent's body. This does not harm the inside of the body, but the body in general. What makes this technique special is that its destructive power and launching power is determined by how many times the enemy has been hit by it before. The more they have been hit, the more powerful it becomes. However, using the same strikes one after the other with this technique will weaken the destructive and launch power, stalling the move. This makes variety and not using it with every strike a crucial tactic to consider when using this technique.
    • Psychic Shielding: Psychic Shielding is a very popular defensive technique among practitioners of the Active Psionic style. To use this simple technique, the user must release their magic power and shape it into a sphere around them. Once shaped, the user draws in some of the ethernano particles around it, giving its signature red colour. This protective sphere can block some of the strongest attacks. However, each time it is used or hit the shield will shrink and if it disappears all the way it will leave the user in a dazed and vulnerable state. Every ten seconds the technique is not used, the sphere will recover by 5%.
      • Perfect Shielding: Perfect Shielding is a technique where the practitioner uses Psychic Shielding when the attack is milliseconds away from hitting them. This allows them to block attacks without having their sphere decrease in size. In addition, any projectiles that come into contact with the shield at this time are reflected back at its caster.

Numbers Layered Magic Seal Style

The Numbers Layered Magic Seal Style (号重魔法陣流, Gōjūmahōjin-ryū) is a special method of utilizing one's Magic Seal in the heat of combat; it involves the user bringing out Magic Seals of all sorts of properties in order to induce a wide variety of effects upon the opponent and the surroundings; unlike the Divine Authority Magic Seal Arts, the Numbers Layered Magic Seal Style is derived from bringing out different layers of Magic Seals, which gives off the appearance of multiple Magic Seals stacked on top of one another, each Magic Seal linking to the others via a magical tether formed through the caster's magical energy. The Magic Seals utilized by a magician who practices the Numbers Layered Magic Seal Style is capable of augmenting their movements and attacks with the Magic Seals; the user can harness their Magic Seals offensively or defensively; being utilized as a shield from enemy attacks, as well as a weapon by flinging the Magic Seals against the foe telekinetically or by launching it physically at the enemy—thus producing a high velocity that smashes into the opponent, knocking them flying- although the Numbers Layered Magic Seal Style is best utilized with Magic Staves. An intermediately-level user of the Numbers Layered Magic Seal Style more often than not uses Magic Seals which have illusionary properties upon their targets in order to set up far stronger attacks.

The properties of the user's Magic Seal can range to being solid in order to serve as battering rams and stepping stones to simply energy-based in order to serve as a medium to fire elemental attacks and the like from the Magic Seals. Generally, a master of this magic can use Generally, a user of the Numbers Layered Magic Seal Style is not as powerful as an up-close-and-personal fighter with a powerful magic such as Crash, but the Magic Seals can temporarily boost their power and spells' area-of-effect; additionally, they're usually not as fast as a user of High Speed and Slowing Magic, but they can boost their speed and that of others with their Magic Seals; and they can attack from any range with several different elements while buffing everyone else. The only big weakness that the Numbers Layered Magic Seal Style is known to have is that constant can tire the magician using it out relatively quickly, as they are constantly generating magical energies with the power. Overall, it would be best to describe the Numbers Layered Magic Seal Style as a 'jack of all trades' magic style when fully mastered, giving the user not really exceptional power unless delving into the higher-ranked attacks, but exceptionally wide versatility when compared to a user of a single magic.

  • Three Layered Magic Circle: Mirror Water (三重魔法陣・鏡水, Sanjūmahōjin: Kyōsui): Three Layered Magic Circle: Mirror Water is a spell which enables the user to return an opposing attack back to its source. When casting Three Layered Magic Circle: Mirror Water, the user creates a Magic Seal which is mainly cyan in texture- the crest in the middle resembles a swirling arrow, indicating its properties; this Magic Seal has three layers, as the name would indicate. This Magic Seal manifests in front of the user for the briefest of moments- this Magic Seal gathers ethernano by drawing it from the user and the surroundings for a split second. The moment that a projectile attack comes into contact with the first layer of Mirror Water, it pierces through the other one, before stopping at the last line of defence. There, the technique is forcibly modified with the magical energy Mirror Water had gathered, enabling the user to take control of it, and the attack's purpose is set in motion; the Magic Seals act like they were elastic and then rebound the foe's power back at them at twice the force of the original attack, from any angle at such a speed that it seems that the user has access to the opposing attack, bending the opposing magical projectile away from the user; granting the user immunity to most projectiles, and they can defend other allies with the spell. However, Mirror Water can only manipulate so many magical particles at a time and it requires precise timing; additionally, if the user attempts to reflect a projectile of sufficient power it will shatter, like a normal defensive barrier, and leave the user stunned.
  • Four Layered Magic Circle: Karmic Lightning Battle Formation (四重魔法陣・業雷陣, Shijūmahōjin: Gōraijin): Four Layered Magic Circle: Karmic Lightning Battle Formation enables the user to attack the opponent from four points at once with powerful lightning bolts. When casting Four Layered Magic Circle: Karmic Lightning Battle Formation, the user creates four Magic Seals which glow golden- these Magic Seals have a crest in the middle that resembles a lightning bolt. At a moment's notice, the user directs this quartet of Magic Seals to flank the enemy, each in one of the main directions, North, South, East, and West. No matter where the enemy goes, all four lightning Magic Seals will follow them around like a heat-seeking missile of sorts. For the briefest of moments, all four lightning Magic Seals gather and condense stray ambient ethernano which is saturated within the atmosphere, amplifying the sheer output of the attack which is about to rain down upon the enemy. In an instant, borne from the quartet of Magic Seals surrounding the enemy is four extremely large and destructive sparking golden blasts coming from the four cardinal directions, each beam of lightning travelling to the end of the opposing Magic Seals, with the eastern thunderbolt colliding with the western thunderbolt, the same goes for the northern and southern versions- all the while, the enemy is at the epicenter of this overwhelmingly powerful blast; while it does deal incredible damage, a side-effect of being hit by this attack is, if the target survives, the lightning paralyzes them, preventing them from escaping the user's next attack.
  • Five Layered Magic Circle: Sacred Song (五重魔法陣・御神楽, Gojūmahōjin: Mikagura): Five Layered Magic Circle: Sacred Song is a spell which enables the user to attack with the Four Fundamental Elements, in addition to another one of their personal choice, all at the same time. When initiating Five Layered Magic Circle: Sacred Song, the user manifests several Magic Seals above their enemy; each one represents fire, wind, water, and earth- plus another of their own choosing. These Magic Seals synergize with each other due to being in such close proximity to one another, establishing a link and allowing the magical energies gathered by each of them which absorb the necessary amounts of energies in order to power the attack to flow between each other- the formation of the five Magic Seals also serve to constrict the enemy's movements and ability to counter. Once this is done, the user surges their magical energy into all five Magic Seals, causing the magical energies gathered by all five Magic Seals to accelerate until they reach high speeds, carrying enough energy to melt anything the ensuing attack comes into contact with, releasing the Magic Seals and unleashing a concentrated elemental blast of energy which takes the form of an immensely destructive pillar of glowing energy that stretches as far as the heavens, obliterating anything and everything in its path. This beam covers a wide range, almost five kilometres in diameter, though after casting it, the user must regain their bearings. The preparations for Five Layered Magic Circle: Sacred Song combined with the charging time for the Magic Seals make its use in battle impractical unless the user has a partner that can stall to buy time, or has enough strength to create the formation while under attack.
  • Six Layered Magic Circle: Eternal Illusions of Nothingness (六重魔法陣・無幻奈落, Rokujūmahōjin: Mugen Naraku): Six Layered Magic Circle: Eternal Illusions of Nothingness enables the user to cast the enemy into an illusion of the "Six Paths of Reincarnation" (六道輪廻, Rikudō Rinne); which are a concept of the cycle of death and rebirth stemming from Hindu philosophies. Each of these paths represents one of the realms a being is reborn into after death, determined by the accumulated karma of their past life. To activate it, the user manifests a dark Magic Seal which directly attacks the foe's mind without fail with an illusion- before they can react, malicious fantasies rush them away to a sextet of differing realms; each world is a step up from the last in horror. The first realm is known as "The Realm of Hell" (地獄道, Jigokudō); despite it being what many truly fear of going to when they pass on, it is the weakest- a terrifying fact indeed. In a flash, the user sweeps their target away to a hellish landscape where there is nought but blackened fire and bubbling pitch, along with multiple caves to set ones' eyes on for miles. There, several hellish guards appear before them armed with weapons, before inflicting karmic punishment upon them for whatever sins they have committed in their lives until the foe loses all will. The second realm is referred to as "The Realm of Hungry Ghosts" (餓鬼道, Gakidō); proceeding from the realm of hell; the realm of hungry ghosts pertains to the cardinal sin of gluttony; it is here that the foe is 'treated' to the world with naught but dinner tables stuffed with nothing but the most mouth-watering foods imaginable. As if by telekinesis, the food stuffs itself into the target's mouth. As even swallowing the food is constant, unbearable torture, the target must resort to drinking their blood and consuming their own flesh in order to survive. Continuing from the realm of hungry ghosts, "The Realm of Beasts" (畜生道, Chikushōdō) is focused upon the animalistic behaviour of hunting and devouring to survive. Here, in this barren landscape with very little in terms of flora and fauna, the foe is dropped off, conveniently surrounded by thousands upon thousands of unidentifiable beasts which appear somewhat demonic in appearance. The moment they arrive, it is wise to start running for the hills, as these beasts chase them down and pounce upon them, tearing into them like nobody's business. From there, the target experiences the sensation as if they are in the middle of being devoured for all eternity. The fourth realm; "The Realm of Demons" (修羅道, Ashuradō) is focused upon the inner drive and lust for battle in all beings, drawing out that desire. With a splash of scarlet, the foe is dragged from their devouring into a hellish landscape which appears ideal for an all-out war. There, on the left side is an army of magicians- opposing them is hundreds upon hundreds of demons; continually locked in a struggle. Involuntarily, the foe is forced to their feet, then as if they were possessed, they are forced to participate in this grand battle unto eternity, being revived again and again if they perish in the fields of war. Torn from the hell of the realm of demons, the foe is thrown into "The Realm of Humans" (人間道, Ningendō) without a moment's notice. Here, they are thrown into a luscious landscape- a far cry from the previous worlds. All in all, it seems that all is right with the world...until the masquerade is thrown aside, revealing a true nightmare; in the Realm of Humans, good and evil, yin and yang, light and darkness clash eternally, each vying to gain supremacy over one another. To the foe, it seems as if feelings of kindness and evil are directly their brain viciously and never-ending- also filling them with doubts on which side they stand. The deadliest realm of the spell is known as "The Realm of the Heavens"(天道, Tendō); though for what reason has yet to be revealed. It is hinted that in salvation, true horror can only be seen; this is the scourge of existence and what plagues all life- truly, an actual materialization and embodiment of some sort of nihilism.
  • Seven Layered Magic Circle: Iridescent Barrier (七重魔法陣・虹色障壁, Shichimahōjin: Nijiiro shōheki): Seven Layered Magic Circle: Iridescent Barrier allows the user to cast a powerful barrier over a large area. When initiating Seven Layered Magic Circle: Iridescent Barrier. the user manifests seven Magic Seals, each one in a different colour. The colours are the following: red, orange, yellow, green, blue, indigo and violet. The said seals appear directly above the user, the lowest one being red, the highest one being violet. A pillar of white light is then released from the said seals up to the sky, stopping at the height of one kilometre. The said pillar then starts to dissapate, forming a beautiful barrier with the seals' colours one kilometre around the user, covering a massive amount of land while doing so. The said barrier can withstand massive amounts of damage before it starts to break, or even crack, as it keeps renewing itself. The barrier also acts as a form of ultimate emprisonment, as nothing can enter nor exit the erected barrier. Seven Layered Magic Circle: Iridescent Barrier is said to be able to even block powerful spells, such as Urano Metria, Gottfried and others. The barrier does have a time-spam though, and it lasts for fifteen minutes before it dissapates, leaving a wonderful sight in the sky.
  • Ten Layered Magic Circle: Skyscraper (十重魔法陣・摩天楼, Jūjūmahōjin: Matenrō): Ten Layered Magic Circle: Skyscraper allows the user to cast a powerful illusion upon the target. When initiating Ten Layered Magic Circle: Skyscraper, the user manifests a dark Magic Seal which they slam into the ground, releasing an alluring scent which helps forge the illusion that the ground was destroyed by the sheer force of the impact the dark Magic Seal had upon the surroundings. The effect of the dark Magic Seal also releases nine other dark Magic Seals which float into the air and surround the opponent from all directions, letting off the same alluring scent as the original, which further bolsters the effects of what is about to commence- the scent attacking the foe's mind and senses causes their eyes to "glitch out", giving off the illusion that they were launched into the cold depths of space through the sheer "force" of the ground being destroyed. In an instant, four belts materialize from nowhere, each attaching themselves to the enemy's limbs, tying them down with nary a chance of escape. As the enemy can do naught but suffer, a rip in the fabric of space opens, revealing something beyond the enemy's wildest nightmares- a frog-like, draconic demon appears from his hole; the beast is eldritch; possessing burning scales from which heat seeps, a large mouth with razor-sharp teeth that also has teeth, and countless eyes. The sheer presence of this beast is enough to scare the foe silly, though they can be worse- much, much worse. With a single thought, the user can cause the beast to attack their foe without any prior notification, overwhelming with their fear-inducing presence- though a proper attack does not transpire, but rather, the claw reaching out to attack the target manages to scramble their brain out of fear. This spell is generally used to break the target's mind, but can also serve as a distraction, should the target be strong enough to break the illusion.
  • Fifteen Layered Magic Circle: Flying Echo Step (十五重魔法陣・飛神響歩, Jūgojūmahōjin: Hikyōpō): Fifteen Layered Magic Circle: Flying Echo Step enables the user to take a greater amount of action in a given amount of time, drastically enhancing their speed as they use Magic Seals scattered across the vicinity in order to instantaneously transport themselves to a location where the Magic Seals are situated. When initiating Fifteen Layered Magic Circle: Flying Echo Step, the user forms around fifteen Magic Seals which are mainly white in texture- the crest in the middle resembles an arrow; from here, they mentally send the Magic Seals out in order to mark an intended destination, the Magic Seals can be infused into almost any area of choice through brief physical contact, including an unsuspecting opponent. Once the set-up phase has been completed, the user is capable of activating Fifteen Layered Magic Circle: Flying Echo Step by synchronizing their magical power with that of the frequency of one of the Magic Seals, breaking their physical body down to magical particles and transporting them to the location of the Magic Seal before reassembling their body. From here, the technique truly begins- after a few moments of gathering and condensing ambient ethernano within the atmosphere into the Magic Seals, the user harnesses the Magic Seals as a kick-off point, gaining an immense boost of speed which can propel them across the battlefield at high speeds; indeed, when harnessing the Magic Seals of this spell, the distance between the user and their opponent is shortened by an enormous margin, enabling them to more often than not attack first, leaving their foe bewildered as they dart around the immediate vicinity with a velocity which gives the illusion of the user being in several places at once, assaulting them relentlessly while seemingly speeding through the atmosphere- this also results in an increase in the threshold on the number of times they can use their magical powers, and due to the boost in speed, the sheer strength of the user's attacks are drastically enhanced to the point that even simple melee attacks can have great power. The user is also capable of switching places with an opponent if they marked them with one of the Magic Seals, and if they are in contact with another person, the user is capable of dragging them along for the ride. It is said that a master of Fifteen Layered Magic Circle: Flying Echo Step is capable of instantly evading almost any attack and retaliating with a blow directed at the opponent's weak point; however, upon jumping from one of the Magic Seals manifested by this spell, the Magic Seal vanishes, having fulfilled its purpose.

Physical Capabilities

Great Strenght: Arthur has proven to be rather strong, possessing above-average strength. This feat has been demonstrated quite a few times, most of which he was seen carrying one (on several occasions, several) guild-mates while duelling opponents. However, when it comes to raw power, Arthur chooses to amplify his already existing strength by accumulating ethernano into his fists, greatly improving the force impact. Additionally, by using Telekinesis and force field manipulation techniques, Arthur has demonstrated the ability to knock out weaker enemies with just one blow.

Arthur - Speed

Arthur's speed and flexibility used in conjunction in order to avoid a raffle of bullets.

Voluminous Speed and Agility: Arthur's agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest athlete. Arthur is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. He can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs.

  • 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 this generally isn't a serious concern.
    • Air Waltz Reduced Earth (空円舞縮地, Kūenbu Shukuchi): A variant of the regular Reduced Earth high-speed movement technique- unlike the other variations which require a solid surface to kick off of in order to produce astounding velocities, Air Waltz Reduced Earth enables the user to harness the technique on the air by bouncing off of it, effectively allowing the user to induce pseudo-levitation by first inducing Reduced Earth to launch themselves into the air, enabling users to perform all sorts of tasks that would normally be impossible or impractical. When performing Air Waltz Reduced Earth, the user performs the bog-standard Reduced Earth activation motions by kicking off ten times upon a solid surface in the blink of an eye- however, in this case, the user, instead of using the technique to get them from point A to point B on the ground, the kickoff and the resultant thrust that is produced launches them high into the skies when they harness the power gathered within their being in order to perform a jump, elevating the user from their current position in the blink of an eye to heights never imagined; leaping high enough to effectively pierce the heavens albeit without a drill; to onlookers, it appears as if the user was a rocket shooting into the skies. Once they have become airborne, the user is capable of using keen eyesight to search out for "pockets" of air, which are essentially masses of air condensed in a single point that can be considered a "solid" that are scattered throughout the atmosphere which the user is able to kick off of the empty air instead of the ground like the normal Reduced Earth, effectively performing a double jump and staying in the air for much longer than usual- Air Waltz Reduced Earth enables the user to cross vast distances without ever touching the ground or be utilized as a starting point for a powerful aerial assault. By itself, without altering the technique a bit, the Air Waltz Reduced Earth technique does not have a direct combat application, but it is an extremely useful ability as numerous areas cannot be unfairly accessed without a flight-type technique. And, of course, the Air Waltz Reduced Earth technique greatly assists the user with evasion in combat, particularly against ground-based opponents, as by bouncing off the air multiple times, the user is capable of slightly increasing the amount of time spent in the air; this also has the effect of enabling the user to gain access to areas that would be normally out-of-reach otherwise, simply by elevating themselves up to the desired location. When performing Air Waltz Reduced Earth, the user can also enhance their already swift flight speed by riding on strong gusts of wind, and can slow or deflect falls by creating cushions of air.
    • Water Walk Reduced Earth (水歩縮地, Suipo Shukuchi): Water Walk Reduced Earth is a variant of the normal Reduced Earth technique, which, as the name would ever-so-subtly suggest, enables the user to apply the Reduced Earth ability upon the surface of water, effectively allowing them walk, or rather, dash, on water just like some other guy used to do. When performing Water Walk Reduced Earth, the user, upon any body of water that appears as if it could support a person, allowing them to shift the majority of their bodily weight to one of their feet and kick down ten times in the blink of an eye before their body becomes submerged within the water, inducing a high-speed dash that propels themselves forward in the blink of an eye. When Water Walk Reduced Earth is activated, it effectively simulates the experience of simply performing the regular Reduced Earth on a surface, with the user's motions treating the watery body beneath their feet as if it were a solid instead of the actual liquid state that it is, calmly and swiftly moving across the water- while Water Walk Reduced Earth is engaged, anything across and below the water's surface is instantly repelled, as droplets and waves does not splash across the user's body as their motions step on the water, and any threatening animal such as a goddamn shark is knocked back down to the depths if it attempts to take a chunk out of an unsuspecting user; however, once the technique is disengaged, water physics return to normal and the user can be left vulnerable.
    • Afterimage Reduced Earth (残像縮地, Zanzō Shukuchi): A variant of the bog-standard Reduced Earth high-speed movement technique- Afterimage Reduced Earth, as the name would suggest, it allows the user to produce various afterimages while in motion. When performing Afterimage Reduced Earth, the user increases the amount of times they slam their foot down upon a solid surface from ten times in a row to fifteen- this produces much more thrust, which, while it doesn't increase the user's speed when inducing the technique as it logically should, it does have an arguably more useful function-the sheer thrust produced results in the user's swift physical movements instead form an intangible and transparent distorted decoy-like doppelganger of the user that follows their movements in accordance, remaining behind them at varying distances for the duration of the Reduced Earth technique. By themselves, the afterimages produced by this iteration of the high-speed movement are incapable of acting out of their own "will" autonomously, but rather, are an indication of the velocity that the user is moving at despite no real change in movement speed- however, that's where its true utility lies at. The afterimages produced by Afterimage Reduced Earth are capable of confounding opponents who are unable to follow the user's movements; often, it is common for an opponent to attack an afterimage in the belief that the decoy is the real deal and they are about to land a killing blow, only for it to vanish and scatter harmlessly to the winds, whereas the actual user appears somewhere else, commonly flanking the enemy's side while giving no indication of their movements, allowing the user to counterattack instantly with very little opportunity for the opponent to evade the incoming strike. Like the regular Reduced Earth technique, Afterimage Reduced Earth is capable of having all sorts of supernatural powers infused within it, granting the afterimages tangibility which the user can remove at any time and allowing the user to harness the afterimages to pull of various attacks and tasks from all angles, giving the doppelgangers further believability in that they are the actual user to keep the opponent fooled.
    • Wavejet Step (本職使い瞬動・噴射高速蹲踞疾走(ウェーブジェット・ステップ), Uēbujetto Suteppu lit. Professional-Usage Instant Movement Technique: Jet-Propelled High-Speed Crouching Sprint): The Wavejet Step is a very useful high-speed movement technique that is classified as a martial arts-based ability revolving around the user's steps that can be performed as long as the user has some sort of supernatural energy fuelling their movements, whether it be magical power, curse power, or even good ol' fighting spirit- but what Wavejet Step is, is a jump that is canceled by descending instantly so that the user never leaves the ground, resulting in a sliding motion that produces smoke at the user's feet and a freakishly swift burst of brief acceleration for three seconds. It is regarded as a high-level advanced technique that only those deeply engrossed with close-range combat that is superior to all 'traditional' forms of speed-enhancing powers such as High Speed and Slowing Magic because it allows the user to perform any ground action while moving horizontally on the ground. In any case, the Wavejet Step is performed by the user ascending to the skies in an extremely short hop that ideally shouldn't have them raise more than ten centimeters above the ground- from here, the user gathers and condenses their supernatural energies of choice upon the soles of their shoes/feet, before they shift a majority of their weight to their legs, descending upon the ground as swiftly as they entered the air, giving off the appearance of never having left the ground- but indeed, upon contact with the ground, the shock of the impact releases an airhorn-like sound as it transfers the momentum that the user had accumulated via briefly hopping into the air into a swift strafing movement of ground-based movement, sliding long the ground without walking or running; resulting in a sliding motion that produces smoke of varying colours at the character's feet. The length of time that a user slides by harnessing Wavejet Step is determined by a number of factors: by the angle at which they charged energies into their feet -with low angles yielding longer Wavejet Steps- how close to the ground they were before charging -the closer the user, the longer their Wavejet Step- and finally, the character's traction -low traction yields long streams of movements, while high traction yields shorter slides. One use of Wavejet Step by itself is not particularly useful; it is when the move is repeated rapidly that it becomes both impressive and supremely practical, and it is capable of being harnessed for a near immeasurable amount of purposes- it is useful for quickly escaping from close combat with an opponent, and it can get a user to the end of an area to the other faster than any other type of movement; the Wavejet Step can also be harnessed in order to avoid anything in the user's way that would impede their movements, enabling each and every one of their actions and movements while under the effect of the Wavejet Step being precise as humanly possible. It can lead to many combos and techniques; and because by harnessing the Wavejet Step, the user is technically standing as they slide, they can perform any ground attacks that could normally be performed from a standing position while retaining all of their standing defensive maneuvers- a skilled user can use another high-speed movement while under the effects of the Wavejet Step as well. A skilled user can take the concept of maneuverability derived from the Wavejet Step a step further, harnessing the techniques to dodge enemy attacks and set up a counterattack; after a while, it becomes instrumental in characters' combos and their defense. Those who are slow can rely on the Wavejet Step in order to extricate themselves from difficult situations. Additionally, the concept of hopping into the air before descending instantly towards the ground provides a useful segue from a character's aerial combat to their basic ground combat. However, Wavejet Step can be interrupted, but mind-games and mix-ups can trick the opponent. All of this combined to make harnessing the Wavejet Step a very rapid mind-game aspect that is difficult to counter; generally, a fighter harnessing the Wavejet Step in rapid succession means that they possess above-average skills.
    • Boundless Speed-of-Sound Reduced Earth (无疆音速縮地, Mukyō-Onsoku Shukuchi): Boundless Speed-of-Sound Reduced Earth is a variant of Reduced Earth- no, it is the highest point of progression for the Reduced Earth technique, being touted as the "supreme form of ultimate speed" without any drastic modifications to the technique; and can only be used by a true master of the ability of "Reduced Earth"; effectively, it enables the user to move at the speed of sound, leaving a sonic boom in their wake. When performing Boundless Speed-of-Sound Reduced Earth, the user assumes the position of crouching their knees, leaning forward before they induce the usual Reduced Earth motions by transferring a majority of their weight into one of the feet, before kicking down on a solid surface- only in the case of this version, the user only kicks down nine times rapidly; after this point, the user performs a small hop up and down, dragging out the noise released by their foot slamming against the surface so that the sound of their feet smashing upon the ground isn't heard until after their feet have left the surface once more. Once the sound lag has reached the pinnacle of its existence, the user leaps forward with what appears to be the normal Reduced Earth motions, producing a powerful sonic boom that results in a shockwave resonating throughout the area, destroying anything that the sonic boom comes into contact with, uprooting trees and demolishing everything that its area-of-effect touches, effectively destroying anything in-front and behind the user with a powerful echo. The motion itself propels the user at five times boosted the regular speed of Reduced Earth, almost invisible to the naked eye at a velocity that gives the user the appearance of a supersonic bullet shooting towards the enemy at the speed of sound as the name would suggest; propelling themselves towards their target at inconceivable speeds, dashing across the battlefield while gliding over the ground. Because when inducing Boundless Speed-of-Sound Reduced Earth, the user moves faster than the eye can see, the opponent won't be able to react until after the user has already hit them. Unlike other iterations of Reduced Earth, the velocity gained by utilizing the Boundless Speed-of-Sound Reduced Earth technique also increases the user's strength considerably for the duration of the movement; allowing a user to defeat an opponent in one blow depending on the foe's strength level. This speed produced by this version of Reduced Earth is noted to be something completely different than mere speed-enhancing techniques; in fact, a "teleportation beyond teleportation".
  • Rift Action (リフト・アクション, Rifuto Akushon): A very versatile Teleportation Magic spell, being very common among experienced users of said magic. Used to teleport to the desired destination by using a seal as the medium. To perform the spell, the user must first mark the intended location by placing a magical seal which is mixed with a certain amount of their eternano, the seal takes mere seconds to perform, meaning the user, can do this in the middle of a battle, instantaneously. This seals allow the user to teleport back to their marked location, by forcing back the eternano of the caster's body into the eternano found inside the seal, while this is happening the user will be engulfed in magical power, before condensing and turning into magical power, his body deconstructing in the split of a second, in an instant being reassembled into the marked location. The user can place their seal through physical contact with anything else, this including a person's body. With daily training and practice, the distance of where the user can place their seal increases, going to a limit of 2500 kilometres, however the farther the distance the more magic it requires and the same with the mass, meaning any other objects or people, the user being able of teleporting them as well. Rift Action serves as an excellent counterattack technique, the caster being able of assaulting their opponents from behind, or distancing themselves when in need of a strategy, making the caster extremely dangerous in close combat, being devastating against their opponents. As objects can be teleported, spells can as well, though this is extremely difficult, requiring a good amount of concentration, and skill in magic in general. As if in the middle of the teleportation the user loses focus the spell might harm them in that instant, and do the triple of the damage. The seals cannot disappear from their current location unless the user teleports there, if this happens, then the seal will vanish and cannot be placed on the same point for a minimum of 4 minutes, besides this it is nearly impossible of vanishing the seal. The amount of magical seals the user can mark is unknown, the largest being 20 seals until now, before the user being exhausted, and the user needing to erase one of the seals to recover magical power. Rift Action can be a short-range to long-range technique, and can also be used as a counterattack, by teleporting a spell back to the opponent that was thrown towards the user. When the user finds one of the seals they placed unnecessary they can disappear it by absorbing the eternano inside the seal into their magical reserves, nobody besides the user can do this, since the seal was made tons serve the caster and the caster only.

Sufficient Stamina: Arthur's body eliminates the excessive build-up of fatigue-producing poisons in his muscles and his musculature generates considerably fewer fatigue toxins than the muscles of an ordinary human being, granting him superhuman levels of stamina, exceptional endurance, and lung capacity; in all physical activities. His lung capacity is at peak human level enabling him to hold breath for 6 minutes underwater, making his lungs as healthy as human's lungs can get. He can physically exert himself at peak capacity for several hours before fatigue toxins begin to impair him.


Arthur's remarkable reflexes can easily be seen when he caught several bullets with his bare hands.

Remarkable Reflexes: Arthur's reaction time is similarly enhanced, enabling him to react at a level that is beyond the natural physical limits of the finest athlete. Arthur can commonly be seen dodging incoming rams, missiles, projectiles and bullets, even laser beams heading towards him, without much effort given to it. He has additionally demonstrated the ability to catch bullets with his bare hands, even under circumstances where he was blindfolded or had to have his eyes shut. He can also very easily deflect incoming bullets with a weapon of his choice, most commonly it being a sword or a whip.

  • Null Sense (何も感覚, Nani mo Kankaku): Null Sense is a technique used by several strong mages to aid them in battle. Null Sense is a type of physical technique that requires virtually no Eternano to perform. To use this technique the user must first cut off their thinking process. While in this state the users eyes become blank, showing no emotion whatsoever. By doing this they are free of all distractions as their conscience is locked away. It also greatly increases the speed of their reaction time. Since their brain is more or less cut off, any sensation they receive does not have to report to the brain for comprehension and instead the user will react immediately. While in this state the user is not mentally aware of their surroundings or even who they're fighting, but this also allows them to possess a greater physical awareness of the world around them without consciously knowing anything. While this technique is relatively simple to comprehend, only elite mages are capable of learning it as not many people have such a level of mental control to employ it to it's full potential in battle.

Titanic Durability and Endurance: Arthur has proven to be very durable. His resistance has been demonstrated many times, surviving many life-threatening situations and still being able to fight afterwards. Arthur also has an amazing tolerance to pain and astonishing amounts of stamina and endurance, evidenced by numerous situations he has thus far endured. He had survived numerous wounds that would easily kill normal people, showcasing his unbelievable endurance and durability, and a small part of his battles lead to him being drenched in blood and sustaining lethal injuries. Even while in an almost death-like state, he is still able to battle against strong enemies and even use advanced skill, tenacity and a clear head.

Mental Capabilities

Keen Intelect and Vast Magical Knowledge: Over the years spent observing various mages and their techniques, Arthur has built up an enormous amount of knowledge about magic itself, being able to recognize every one of them by witnessing a single spell. In addition to that, he has spent hours upon hours in libraries, gathering knowledge relating to various topics, from healing plants to Lost Magics. On top of that, due to his excellent relationship with his Celestial Spirits, he knows every Celestial Spirit there is and is able to recognise their constellations in the night sky. Also, he has a very high IQ, around 154. This allows him to memorise things to the smallest details, especially battles he has witnessed or participated in. With this ability, he can most likely guess his opponents next move, as seen during his fight with Satoru during the guild war. He doesn’t like for people to know about his intelligence and acts rather childish, tricking people into thinking otherwise. An example of his cunning was shown during his time trapped inside a ten-layered elemental rune shield while on a quest for the Dagger of Mare, when he was able to decrypt the codes, rewrite the runes and predict their outcomes within seconds. Also, he has shown to have the best score in the written section of Koma Inu’s S-Class exam, revolving mostly about knowledge and decisions, having almost 100 percent of the correct answers.

Excellent Tactician and Analyst: Arthur is rather knowledgeable when it comes to tactics, having studied the technique from a young age. The reason he paid a lot of attention to this area is most likely due to his primary choice of magic that is, in its nature, a type of summoning magic, making Arthur a summoner. This feat has provided Arthur with galore choices, essentially making him capable of both, offensive and defensive techniques, as well as supportive tactics, albeit his speciality lies in defensive ones due to him being able to quickly change the numbers into his favour. Another one of his abilities works in perfect tandem with tactical manoeuvres, it being his observation skills. Arthur is rather very aware of his surroundings and tends to analyse it in order to possibly turn it into his favour. While duelling someone, he tries to exploit his opponents' weak spots and use them to his advantage and plan ahead. He is always several steps ahead of his opponents and constantly plays every possibility in his head before actually doing it in reality.

  • Master Strategist: All of that being said, one could easily conclude that Arthur is a master strategist who is capable of swiftly conjuring strategies based on his opponents' actions, efficiently countering theirs. He mainly composes strategies with his spirits, as he is well familiar with their skills and advantages, the perfect example being numerous celestial unison raid styles. One of his spirits stated that he would be capable of commanding an entire army and leading it to victory if he only knew each of their abilities. Although, that is quite contradictory to his personality, as he doesn't like to boss people around.
  • Keen Observer:

Magical Capabilities

Astonishing Ethernano Control: Arthur has shown to have precise control of his own magical energy. Such exact use of his magical energy allows him to perform a spell with maximum efficiency and without wasting much magical energy. This feat, alongside his seemingly-endless magical reserves, is a cornerstone to his mastery over magic, Celestial Spirit Magic being the perfect example. Without such control over his energy reserves, keeping numerous gates open simultaneously would be impossible.

  • Ethernano Manipulation: Arthur is capable of grasping at potentially near-infinite "strands" of ethernano which is saturated throughout the atmosphere and condensing it, shaping it into a form that he wishes to use. Arthur is able to manipulate ethernano for offensive, defensive, and support purposes. He has an easier time collecting this energy in environments with higher concentrations of ethernano, such as a guild or a magic-slanted area. To a sufficiently powerful Mage, there is no difference between ethernano and magical energy as a source of power. A master, such as Arthur himself, will show true expertise in the art of ethernano manipulation, to the point where attacks that use elemental magic are pointless against him, as it becomes incredibly easy to dismantle these attacks, given they do not surpass his own reaction time or power, and absorb them unto himselves; most are known to be extremely versatile with this; and a master is also able to suck ethernano from inanimate objects via an unknown method. Once a user has mastered this feat, Ethernano manipulation functions as a defence against illusions due to their sheer mastery over it, making them all but immune to everything except the strongest of fabrications.
  • Transfer Method (移式, Utsushiki): The Transfer Method is a special ability that involves the manipulation of ethernano—with it, the user is capable of condensing their ethernano which has been focused to cast a spell or strengthen a target, and transfer it to another target; which is any being or object that they desire, granting them a decent support role. Doing so strengthens and augments the target of the user's choice, granting them the aspects and power of the condensed ethernano; meaning that they can utilize the Transfer Method as a booster or a way to open up pathways to all new spells. The transfer is initiated by forming a thin line of ethernano between the user and the target, sending the condensed ethernano along the strands almost instantly as to reach their target immediately; however, it should be noted if the Transfer Method is utilized against a foe, the user can use the lines to swing their target around.

Excellent Magic Sensor: Arthur is capable of detecting his targets from various distances, also being capable of differentiating the characters by the frequency of their own magical auras as well. He has even been shown able to sense when others are harnessing the power of their magic. One of Arthur's highlights using magic sensory was shown when he felt a change of ethernano moments before Hylion Koma Inu had arrived. However, Arthur's speciality lies sensing Celestial Spirit(s) and their keys, being able to pinpoint their location very accurately.

Colossal Magical Reserves and Power: Despite his young age, Arthur has been shown to possess vast amounts of magical energy, allowing him to endure long battles and still have some energy left over. His astonishing strength was one of the main reasons he got promoted to an S-Class Mage in Koma Inu. Arthur was training and meditating from the very young age of four with his mother. At the age of six, he was able to maintain an open silver gate for about 15 minutes. As his powers grew, he was able to keep more gates open for longer periods at the same time. Alongside his magical power, his thirst for knowledge grew. At the age of fourteen, he found an ancient spell that was supposed to double, or even triple his existing abilities. Little did he know he gained access to the infamous Second Origin. The outcome was stunning. He was able to keep three crystal gates open for fifty minutes without feeling fatigued. In addition to his existing immense magical power, Arthur possesses several artefacts that boost his energy as well, such as two legendary gems. When all that is combined, Arthur is able to keep five gates open at the same time, four crystal and one silver. He has also been demonstrated the ability to perform Urano Metria without losing consciousness, as well as performing Gottfried in a matter of seconds, making him a highly potent combatant. He can release small amounts of his energy, resulting in him glowing bright green. Though he doesn't utilize this often, if forced, Arthur can conjure a protective aura around himself, draining his magical power while doing so. The outcome would be him fainting after a short period of time, approximately five minutes.

  • Second Origin Activation (二原解放, Nigen Kaihō) is a spell exclusively mastered by those mages who possess the control and power to summon their Second Origin without it passively inducing its effects. The rumored Second Origin (二原, Nigen) is, in fact, wrongly named. When considering the nature of the Magic Origin (魔原, Magen), the Second Origin and its activation is simply unlocking the full extent of one's Magic Origin and power. There are a number of ways one can go about unlocking it: it can be a natural process that takes a considerable number of ways, a sudden surge of willpower during a situation of crisis or accelerating the process through magic such as the Arc of Time. However, all of these cause the passive effects of unlocking one's Second Origin to be visible. In the case of Dragon Slayers, it appears to dramatically improve one's physical prowess, but also the intensity of their magical power. However, in the case of standard mages, it vastly increases the quantity of magic they may use in any given situation for a brief period of time, giving them access to magic and equipment that can potentially rewrite the laws of magic itself, though the claim itself is debatable. In order to unlock one's Second Origin without inducing its passive effects all the time, one must firstly impose a sealing condition onto the said portion of the Magic Origin. Due to magical energy being so closely aligned with one's willpower and conviction, this is done so through a rather unique method: the Pact (盟約, Meiyaku). The Pact, in this case, is one that the user makes upon reaching the full level of potential within one's Magic Origin, which in itself takes a considerable amount of time, or emotional upheaval, to achieve. When doing so, the Pact automatically causes this portion of one's magical power to be sealed in a series of magical seals that can only be unlocked with the fulfilment of the Pact. However, due to the strain of the sudden outpour of magical energy within the body, this state causes one to be heavily drained following its immediate use, despite causing a notable increase in the capacity of one's magical power. However, considering that the sudden outburst of magical power within one's body is caused due to the extreme sealing caused by the Pact, one is since unable to recreate the same seal due to the strictness of the requirements. As a result, the portion of magical power sealed is then assimilated to the natural reservoir of magical energy they can access within themselves. While this causes a considerable increase in their base capabilities, given that they can induce the passive effects of the Second Origin "state", they are since incapable of such a large outburst of magical energy through natural means.
  • Extraordinary Ethernano Manipulation: Once the user has mastered their own magic, they are capable of drawing in ambient ethernano from the atmosphere, and instead of absorbing it into their magical origin, they are able to manipulate the ethernano for offensive, defensive, and supportive purposes in any way that they wish; allowing to them harness their magic power more efficiently and utilize it in a variety of different ways; all of which incorporate the focusing of magic power into certain areas in order to achieve numerous and highly varied effects such as increased attack, defense, and speed, or feeding extra ethernano into spells to give them an enormous boost in power.To Arthur, there is no difference between simple ethernano and their own magical energy as a source of power.
    • Physiological Meliorism (生理的な改善説, Seiri-tekina Kaizen-setsu) is a unique ability that a mage can obtain through advanced training in ethernano manipulation. This ability gives the user enhanced physical stats, without the use of Sky Dragon Slayer Magic, by altering a specific physiological function to obtain the desired result. Through the use of this magic, a user is able to alter the efficiency of particular cells to allow for greater efficiency of a certain physiological process. Particularly used on the endocrine system, nervous system, muscular system, and skeletal system; this ability is able to effect all anatomical systems to improve a mages performance. This is done through the manipulation of their ethernano, allowing their magic to act as a catalyst or substitute substrate in various reactions in the body. This can greatly increase the output and efficiency of the cell, as the body is able to use a form that can be replenished slowly through the means of ambient absorption; which is far less finite than the traditional metabolism and production. This ability is limited as far as how long a user can stay in this peak physical condition. By using their ethernano as a catalyst, the byproduct of cellular processes is a great deal of heat. Based on how many spells are cast at once, the body is unable to dissipate the large quantities of heat, and as such, the body will reach a temperature that will begin to denature the enzymatic proteins used in those biological pathways. This acts as somewhat of an "automatic shut off" for the body, as the enzymes will become unable to continue their production at this heightened state until the body returns to a normal temperature. The time limit for an average user casting one spell is around 5 hours. The greater number of spells cast will substantially decrease the time a caster is able to see these effects. Two spells will cut the time down to 4 hours, 3 spells for 2.5 hours, and 4 spells for 1 hour. To current date, no mage has been able to cast 5 spells at once, as their body temperature rose too drastically that the proteins were denatured too rapidly for any effects to be seen by physiological meliorism.
      • Aldo Mena: Vigilant: Adrenaline, also known as epinephrine a hormone secreted by the adrenal glands; especially in conditions of stress, increasing rates of blood circulation, breathing, and carbohydrate metabolism and preparing muscles for exertion. So once the mage is able to get control of the glands that secrete adrenaline the user may experience effects such as increased blood pressure allowing the user to react faster and become faster in general. As vasoconstriction occurs, the user may feel a bit stiffer afterwards using this.
      • Aldo Mena: Unleashed: The manipulation of norepinephrine can be used to treat oneself and give the user on final push if the user is extremely wounded or fatigued. Once the user seems like he/she is about to faint or lose a fight due to fatigue the norepinephrine can kick in to increase blood pressure. As norepinephrine is referred to as a "stress" hormone, using an excess amount can lead to organs being worn down faster than usual.
      • Aldo Mena: Propagate: Using ethernano as a substitute, a Mage is able to disperse ethernano through the epimysium of the skeletal muscles and cause massive depolarization of the muscle fibers which causes the body to utilize all myofibrils during contractions. This can give a Mage an extra 20% increase in brute force, but this comes with a cost. Because a Mage is overriding the bodies natural defense mechanism of not utilizing all muscle fibers, prolonged use of this spell can result in extreme tearing of the muscles and related torque injuries.
      • Aldo Mena: Nutriment: By utilizing substrate substitution or ethernano catalysis on the adrenal gland, a Mage is able to increase their levels of cortisol, a steroid hormone. One this spell is in effect, the body will begin gluconeogenesis, allowing the body to have an increased supply of "fuel". Although this can increase the output of muscles, but giving it the copious amounts of energy it needs, it is one of the more risky spells to use; as prolonged use can increase water loss, increase protein and bone degradation, and decrease immune and healing functions. So this spell is best used for a quick boost in power on a final hit.
      • Aldo Mena: Inspiration: By increasing production of erythropoietin in the kidneys and liver, the body is signalled to begin erythropoiesis - the creation of red blood cells. With physiological meliorism, a mage is able to increase their erythropoietin levels to a hypoxic condition, which is about 10,000 mU of the hormone per millilitre of blood. This increase red blood cell production by almost 1000 fold, giving the mage a greater capacity for gas exchange, allowing their muscles to perform aerobic respiration and prevent the build up of lactic acid, which causes soreness.
      • Aldo Mena: Vitality: Activating this spell will increase metabolic rate, protein synthesis, bone growth and repair, and increase the body's sensitivity to hormones like adrenaline. The manipulation of these hormones, via substrate substitution or ethernano catalysis, will increase protein, fat, and carbohydrate metabolism of the mage's body and improve how cells use energetic compounds.
      • Aldo Mena: Vigor: Manipulating the hormone produced by adipose tissue, a mage is able to increase the concentration of Leptin going to the hypothalamus. Using this spell helps slow down appetite, speeds up lipolysis, and maintain energy homeostasis allowing a mage to fight without fatigue for a greater period of time, while still maintaining substantially enough energy to fight at peak performance.
      • Aldo Mena: Overhaul: Concentrating their ethernano on the anterior pituarity gland, a mage can stimulate the release of Growth Hormone (GH) to stimulates growth, cell reproduction, and cell regeneration. This allows a mage to recover from injuries and minor wounds within a matter of seconds. The effects of this spell are only highly effective on superficial wounds, yet it can help with deep wounds by increasing the healing process exponentially related to the amount of ethernano output.
      • Aldo Mena: Alleviate: This is a two-fold modification that helps with releasing greater concentrations of enkephalin, a pain suppressant. This is one of the more difficult spells to master if the user wishes to grant instant pain relief. This can be done as a localized or a generalized spell. The user will modify their ethernano to act as a substitute preproenkephalin, a signal peptide that will cause the cells to release proenkephalin. If wishing to use this a precaution, a user can stop this spell in the first stage and allow their body to naturally create enkephalin through the post-translational modification of proenkephalin. If wanting to grant instant pain relief, the user may enter the second stage and use their magic to catalyze the proteases used to cleave peptide bonds on proenkephalin and greatly reduce the time for the opioid peptide to take effect.
    • Transfer Method (移式, Utsushiki): The Transfer Method is a special ability that involves the manipulation of ethernano—with it, the user is capable of condensing their ethernano which has been focused to cast a spell or strengthen a target, and transfer it to another target; which is any being or object that they desire, granting them a decent support role. Doing so strengthens and augments the target of the user's choice, granting them the aspects and power of the condensed ethernano; meaning that they can utilize the Transfer Method as a booster or a way to open up pathways to all new spells. The transfer is initiated by forming a thin line of ethernano between the user and the target, sending the condensed ethernano along the strands almost instantly as to reach their target immediately; however, it should be noted if the Transfer Method is utilized against a foe, the user can use the lines to swing their target around.
  • S-Class Aura (大力の魔霊気(偉大な力の魔法のオーラ), Dairyoku no Mareiki; lit. Magical Aura of Great Power) 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. When exerted, the S-Class aura takes the form of an overwhelming level of pressure that surrounds the user in a colour that best represents their personality. It generally encompasses them in a certain radius and demonstrates a level of strength that leaves most mages unable to react to it unless they've had continual exposure or exert an aura of similar potency. However, the problem with this aura is that if it used continuously, it can tire an individual. Though considering most S-Class' level of magical power, this is rarely the case. The variety of effects achieved by this aura is noted to be quite high, as it can take the form of different shapes and can be used to repel magical and physical assaults alike. Arthur's Aura takes a turquoise/light-green colour, making him seemingly glowing like Aurora Borealis.
    • Magic Signal (魔法衛星放送(マジックシグナル), Majikku Shigunaru, lit. Magic Satellite Broadcasting) is a spell derived from the use of a Magical Aura and is a common method for most mages to sense the presence of other people. The Magic Signal works through precise control over one's magical energy, although it doesn't need to be exceptional. Most ordinary mages are able to utilize this spell with enough training; about a week of intensive training. The spell takes focus by exerting one's magical aura in precise pulses, therefore increasing their overall radius several meters beyond what one would normally achieve when exerting their power. While they exert their power in pulses, the overall essence remains with the user of the spell. The effect of the spell takes place following the interaction of these pulses with a source of magical energy. This interaction signals the user of their presence and allows them to appropriately respond. However, an obvious backlash is exposing their own selves while using the spell, consequently causing tension among mages who utilize the spell and whomever it encounters. For this reason, most opt to only use it when in a hostile environment. In additional benefit from training the Magic Signal is the ability to estimate the quantity and quality of an individual's magical energy after having the pulse encounter with them multiple times. In turn, an individual is able to give an approximation to their emotional state and the level of threat they are facing with, allowing for an appropriate preemptive strike if necessary.
  • Shape Transformation (形態変化, Keitai Henka): Shape Transformation is not a spell per-se, but rather, Shape Transformation is a skill that somebody who possesses mastery in their magic is capable of utilizing—but this can extend to anyone with a good grasp on the concept of ethernano and how to harness its power easier. When utilizing Shape Transformation, the user is capable of grasping at the ethernano in the atmosphere, grabbing bundles or even thin, minuscule amounts—any predetermined amount will do, as long as it is workable. Once this ethernano has been taken hold of, the user is capable of manipulating it into any form that they see fit; or rather, this seems to only work upon pre-formed spells. When utilizing Shape Transformation upon pre-formed spells, the user is capable of injecting small or large amounts of ethernano into the spell, no matter how near or far away the spell is, or even if it's already been launched, enabling the user to modify, alter, or downright re-shape the form and movement of the ethernano particles which compose the spell, enabling them to change the spell in any way which they see fit—it is through this method, that a magician is capable of developing variants of spells, or just plain mixing it up with variety in the heat of battle.
  • Combination Spell (コンビネーション・スペル(二魔法の合), Konbinēshon Superu lit. Fusion between Two Magics): A Combination Spell is exactly as it says on the tin—it is a combination between two magics, not dissimilar to that of a Unison Raid; however, it is notably somewhat weaker than a Unison Raid thanks to Arthur being the only mage who unleashes the spell. A Combination Spell is forged when Arthur focuses his first spell upon one of their hands or one of their fingers, before doing the same with the second. When this is done, Arthur brings them together, either by clasping his hands together, or intertwining his fingers—this causes the ethernano that composes the twin spells to interact in a volatile manner, exchanging numerous particles before instantly bringing both spells together, forging a fusion of both which Arthur then casts at the opponent like normal. While this does fuse the two spells in order to produce a far more powerful spell, Arthur is capable of mixing it up a fair bit—they can choose not to combine the spells, but instead, cause the spells to impact upon their target simultaneously, causing their effects to activate right after each other—this is done by molding the ethernano particles to allow them to surge chaotically; causing the twin spells to launch through the atmosphere, randomly crashing into one another to cause a violent surging rise of magical energy numerous times before striking the opponent with amazing power. With the Combination Spell Magic Skill, Arthur is able to combine standard magical spells of any type, whether it be elemental or otherwise, with any spell which he has forged by themselves, enabling him to perform enormously powerful attacks and allowing him to create almost endless combinations, keeping the opponent guessing each time.


Celestial Spirit Magic

Celestial Spirit Magic (星霊 魔法, Seirei Mahō): Celestial Spirit Magic is a Holder Magic, Spirit Summoning Magic and a type of Spatial Magic, commonly considered to be highly influenced with Light Magic, in which Arthur summons Celestial Spirits by opening their gates through the use of Celestial Spirit Gate Keys. Celestial Spirit Magic has, on several occasions, been referred to as Heavenly Body Magic's sister, or a holder-magic variation of the previous, as the two have major similarities. The previously mentioned keys are separated into two classes: the more common Silver and Elemental Keys and the rarer Gold, Platinum , Jade, Amethyst and Crystal Keys. Keys for Celestial Spirits are counted in Units (collectively without regard to Crystal, Elemental, Gold, Platinum, Jade, Amethyst or Silver), and a Celestial Spirit Mage is noted by how many Units they have obtained. Arthur, practising Celestial Spirit Magic, is considered a Celestial Spirit Mage (魔導士星霊, Seirei Madōshi), although, on numerous occasions, he has been referred to as The Celestial Emperor (天の皇帝, Ten no kōtei), signifying his complete mastery over the said magic.

Celestial Spirits (星霊, Seirei) are a brand of Summoning Spirits who reside in their own separate universe, commonly dubbed the Celestial Spirit World. Celestial Spirit Mages, such as Arthur himself, are able to summon forth Celestial Spirits through the usage of Celestial Spirit Gate Keys. Celestial Spirits are rather potent fighters, as they are, to a certain degree, proficient in using Magic and are rather skilled in non-magic oriented battles, using a variety of weapons, or only their fists. All Celestial Spirits have some similarities but are all quite unique. First off, all Celestial Spirits are immortal, and can only be killed if they were forced to reside in the mortal realm for too long. Their strength is corresponding to their summoner's, allowing the two to progress together. Additionally, all Celestial Spirits are somewhat skilled in Light and Heavenly Body Magic, wherein Zodiac, Crystal and Planetary Spirits' skills are of the same calibre as of the respective mages'. Some Celestial Spirits, such as Nikora, aren't very compatible with the two, and can only use minor abilities which, more often than not, have no visible effect.

When a Celestial Spirit Mage receives a Key and opens its Celestial Gate for the first time, they have to set up a contract with the respective Spirit. This contract consists of asking the Spirit which days it can be summoned by its contractor. This simple agreement leads to a dedicated and serious bond between the Spirit and summoner. However, under certain circumstances, i.e. during battle, and a Spirit is summoned for the first time, the making of a contract may be suspended on a later date. Contracts can be broken if the Mage gets arrested, releases the Spirit by themselves, or dies. When a Celestial Spirit Mage summons a Spirit, it appears directly next to them, as that's where the gates to the Spirit world had been opened. It's impossible to summon spirits elsewhere.

The Spirits must also abide by certain rules enforced by the Celestial Spirit King. The only rule that has been introduced so far is that a Spirit may not directly or indirectly kill its summoner under any circumstances. When the Gates are closed, it is required from both the summoner and the Spirit to agree upon the gate's closure. However, Spirits can also be "forced closed" in battle, which means they can be forced back into the Celestial Spirit World by the summoner's will, though not every Celestial Spirit Mage is capable of doing such. Celestial Spirits also have different categories of sorts that fall under the basic summoning conditions from their owner. It also seems that if the Celestial Spirit is strong enough, they can employ their own Magic to stay in the Human World, if/when the contract is not in action. The strength of the Celestial Spirits is affected by the Magical strength of their summoner.

Arthur, practising this magic since he was still a small child, is quite adept to Celestial Spirit Magic, some may even call him a grandmaster of the said magic as well, due to plenty of units he has collected, as well as mastering techniques such as Urano Metria and Gottfried. He also found a way of utilizing this magic to a greater extent, making it highly more efficient and reliable in combat. It seems like Arthur had found a way to utilize Celestial Spirit Gate Keys as a type of medium capable of channelling Celestial Energy directly from Celestial Spirit World, allowing him to use magic without any costs. Furthermore, after receiving the Ethereal Blessing of the Supreme King, Arthur's entire body became a vessel of Celestial Energy, allowing him to conjure and manipulate Celestial Energy without requiring a Celestial Spirit Gate Key, making Arthur a living lethal weapon.

  • StyleSummon

    Arthur stylising the summoning process, coating the key in a thin layer of Celestial Energy correspondant to the summoned spirit's nature.

    Summon (召喚, Shōkan): The most basic spell derived from this magic, this technique allows a Celestial Spirit Mage to summon forth Celestial Spirits from another dimension by using the Keys of the Gates. Upon summoning Celestial Spirits, the keys begin radiating golden or green colour, depending on the key type. In a matter of milliseconds, a golden Magic Seal is formed, serving as a portal that connects the Celestial Spirit World with Earth Land, out of which numerous golden orbs are released. All of this happens so fast that it may look as if the key itself were emitting the orbs. Out of the said orbs, the respective spirit is formed. Celestial Spirits can aid the Mages in battle, do chores for them, or even just play with them. However, the mage has to follow the contract they have with the spirit and can summon them only on certain days. However, if the bond between the mage is strong enough, the contract can be temporarily dissolved. As he has been practising this spell for over twenty years, Arthur often stylises the summoning process, leaving a glowing trail of Celestial Energy behind the key that is correspondent to the Spirit's choice of Magic, although, while in battles, he will rarely do so. Being the most basic spell this magic has to offer, there are many variations of the said technique, most of which Arthur has fully mastered.
    • Multiple Summons (複数召喚, Fukusū shōkan): Summoning more than one Celestial Spirit uses up a lot of the summoner's Magic ability which may cause death. However, Arthur has demonstrated the ability to summon four crystal spirits and one silver at the same time, that being five in total (not including Sacral Summoning technique). Considering the fact that Arthur is capable of this feat, it provides him great flexibility as he is able to combine the strength and abilities of his spirits for more powerful attacks, such as combining Gladius' Stella Cadens and his own Celestial Comet, then allowing Taurus to absorb it with his Labrys and use it as a projectile of his own.
    • Silent Summon (unnamed): Arthur can summon his spirits without necessarily chanting the required words for the gate's opening.By establishing a telepathic connection with the spirit in question, Arthur can silently ask for their assistance, but it is up to them to decide whether they will come through the gate or not. The obvious requirement for this feat is for Arthur to actually hold the key in either one of his hands, or any part of his body he can channel his own ethernano into. This type of summoning was shown while he was underwater and had to react quickly, summoning Voda to redirect the massive amount of water and help his allies.
    • Enhanced Summon (強化召喚(改善された召喚処理する), Kyōka Shōkan, lit. Improved Summoning Process): A special summoning technique known to just a few of the Celestial Spirit Mages, most of which are hailing from the Moshiyoto Dynasty; Enhanced Summon allows a celestial spirit mage to pour a small portion of his magic into the key upon the regular summoning ritual, thus empowering the said spirit to a great extent. As a result, the key itself would begin to glow brighter than usually This empowerment usually manifests itself in form of a physical empowerment, most likely giving the respective spirit an armour of some sort or even a weapon. It has to be noted that most of the spirit who don't usually appear in a humanoid form will get it with the help of this technique. Additionally, it's important to state that this technique doesn't interrupt the Double Gate Opening, allowing Arthur to power up certain spirits to the strength equal to one of an average S-Class mage's, but rarely chooses to do so, relying on the variety of spirits rather than an extremely powerful one.
    • Spell-Summon (技術-召喚, Gijutsu Shōkan): A Celestial Spirit Mage may be able to summon forth a specific spell or technique used by the spirit of their choice. By channelling a small portion of their magical energy via the key itself, Arthur connects with the respective spirit on a mental level and asks for their assistance, naming the preferred technique he would like to utilize. As a response, the spirit performs the required spell and releases it through the minorly cracked gate, big enough for the energy to burst out. This ability grants Arthur more choices in battle with low magical power. Arthur has even demonstrated the ability to merge several attacks or even a Celestial Comet into a powerful one capable of knocking down a wall. The summoned attack can then be freely moved telekinetically by the Celestial Spirit Gate Key used for its conjuring, allowing him to use the attacks as makeshift shields or even battering rams.
    • Self-Summon (unnamed): A technique that doesn't really belong to Arthur, but the author felt the urge to write it down with the other; Some spirits have shown capable of summoning themselves into Earthland without any summoning technique, using their own magical resources to do such. These summons can be classified as a temporary contract dissolvent due to the bending of the rules enforced by the Celestial Spirit King himself. When a spirit is summoned via this method, Arthur is unable to use any supporting skills for the spirit, such as Double Gate Opening. When Arthur finds himself in danger (that he may not even be aware of), he unknowingly sends a signal to the spirit(s) whom he has the strongest bond with. The spirit then uses their own energy to crack a gate and enable them to pass through it and assist Arthur. The spirits are limited to how much they can actually reside in the Earthland based on their magical capacities and will be immediately sent to the celestial spirit world if (fatally) wounded.
    • Recompense Summoning (代償召喚術, Daishō Shōkanjutsu): A forbidden technique that makes possible for a Celestial Spirit Mage to summon the Celestial Spirit King, who does not have a physical key, but there are certain conditions to do so. The first condition is that the Celestial Spirit Mage must have enough Magic Power to summon at least three Spirits of the Zodiac at once. The second is that a Golden Zodiac Key must be sacrificed to do so. The final condition is that the Mage and the Spirit of the Key must have a high level of trust between them. Whichever Key is sacrificed to summon the King will then crumble to pieces, and will henceforth be unusable. This invokes the visual image of shining golden orbs floating out from the caster's Magic Origin and surround them resulting in the appearance of the Celestial Spirit King, opening a gateway that manifests within the Celestial Spirit World allowing him to enter, as these orbs converge into the form of the caster's Magic Seal, making it possible for the Supreme Ruler of the Celestial Spirits to appear within this world, fully willing to fight by the caster's side. Whichever Celestial Spirit Gate Key is sacrificed to summon the Celestial Spirit King will then crumble to pieces, and will henceforth be unusable. As such, the Celestial Spirit which is associated with the said key will no longer be able to travel to the magician's dimension, therefore making Recompense Summoning the very last resort.
    • Sacral Summoning (仙骨召喚, Senkatsu Shōkan): This spell is available only to celestial spirit mages who have gathered both, Northern and Southern Crown Gate Keys. By putting the keys in front of himself, Arthur is capable of starting this unique summoning process. Upon colliding, the tips of the keys will glow bright gold and separate slowly, creating several thick strings of pure celestial energy that keep twisting and bending one over another as they form a magnificent large circular sigil with five minor ones with the same twisting pattern, each one of it having one major string that connects the smaller sigils to the bigger one. The mentioned creation is roughly one-hundred-and-twenty centimetres high and appears to be levitating in front of Arthur. The two silver keys can be seen pointing north and south at the poles of the sigil. By putting any type of key in the sockets of the minor sigils, Arthur is able to summon five spirits at the same time. As the energy within the sigils is Celestial Energy, the energy cost for Arthur while performing this spell is equivalent to one of opening two silver gates, Southern and Northern Crown. Referring this ability as his true last resort, Arthur only uses this technique when he needs to overwhelm his opponent through strength in numbers. After every summoned spirit's gate is closed, their respective keys appear levitating at the same spot they were last seen while the Crowns' keys get closer and connect once again, this time with no magical effects.
    • Double Gate Opening (二重召喚(ひびの入ったゲートの第二の開口部), Nijū Shōkan lit. The Second Opening of the Cracked Gate): As the name suggests, this technique allows Arthur to open an already existing gate for the second time in order to manipulate the existing gate's properties, or better said, this technique allows Arthur to alter the modifications of summoned spirit to a limited extent. In order to access such a feat, he must first get a verbal or mental of the spirit that is about to get a boost. If the said spirit were to deny the alternation for any possible reason, the energy used for the second opening goes to waste. This modification usually manifests itself in form of a weapon or armour, that is, on a physical level. However, on several occasions, the modification happened on a psychological level, purifying the spirit and pulling them from a trance they were in. On extremely rare occasions, the modification manifested in form of rejuvenation, that is, it instantly healed the spirit from all injuries, as if they were just summoned. It should be mentioned that a gate can be opened for the second time only once during the spirit's continuance on Earth Land. If Arthur were to open the gate for the third time, the key would simply shatter.
    • Wrought Iron Summon (錬鉄召喚, Rentetsu Shōkan): Wrought Iron Summon is a special variant of the regular Summon spell; when performing it, the user generates a "band" of light that waxes and wanes, extending in front of the user for as long as they wish—the "band" is completely composed of celestial energy, from the same type that Celestial Spirits generate. When Wrought Iron Summon is manifested, the user inserts as many of their Celestial Spirit Gate Keys into the "band" of light, before turning them all—the "band" acts as a conduit for the Celestial Spirit gates, and seems to be from the Celestial Spirit World, meaning that it costs the caster absolutely zero percent of their own magical power. In any case, when Wrought Iron Summon is activated, the user summons as many of their Celestial Spirits of any kind as they wish for, overwhelming the enemy through strength in numbers. However, this does have one tiny drawback—the Celestial Spirit Gate Keys which are used in the "band" of light on the far left and far right-hand sides absolutely have to be that of a Gold Key, or else the Wrought Iron Summon will not work as a powerful presence can only uphold said celestial energy.
    • Regressed Summon (退縮召喚(小さなゲート開口部), Taishuku Shōkan lit. Miniature Gate Opening): Regressed Summoning technique, as the name suggests, allows Arthur summon a miniature, chibi-like version of the respective spirit. The whole summoning process is identical as if Arthur were summoning the respective spirit through the original process. A spirit in this form is, however, deprived of techniques such as Enhanced Summon and Double Gate Opening. As a return, their existing telepathic abilities are augmented to an extent where the spirit is capable of communicating with mages other than Arthur freely. The spirit keeps all of their abilities, although they are corresponsive size. In addition, while in this state, every spirit is granted the ability to levitate, as well as to enter a willow-o'-the-wisp shape, the colour of which is corresponsive to the spirit's nature.
  • Tumblr n38xs2A2Op1rdhbd2o2 500

    False Summon in its Molding Phase

    False Summon (召喚, Nise Shōkan): A rather simplistic spell distinct only to the Moshiyoto Family, False Summon technique was developed in order to allow a celestial spirit mage to have more units on the battlefield with less magical energy input. As the name implies, this summoning technique allows Arthur to falsely summon a celestial spirit, or better yet, a Celestial Pawn (天の質屋(小天体), Ten no shichiya, lit. Lesser Celestial Being) who is capable of taking numerous appearances, suitable for the required situation. The whole summoning process can be broken down into two phases; the first phase starts when celestial spirit mage starts channelling their magic throughout a Zodiac Spirit Gate Key (although, on several occasions, crystal spirit gate keys seemed worked as well) and transforming the input energy into celestial one, releasing numerous golden orbs from the key's blade, forming a golden anthropomorphic blob made purely of celestial energy. The second phase works in a manner similar to the one of a moulding magic and it starts the moment the celestial energy is released from its medium. The process is rather simplistic in its nature, but requires a lot of concentration in order to be done properly. After approximately five seconds, the golden blob starts to shift into whatever Arthur previously desired. The Celestial Pawns usually have an angelic-like appearance, having magnificent golden wings sprouting from their backs and more often than not, a halo. A Celestial Pawn appears to be rather skilled in hand to hand combat and is capable of duelling Arthur himself on their own. The said being always usually takes a rather feminine appearance because, as stated by Arthur, it's easier to conjure a female pawn due to their predetermined physique. There doesn't appear to be a limit to how many pawns each key has conjured, although, so far, the maximum number of pawns conjured from a single key is five. After a key is used for this summoning method, Arthur is unable to actually summon its respective spirit for three minutes, with additional two minutes for each pawn conjured. The said pawns are furthermore unable to move fifteen meters away from the key used to conjure them.
    • Enhancement (強化, Kyōka): A simple supporting technique that allows Arthur to boost one (or more) of his Celestial Pawns by conjuring them a weapon of his choice, although the only ones seen so far are Sword (剣, Ken), Bow and Arrow (弓と矢, Yumi to ya) and Shield (盾, Tate). The pawns show medium mastery over the said weapons, but this can be altered through the Upgrade process. The whole process is rather similar to the false summoning process, Arthur channels his own Magical Energy throughout a Zodiac Spirit Gate Keys used for the pawn’s conjuration, transforms it into celestial energy which he then proceeds to shape into any shape he desires, most commonly the three mentioned earlier. The said construct is more condensed than a Celestial Pawn, and as such, is rather durable and has even shown the ability regenerate after withstanding enormous amounts of damage.
      • Sword (剣, Ken): Arthur first points a Zodiac Spirit Gate Key used for the pawn’s conjuration which he desires to enhance, locking the key on the said target. He then channels his own magical energy throughout the key, transforming it into celestial energy that is shot towards the desired pawn in a myriad of golden bubbles that, before making contact with the previous, shapes into a two-handed double-edged sword with regenerative capabilities, as seen on multiple occasions. The said sword has shown to be divine, being especially effective against demons and etherious alike.
      • Bow and Arrow (弓と矢, Yumi to ya): Arthur first points a Zodiac Spirit Gate Key used for the pawn’s conjuration which he desires to enhance, locking the key on the said target. He then channels his own magical energy throughout the key, transforming it into celestial energy that is shot towards the desired pawn in a myriad of golden bubbles that, before making contact with the previous, shapes into a gleaming golden bow capable of producing golden arrows made purely out of celestial energy. Much like the sword, these arrows seem to be divine and are perfect for harming demons and etherious alike.
      • Shield (盾, Tate): Arthur first points a Zodiac Spirit Gate Key used for the pawn’s conjuration which he desires to enhance, locking the key on the said target. He then channels his own magical energy throughout the key, transforming it into celestial energy that is shot towards the desired pawn in a myriad of golden bubbles that, before making contact with the previous, shapes into a grand luxurious shield with a celestial design. The shield is capable of emitting a golden barrier around the one holding the shield which seems to nullify all curses.
    • Multiple Summons (複数召喚, Fukusū shōkan): As a False Summon doesn't require much magical energy (Arthur stated that by summoning eight Celestial Pawns he spends enough magical energy to summon a Zodiac spirit), Arthur has demonstrated the ability to call forth numerous Celestial Pawns, although the maximum number of pawns summoned so far is five. Theoretically, Arthur could summon up to fifty Celestial Pawns before running low on magical energy.
    • Upgrade (上り坂(昇進促進), Noborizaka lit. Advancement): A technique that has commonly been dubbed the third phase of false summoning, Upgrade functions similarly to the second phase of pawn shaping, as the whole process is rather similar to the mentioned phase. Arthur first channels his own Magical Energy throughout a Zodiac Spirit Gate Keys used for the pawn’s conjuration, transforms it into celestial energy which he then proceeds expel outwards in a form of a semitransparent golden ray that engulfs the desired pawn, altering their physique, making them suitable for one of the three roles, The Knight (桂馬, Keima), The Bishop (書く, Kaku) and the Rook (飛車, Hisha), each one of them having their own advantages and disadvantages. The advanced pawns are furthermore capable of utilizing magic that appears to be fueled by the extra Celestial Energy stored within their bodies. They are most commonly proficient at Light Magic, although, when paired with their corresponding Enhancements, they become capable of using Sword, Arrow and Barrier Magic respectively.
      • Knight (桂馬, Keima): Knight is one of the most common pawn's alterations and their focus is mainly put on their physical strength and dexterity, turning them into rather potent melee fighters and well-rounded physical combatants. When used in conjunction with Sword (剣, Ken), Knight becomes an expert swordsman, hence their name. A Knight possesses great mastery in swordsmanship and their skills in swordsmanship are of the highest calibre. Their offensive capabilities mainly come from their swordplay, which enables them to effectively utilize their enhanced sword. Knights have shown great skill in utilizing the reverse-grip of swordsmanship as well as the normal grip.
        • Expert Swordsmanship: A Knight possesses great mastery in swordsmanship and their skills in swordsmanship are of the highest calibre. Their offensive capabilities mainly come from their swordplay, which enables them to effectively utilize their enhanced sword. Knights have shown great skill in utilizing the reverse-grip of swordsmanship as well as the normal grip. They are even capable of employing the sword effectively using their feet, by wielding its hilt between their hallux and second toe. Their swordsmanship is enough for him to slash through intangible Airspaces, and to deflect hundreds of needles with relative ease. In addition, their sword slashes possess so much force behind them that they are able to slice through metal using only the air pressure from the swings. They are also able to utilize Sword Magic in order to successfully back up their techniques.
      • Bishop (書く, Kaku): Bishop is one of the less common pawn's alternations whose focus is mainly put on their slenderness, agility and evasiveness. Bishops are the most agile of all pawn's alternations and as such rarely carry a weapon, relying on dodging and evading enemies' attacks. However, Arthur has stated that an optimal enhancement for a bishop would be Bow and Arrow (弓と矢, Yumi to ya), due to its lightness. Bishops have proven to be rather skilled with said weapons and their skills rival even Saggitarius himself. Bishops' agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest athlete. They are extraordinarily limber and their tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. They can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs.
        • Superb Speed: Bishops' agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest athlete. Bishops are extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. They can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs.
        • Exper Marksmanship and Archery: Bishops, living up to their theme, employ bows and arrows in battle, with their skills as a Celestial Pawn lying in their use. They have proven themselves to be an extremely proficient archers: he was shown capable of easily destroying small objects which maneuver at high speed in mid air, with his arrows, demonstrating both pinpoint accuracy and great speed; such traits were further proven when a Bishop successfully blocked one of the magic bullets with a projectile of his, reciprocating the same action that a dark mage's sniper previously did, and leaving him amazed. They are more often than not able to nock and shoot more than one arrow at the same time, firing a barrage of arrows at once. Bishops also seem to be very resourceful with their archery, as shown when they were able to create fire by shooting electrical equipment in order to cause a distraction; a feat which one of them claimed to be "mere child's play" for their arrows.
      • Rook (飛車, Hisha): Rook is the rarest pawn's alternation and has so far been introduced only three times. Rooks' focus is mainly put on their durability and endurance. Their speed is not so great, but their defences have proven to be nearly impenetrable. As the name would apply, the perfect Enhancement for Rooks is Shield (盾, Tate), as it greatly helps their defences. Rooks have proven to be very durable. Their resistance has been demonstrated many times, surviving many life-threatening situations and still being able to fight afterwards. Rooks also have an amazing tolerance to pain and astonishing amounts of stamina and endurance, evidenced by numerous situations they has thus far endured. Combined with their regenerating abilities, Rooks are a force to be reckoned with.
        • Titanic Durability and Endurance: Rooks have proven to be very durable. Their resistance has been demonstrated many times, surviving many life-threatening situations and still being able to fight afterwards. Rooks also have an amazing tolerance to pain and astonishing amounts of stamina and endurance, evidenced by numerous situations they has thus far endured. Combined with their regenerating abilities, Rooks are a force to be reckoned with.
  • Force Gate Closure (フォース•ゲート閉鎖, Fōsu gēto klōsa): Arthur is able to force the gate of a Celestial Spirit to close against their will, forcing them to return to the Celestial Spirit World. Such skill would come in useful if one of his Spirits had been taken over by the foe through various means and was forced to attack him, allowing Arthur to remove them from battle without actually harming them. For a Celestial Spirit Mage, obtaining this ability seems to be a remarkable feat.
    • Insignis Sideris (封印の星(星の印), Fūin no Hoshi lit. The Seal of the Stars): Insignis Sideris is a technique distinct to the Moshiyoto dynasty; This spell allows Arthur to force the gate of a Celestial Spirit to close against their own will, forcing them to return to the Celestial Spirit World. However, the said spirits mustn't necessarily be his own, in fact, this spell is intended to be used on celestial spirits belonging to other mages, in order to prevent them from summoning any spirits of their own. Additionally, as seen during one of his training with his nephew, Alexander, Arthur was able to nullify every Celestial Spirit Magic based attack, such as Celestial Comet, Tesentis or Sideris without much effort. Now, this spell works in a rather simple manner. First, Arthur must take a key of the same type as one of his opponents and then conjures a fair amount of Celestial Energy, which he then channels towards the key before the opponent is able to chant the spell's name. The said energy then surges the key and replaces the one its owner conjured, literally blocking them from using their key in any manner. In order to complete the process and keep the key possessed as long as he wants, he simply chants the spell's name as the key expels a golden aura, preventing the owner from even touching it. In order to disband the lock, Arthur must chant the spell's name once again, in addition to the regular summoning chant, replacing the opening word with Unlock (アンロック, Anrokku). Each key can block up to three opponents' keys, but they aren't usable while in that state.
  • Star Suit (スタースーツ(実施星), Sutā Sūtsu, lit. Astral Embodiment): A technique commonly referred to as Star Dress (スタードレス, Sutā Doresu) by female Celestial Spirit Mages, Star Suit allows the user incorporates the power of a Celestial Spirit into their body by placing the key of the Spirit in question on their chest. The power manifests itself in the form of a wardrobe change (similar to Requip), in this case in the form of a dress centred around the Spirit in question's own wardrobe. Also, the user, by adopting the powers and appearance of the Spirit they choose, also adopts a portion of their powers, being able to make use of their Magic. This adoption of power, however, is not limited solely to the Spirit's Magic, but also includes their Magic Power itself, which allows the user to make use of spells of their own that may require more than one person due to the tremendous amount of Magic Power required to cast it, such as Urano Metria and Gottfried . Star Suit is commonly referred to as a lesser variation of Celestial Cross Fuse, as the caster's attire changes completely, and they are also not granted the ability to freely use Heavenly Body Magic or Light Magic. Star suits have been around since the Twelve Zodiac Keys were created. Very few people have been able to use them, though. Their use requires a huge amount of magic power and a strong bond between the Celestial Spirit and their current key owner. Celestial Spirits are actually the ones who design the suits and dresses. They take into account the user’s gender, proportions and fighting style. This is why, for example, the Gemini's suit Arthur uses now, might not be the same one someone else before him had used, this feat was confirmed when Arthur compared his ancestors' intros on this spell. There have never been Silver Key Spirits star suits since they came to existence years after the Zodiac Spirits, have less magic power and can’t keep the star dresses materialized into the human world. Arthur and his spirits have discussed that and are planning to create a spell that would allow the summoner to use their own power to keep the dress materialized in the human world. With that, Silver Key Spirits will have their own star suits.
    • Star Suit Mix (スタースーツ ミックス(結合実施星), Sutā Sūtsu Mikkusu lit. Combination of Astral Embodiments): A technique that allows Arthur to combine his star suits into one, which manifests itself in the form of a suit and a crossed keys tattoo at the back of his right hand with each key representing the Celestial Spirit Gate Keys of the Star Suit Forms that are being merging together. According to Arthur, when in this form, it is difficult to maintain or continue using the combined power of the two or more spirits and he can only do so in a short amount of time due to how powerful it is.
    • Star Robe (スターのローブ, Sutā no rōbu): Star Robe is a technique that has derived from Star Suit and it allows a Celestial Spirit Mage to conjure up a special suit, or a dress, around themselves in a manner similar to the Star Suit spell, but without tapping into their Magic prowess, that is, without receiving the powers of a spirit they have previously chosen. A rather useless technique when it comes to duelling, Star Robe presents a perfect technique for a quick complete attire change in unexpected getaways or infiltration-like missions. Star Robe isn't, however, limited just to the Zodiac Twelve, but is available and commonly practised with other types of keys, most commonly Crystal or Silver Spirits and as such provides a variety of choices to most mages who have gathered more than a few Celestial Spirit Gate Keys.
  • Stellar Projection (恒星投影, Kōsei tōei): Upon channelling his own magical energy throughout the key, Arthur converts the ethernano coating the key's stem into Celestial Energy that starts accumulating around the key. The said celestial energy then begins to envelop the stem, expanding up to ten times while doing so, shaping itself exactly like the stem, literally projecting the key in front of Arthur, hence the name. The said energy then begins to harden and starts acting as a weapon. In order to maintain the energy, Arthur doesn't have to keep the flow active, the key rather does it itself. Upon breaking, the key will expel more celestial energy, immediately fixing the made damage.
    • Astral Emblem (星気の紋章(天国の紋章), Hoshi ki no monshō lit. The Banner of the Heavens): A technique distinct to the Moshiyoto Dynasty; Astral Emblem is a further extension of Stellar Projection that incorporates its basic mechanics. Firstly, Arthur channels his own energy throughout the key, converting ethernano coating the key into Celestial Energy that starts to accumulate around it. The said energy starts to expand, allowing the key to freely levitate several feet off the ground before finally turning into a solid golden statue that resembles both, the said key and its respective spirit. The golden statue then starts to release its own energy, forming a large Magic Seal at its base, approximately fifty meters wide. The said seal then releases Celestial Energy around the whole area, scanning everything in its vicinity. The statue begins to determine which of the people in its radius are deemed as enemies and bolts them with several magic rays of their respected magic choice. Arthur can alter their size; the smaller they are, the bigger their radius' become. The smaller statues are commonly dubbed as Wards (Template:Ruby:病棟, Byōtō lit. Magic Detectors), as they can also be used as magic sensors. The maximum amount of the statues Arhur can maintain active simultaneously is five.
  • 88e7bd27ed162caefde459219b5afcfbb5a020c1 hq

    Arthur's ally upon recieving Celestial Jewel

    Celestial Jewel (天の宝石, Ten no hōseki): Celestial Jewel is one of the more complicated Celestial Spirit Magic techniques distinct to the Moshiyoto family, as it doesn't necessarily involve only the mage and the spirit, it may also be performed on a third person. This technique is classified as a support spell, and as such revolves around focusing upon the mage's allies, supporting them by significantly boosting their capabilities. By pointing a celestial spirit gate key towards their desired target, the mage is capable of partially opening the spirit's gate within the said mage, temporarily giving them the spirit's attributes. The previous will manifest itself as a small jewel on the target's forehead, the colour of which corresponds to the key's type, hence the name. In this state, the user and the mage who cast the spell develop a telepathic bond, allowing them to communicate amongst each other in secrecy. The said jewel disappears upon the gate's closure, alongside the gained attributes. While the spirit is in this state, it cannot be summoned, otherwise, the jewel will crack, permanently stripping the boosted mage of their newly-found power.
    • Celestial Crown (天の冠, Ten no kanmuri): A variation of Celestial Jewel; Celestial Crown, as the name implies, is an advanced version of Celestial Jewel. After forming the first jewel on the ally's forehead, Arthur proceeds and creates more jewels, forming some sort of crown on their forehead. While in this state, their abilities and statistics are obviously extremely boosted, possibly to the extent where their enhanced magical energy rivals a Saint. Additionally, as the ally's and spirits' magical energy synchronizes, the said ally won't be pinpointable by other mages, due to their energy mixture.
  • Sideris (サイダース, Saidārusu): By pointing a Golden Gate Key at his desired target, Arthur is able to release several golden orbs that orbit around him until they stop three feet above him, creating a miniature constellation that rotates around itself slowly. Upon summoning the orbs Arthur has to recite "I ask for your assistance, oh great stars that are in heavens, show me your appearance!" Each one of them being made out of pure Celestial Energy, this construction has high destructive potential. Usually, each one of them fires a powerful laser beam at the desired target. However, on several occasions, the constellation began to lower itself and dissolve while leaving a golden trail around Arthur, forming a golden-glowing sphere that can act as a make-shift shield. The said barrier disappears within ten minutes if not damaged, but is able to withstand quite an amount of damage, as seen during his battle with Satoru.
    • Seraph's Blade (熾天使の剣, Oki tenshi no ken): A sub-technique of Sideris; Seraph's Blade shares the same mechanics as a typical moulding magic, allowing Arthur to use the celestial orbs to conjure up a weapon that he can, later on, use as his own. As the name would apply, the said weapon manifests itself in a form of a golden-gleaming sword that features large, golden decorated handguards reminiscing a pair of seraph wings and both centre a spherical golden jewel that keeps powering the sword up, stopping it from dissipation. The fuller adjacent to the guard's house a golden, leaf-like ornamental design, where the blade is slightly wider with white embellishments along the blade. The blade is said to possess celestial and divine properties and is rumoured to be able to slay demons and etherious alike, although Arthur still hasn't encountered one. The said sword can only be wielded by Arthur himself or one of his celestial spirits, and the wielder can manipulate its weigth, making this sword a very potent one. In case anyone aside for the foreseen wielders tries holding the sword, it would burn their skin immensly and send electricity throughout their body, making them immediately drop the sword.
  • Tesentis (魔れ複, Tesenutisu): By pointing any type of a gate key towards the desired target, Arthur is able to fire up an enormous amount of Celestial Energy shaped like a laser-beam at his desired target. The ray of energy is said to have a high destructive capacity, being able to pierce through most types of metals and even create holes in walls. The colour of the beam corresponds to the colour of the key, a golden one producing a golden ray, silver one producing a silver ray etc. Upon firing the laser, Arthur can also manipulate the distance it goes to, as well as move the key around, making this a highly versatile technique. The said laser was powerful enough to counter a Dragon Slayer's Roar at its peak.
    • Abscisius (アブシサス, Abushisasu): An advanced technique developed from Tesentis; Abscisius allows Arthur to fire up a laser beam at his target in a manner similar to the original version, only that the beam would be powered with the element which lies in the spirit's magic's nature, alongside an equal amount of Celestial Energy. This technique technically allows Arthur to quickly gain access to many of the Elemental Magics his spirits wield, making this a highly versatile technique. For spirits whose magic's nature isn't elemental, the laser-like beam gains the properties of their nature, for example, while sending out a beam from Puella's key, anyone hit by it will be infatuated by a powerful hypnosis, equal as being hit by one of her charming spells.
  • Celestia (セレスト, Seresutia): By pointing any type of a gate key up in the sky, Arthur is able to release an enormous amount of Celestial Energy that glows golden and surges around Arthur, hardening as it reaches a state of a perfect sphere that keeps orbiting around Arthur, deflecting most of the magic-based attacks heading for Arthur. The shield can easily be broken by sheer power and any type of physical damage, such as hitting a wall or getting slashed by a sword. Unless destroyed, this creation will orbit around Arthur until he commands it to dissipate. The said barrier can withstand enormous amounts of damage, up to nine-thousand MPF points.
  • Protection of the Stars (星の保護(夜空の究極の保護), Hoshi no hogo; lit. The Ultimate Protection of the Night Sky): A very special and unique technique developed by Arthur himself; this spells seems to allow Arthur to become invincible, figuratively speaking. By combining two of his defensive abilities, Celestia and Sideris, Arthur easily creates two goldens spheres orbiting around himself. As the two make contact, they combine in a single seemingly larger barrier that can hold up to two people, Arthur and another person of his choice. The said barrier can withstand both magical and physical assaults, acting as the ultimate defensive spell perfect for both close and distance fights.
  • ArthurKey1

    A unique key formed during the Celestial Ribbon process

    Celestial Ribbon (天の帯, Ten no obi): Celestial Ribbon is one of the few Celestial Spirit Magic spells Arthur refuses to use, as he deems it a rather cruel method for the Celestial Spirits. It works on a principle of a temporary merge of the two spirits' essence, creating a single, highly potent Celestial Spirit whose appearance appears to be a combination of both, as well as their abilities. These beings have superhuman senses, speed, strength and durability, but while in this state, they lose all of their sanity and often don't tell the difference between a friend and a foe, the only exception being its creator, Arthur himself. They listen to all of his commands without hesitation, often taking them on a literal level. Albeit only temporary, the spell results in a formation of a single, slightly larger golden key surrounded with two ribbons, each one corresponding to a spirit's nature.
    • Celestial Mirror (天の鏡(神の反射鏡), Ten no kagami, lit. Divine Reflector): Celestial Mirror is a non-violent method derived from Celestial Ribbon that allows Arthur to copy a single spirit's magic and/or abilities and paste them onto another spirit, wherein the process works in both ways. This simple, yet very versatile technique allows Arthur to greatly empower his spirits' abilities. For this spell to work, both of the spirits must be summoned and mustn't distance themselves too far one from another, as the spell is effective within a fifteen-meter radius from Arthur, making the maximum distance between the two thirty meters.
  • Argo Navis (アルゴ座§(土地と水に落ち着く秋の寒さ), Arugo-za lit. Cold of Autumn Settling Down on Land and Water):
  • Celestial Eye (天体の目, Tentai no me): Celestial Eye is a Celestial Spirit Magic spell that allows the user or their spirit to momentarily predict the future with one of their eyes. Celestial Eye, as stated above, is a spell that allows the user to peer into the prospective and yet impending actions that are yet to occur, better known as the future. The knowledge behind the spell itself is relatively uncharted as there's no exact explanation how Celestial Spirit Mages can actually utilise it, but there are theories that suggest that it's somehow related to the astrological concept known as a horoscope. A spell that's easy to attain but rarely mastered to the point of being able to be used in fast paced combat, it's a spell that clearly shows the differences between an acquainted user of Celestial Spirit Magic and a master. Arthur prefers to add a simple chant to the spell, it being "Stars of celestial light, grant me the second sight!". When activated, the respective user or selected spirit will have one of their eyes change from their normal pattern into having their iris and pupil reflect what could be described as a clear night sky. Once this is done, this eye will be able to see the world around them as if it was two seconds ahead of time while the other eye remains the same. This gives the user the ability to successfully "predict" the future and make the most suitable action to it, the longest time known to have this spell active is so far at fifteen seconds, but the most common time length for Master users is estimated to be around ten seconds. As one might expect, this spell is incredibility hard to master as it'll require a great deal of mental focus to handle the usage of this spell. As neither the brain or your ocular system isn't designed to handle two different perspectives of such a magnitude, a novice or even a master user of this spell risks experiencing a situation which can result in damaging their visual cortex to the point of causing cortical visual impairments. Thus it's recommended to use this spell as little as possible and for frequent usage then at least a downtime between five to ten minutes to minimize the risks.
    • Second Sight (予知能力, Yochi nōryoku): Second Sight is a spell derived from the Celestial Eye that regards Celestial Spirits; Arthur, rather than granting himself the ability to foresee the future, passes the ability onto a Celestial Spirit. The process remains the same, the spirit's eyes' iris turns purple and the pupil reflects the clear night starry sky. However, the spirit shall simultaneously see the present and the future for as long as the spell is active, rather than brief ten seconds. During this process, the respective spirit's key receives a gentle purple glow around it, corresponding to the iris' colour.
  • Celestial Comet (天上の彗>複, Tenjō no suisei): A technique created by Arthur himself, this is considered to be one of the few spells not involving celestial spirits, both directly or indirectly. Arthur has referred to this spell as a weaker form of Urano Metria, as the two spells have some similarities. The only requirement for this spell is a key, regardless of what kind, though Arthur prefers to use Golden Keys, mainly due aesthetic purposes. By simply moving his hand forwards while holding a key in it, Arthur is able to fire a wave of pure celestial energy from the Celestial Spirit World. This ability does not require great skill and thus doesn't consume much energy, making it a highly desirable skill. The wave itself is shaped like a sphere and is constantly spinning, additionally increasing its already high speed. So far, Arthur has demonstrated the ability to fire more than one Celestial Comet, making this a highly versatile ability. The colour of the wave depends on the colour of the key, thus silver keys will produce silver energy, crystal light blue etc. Upon colliding with the target, the sphere will combust, creating a massive explosion, powerful enough to break down a large thick wall.
    • Seven Shooting Stars of Heavens (天七つの流れ星, Ten nanatsu no nagareboshi): A stronger variation of Celestial Comet; as the name suggests, Arthur conjures seven Celestial Comets simultaneously from two Golden Gate keys, one in each hand. He fires the first six normally, but uses both keys in order to conjure up a much larger sphere, roughly double the size of the original Comet. The Comets will start orbiting around the target, all attacking it a second before the final comet collides with it, dealing a massive amount of damage to the target and the surrounding area. The energy required for this spell isn't high, so Arthur can perform this spell and still be able to use other abilities.
    • Arthur - Celestial Drop

      Arthur, sending off several Celestial Drops towards his desired target.

      Celestial Drop (天体降下, Tentai kōka): A sub-technique of Celestial Comet, Celestial Drop is, as the name implies, is a smaller version of the previously mentioned technique, and as such, shares the same mechanics - Arthur releases a wave of celestial energy out of a celestial spirit gate key which then, rather than forming a larger ram, condenses itself and forms a golden will-o'-the-wisp that starts orbiting around him. He can control its movements with a simple weave of his hand, including the manipulation of its speed. They can be used to simply light up a room, or for aesthetic purposes, but upon colliding with anything, they explode with tremendous force, due to the drops being nothing but condensed celestial energy.
      • Celestial Dew (天体露(妖精の踊り), Tentai Ro lit. Dance of the Fairies): A variation of Celestial Drop, Celestial Dew can be considered a more versatile technique as it can be used in offensive, defensive and supplementary manner. It shares the same mechanism as its parent technique, but rather than creating one celestial drop, Arthur conjures a myriad of them, but if one were to count them, their number would almost always be eighty-eight. Upon their creation, they begin to encircle Arthur, orbiting around him in a graceful manner, giving him almost angelic-like appearance. He can later-on command these will-o'-the-wisps to attack, focusing on one or more targets, or to simply light up a larger area. Arthur can also utilize this technique in a somewhat defensive manner, changing the wisps' properties. They keep encircling him at rapid speeds, catching any incoming projectiles of their size and destroying them. In this state, they do not explode and cause damage to Arthur and his vicinity, they rather implode, destroying only the projectile. This spell can also be considered a minor form of Urano Metria, as the two have some similarities. In fact, even Arthur himself had stated that this technique was heavily influenced by the said spell.
    • Celestial Torch (天体花の聖火, Tentai no seika): A rather simplistic supplementary spell in its nature that has shown quite handy when it came to illuminating dark spaces, Celestial Torch works with any type of celestial spirit gate key, regardless of its type. Upon twirling the said key in a clockwise manner and channelling a small portion of his magical energy, Arthur forms a small laming orb that appears on the key's tip, serving as a torch of some sort. Additionally, this light can be thrown far off of the key, illuminating the surrounding area for several minutes after its initial casting before darkening once more.
      • Celestial Firework (天体花火, Tentai hanabi): A simple variation of Celestial Torch, this spell appears to be rather simplistic in its nature, and as its predecessor, functions with any type of celestial spirit gate key. The whole process is almost identical, upon twirling the said key in a clockwise manner and channelling a small portion of his magical energy, Arthur forms a small laming crackling orb that appears on the key's tip. He then points the key up to the sky, releasing the said orb, forming a light show above him. The said orbs disperse, in a similar manner to a firework, impressing its witnesses.
  • Celestial Fire (天の火, Ten no Hi): An ability developed by Arthur himself, Celestial Fire can be classified as a caster spell with defensive and supportive properties. To execute the spell, Arthur first summons nine keys, three golden, three silver and three crystal ones. Each set of keys then begins to levitate around Arthur on different levels. Each one of the key starts to glow and release some celestial energy, coloured correspondingly to their key type. The said energy then shapes itself into a ribbon and connects to the other two keys, forming three triangles around Arthur. The said triangles then transform into three celestial glyphs that pass through Arthur. By chanting "I call the light of golden rays I seek protection thus’, I pray. For heavenly forces at my side, oh be my spirit guides who walk with cunning skill! Come to my aid! Come at my will!", the said glyphs make a projection ten feet above Arthur that starts to emit celestial energy downwards, creating a forcefield around him. The energy within starts to coat Arthur and rapidly enter his body, replenishing his energy and healing his wounds. The shower of celestial energy lasts for about ten seconds. The glyphs disappear alongside their projection, leaving nothing but nine keys levitating above Arthur.
  • Celestial Beacon (天の烽火, Ten no Hōka): A rather potent support spell with a major withdrawal, Celestial Beacon acts as a form of a support spell which bolsters the statistics of the user's targets, in this case, Celestial Spirits (Celestial Pawns included) and those bearing a Celestial Jewel, in order to increase their combat prowess as well as their magical energy output and movement speed. By pointing a Zodiac Spirit Gate Key towards himself, Arthur himself becomes a medium of celestial energy, most of which manifests itself in form of a beam that projects itself above Arthur before finally spreading out, forming a glowing aura in his vicinity that boosts pretty much every spirits' statistic, temporarily making them equal to S-Rank Mages. However, due to a large power surge, upon performing this spell, Arthur becomes immobile during its duration, which is limited to one hundred and eighty seconds. After the timespan runs out, Arthur will be drained of his magical energy and all the spirits' gates will be immediately closed, leaving him nearly helpless. However, thanks to his numerous energy-restoring equipment, he is capable of restoring to his previous state within a minute.
  • Celestial Unison Raid (合体魔法・星霊流, Seresutiaru Yunizon Reido): Celestial Unison Raid is a spell exclusive to Celestial Spirits, alongside their owner. Like all Unison Raids, Celestial Unison Raid synchronizes magic of two or more spirits in order to create a more powerful and efficient attack, such as combining Gladius' Stella Cadens and Arthur's Celestial Comet, then allowing Taurus to absorb it with his Labrys and use it as a projectile of his own.
  • Telepathy (テレパシー, Terepashī): Due to very strong connections with his spirits and being on the same wave-length, Arthur is capable of communicating with each one of his spirits, regardless of their position (summoned or in Celestial Spirit World). He is able to do this via their keys, by simply putting his hand over the key's bow, although, on several occasions, with a spirit he has the biggest connection with, Arthur was able to communicate without putting his hands on the key. He has shown to be able to communicate with up to four spirits at the same time and frequently uses this skill, mainly for tactical manoeuvres or checking if they're alright in case they were injured during a battle and were forced to return to the Celestial Spirit World. In case he replaces a spirit, Arthur wouldn't be able to communicate with the respective spirit until their connection is broken. Additionally, those bearing a Celestial Jewel are capable of this feat as well.
  • Catalogue Book (目録本, Mokuroku hon): Human version of Star Memory A technique known to just a few celestial spirit mages; This is not a spell per se, but it's rather a form of a magical artefact filled with knowledge. The book is said to be able to contain and store celestial spirit gate keys and allow only the rightful owner to summon it, either via Interspatial Ring or by flipping through the pages, as the two (the ring and the book) are connected, sharing the same miniature dimension. This item allows Arthur to freely store his keys and find out information about random spirits he may encounter.
  • Ethereal Throne (驚嘆の王座(天皇の神席), Kyōtan no ōza lit. Divine Divine Seat of the Celestial Emperor): Ethereal Throne is one of the more complex spells in Arthur's calibre and has performed it only five times so far.
  • Twelve Golden Gates – Ground Pillars ( , lit. Immediate Portal Opening to the Heavens' Gates):
  • Urano Metria (ウラノ・メトリア(星の究極の魔法), Urano Metoria, lit. The Ultimate Magic of Stars): A very powerful spell exclusive to Celestial Spirit Mages; Just like Gottfried, Arthur had discovered this spell in an old book and this particular spell caught his eye. This magic is one of the rare caster-type spells available to Celestial Spirit Mages, thus is highly desirable and more available than Gottfried, due to its use during the X791 Grand Magic Games. It is a "power that unleashes the might of the constellations in the skies" upon the user's enemies; a power that is capable of razing most enemies, turning them into nought but ash before the might of this spell. In any case, when performing Urano Metria, the user focuses their magical power, synchronizing their spirit with the Eighty-Eight Stars of the Heaven (全天88星, Zenten Hachjūhassei), also known as the eighty-eight constellations (八十八星座, Hachijūhachi Seiza) suspended within the skies- each constellation, of course, represents a single Celestial Spirit, both of the silver tier and the golden tier. Once this has been done, the user recites the incantation, "Survey the Heavens, Open the Heavens...All the stars, far and wide...Show me thy appearance...With such shine. Oh, Tetrabiblos... I am the ruler of the stars...Aspect, become complete... Open thy malevolent gate. Oh, eighty-eight stars of the heaven...Shine! Urano Metria!" (天を測り天を開きあまねく全ての星々その輝きをもって我に姿を示せテトラビブロスよ我は星々の支配者アスペクトは完全なり荒ぶる門を開放せよ全天88星光る! ウラノ・メトリア, Ten wo hakari ten wo hiraki, Amaneku subete no hoshiboshi, Sono kagayaki wo motte, Ware ni sugata wo shimese. Tetorabiburosu yo, Ware wa hoshiboshi no shihaisha, Asupekuto wa kanzen nari, Araburu mon wo kaihōseyo. Zenten hachijūhassei...Hikaru! Urano Metoria!); this results in the eighty-eight constellations bestowing their power upon the magician- the magician aims at their unfortunate targets, as the visage of countless star-like lights makes their appearance within the vicinity, followed by a shroud of darkness blanketing the area. These stars gather and converge all sorts of energies upon their forms before each star detonates in a rather spectacular manner, catching the user's target(s) in the blast range no matter what they do to evade- as each star will follow the target(s) to the ends of the earth like a heat-seeking missile, ensuring that the magical energy spent is not in vain. Upon contact with the enemy, the explosion of all eighty-eight stars released in the form of a tremendous attack provokes the obliteration of the enemy from the inside out in a very violent manner, more often than not propelling the victim into the air or anything in the vicinity by the sheer force of the blast. The force of the blast is enough to pulverize any magical weapons and armour, as well as eradicate any magical auras. One thing to note is that this move is similar to Abyss Break in that it is a compression of multiple "aspects" of a certain magic released in the form of an almighty attack, although Abyss Break does not leave the user in an exhausted state; as a contrast to Urano Metria. To the on-looker and also the victim the move would appear as if a myriad of stars came crashing into them provoking a massive galactic explosion with visuals giving the indication of a second Big Bang occurring, all converging upon the unlucky target. Urano Metria packs enough strength to defeat almost any demon; including an Etherious.
  • Gottfried (ゴットフリート, Gottofurīto): A long forgotten magic that is only available to highly skilled Celestial Spirit Mages; While clearing the library in the abandoned academy building outside of Magnolia, Arthur has stumbled upon a book exclusive to Celestial Spirit Mages with a seal on it that allowed only those of the purest heart to open the book. The book itself contained a lot of information that was already available to him, but one spell caught his eye, a super magic, long forgotten and could be considered a taboo for its effects. To activate the spell, Arthur must kneel on the ground and hold his hands up, pointing to the sky while reciting the incantation. Whilst chanting, a green aura will encase him, acting as a shield as it surges towards the desired target while stars slowly fill up the heavens. Upon saying the incantation, any summoned spirit will be forcibly sent back to Celestial Spirit World. While performing the incantation, Arthur will be inflicted by incredible pain, equivalent to the pain dealt to the target. The incantation Arthur has to say is "I ask that the heavens make the stars descend to earth. Illuminate... by all means... this land... this world... this land! By your hand, let everything be illuminated. Twinkling, shooting, falling... Let the stars descend before us! Gottfried!". As a result, a giant sword-like construction is formed out of the aura and is fired towards Arthur's desired target(s). So far, Arthur hasn't used this spell on anyone because of his morals, but if necessary, he will perform it. Also, this spell highly drains Arthur, making him unable to use any magic for a short period of time.

Celestial Cross Fuse

Celestial Cross Fuse (星歌・一心同体(セレスチアル・クロス・ヒューズ), Seresutiaru Kurosu Hyūzu lit. Celestial Elegy: Two Hearts Beating As One): Celestial Cross Fuse, oftentimes referred to as the "Star Dress" due to a certain celestial spirit mage's frequent use of this ability, is a Celestial Spirit Magic spell that makes full use of a summoner's link with their Celestial Spirits in order to incorporate the power and Magic of the Celestial Spirits they summon through their contract into their existence, which manifests itself in the form of a change in attire and a tattoo of the Celestial Spirit's seal on their body.

In any case, when performing Celestial Cross Fuse, the wielder of Celestial Spirit Magic focuses intently as they intensify the volatility of the magical energies that are dwelling within their Magic Origin as to excite them exponentially while grasping the summoning catalyst for this form of Summoning Spirit Magic, their Celestial Spirit Gate Key, they perform a small downwards slicing motion with the object, the tool going from being suspended slightly above the caster's head to almost touching the surface where they stand - from here, the caster releases the voluminous quantities of energy outwards from their body ever-so-slightly, the Celestial Spirit Gate Key and their emotions being used in order to take the concept of magic equaling the feelings of the magician to its absolute zenith – fuelling the fused energies with positive emotions, the user is capable of initiating the usual fusion of ambient ethernano that's saturated throughout the vicinity and their own magical power, the Celestial Spirit Gate Key generating a whirling torrent of golden energy from the two edges of the key while this is happening; instead of being summoned, the wielder of Celestial Spirit Magic sends a telepathic message to the Celestial Spirit associated with the key they're holding as to combine their power - due to the user holding a contract with them, the spirit has a special "magic link" with the user, essentially a contract of sorts that they can annul at any time.

By synchronizing their magical power frequency with that of the spirit's when the two are in close proximity through this telepathic link, with the spirit's approval, the user can perform this spell; which merges the magician and the spirit, integrating the spirit within their body. This allows the magician to replicate the powers of the spirit; filtering out magic (known as drawing) from the spirit and storing it ready to be used by the user. This allows the user to possess near superhuman abilities, such as increased speed and strength, as well as being able to use the spirit's magic. When the magician and their spirit are merged, two kinds of beings are brought together, and since the user possesses a comparable consciousness, the spirit will lose their solid form and can only manifest for limited periods of time while the merging is occurring; giving the user superhuman strength and enhancing their body functions. The merger grants the user an extreme boost in power; giving them access to new abilities, including executing powered-up spells; and when entering fusion mode, a pair of white feathered wings will emerge from the user's back. The merger can only be executed when the user gathers enough ethernano; however. In order to activate the merger, the spell has a "limit meter" that fills as the user collects ethernano; which are glowing orbs of light that appear whenever an attack is landed or an attack is blocked; the user automatically absorbs ethernano as they move around the area, but not while attacking or being attacked.

When the user can enter the merger, the user begins to glow orange. Once the merger is entered, the user's magical power slowly drains, and the merger ends when it is depleted. The rate at which the power drains can be lowered by using certain accessories and equipment pieces. While in the merger, the character can still collect ethernano, refilling their power as it depleted. While in the merger, the user slowly begins regenerating their stamina; while they gain a higher chance of obtaining a critical hit; as well as generic bonuses as special attacks, increased damage, and other enhancements. Entering the merger blocks any spell the opponent is striking the user with and knocks them back; however, this can be a double-edged sword, as the user's current magic is cancelled out when activating the mode; but despite this, this drawback can be morphed into a blessing, letting attacks be chained together in new ways. During a successful merge, striking hair or pupil colour changes become apparent, and it will even change the colour of clothing the user is wearing at the time; additionally, invoking Celestial Spirit Magic grants the caster the ability to use Heavenly Body Magic and Light Magic in addition to the magic of their spirit when fused. The magician can always initiate telepathic contact with the spirit. However, in the case that the user loses consciousness or the spirit for any other reason has to assume full control over their shared body the spirit creates a so-called "Internal Space" (内部空間, Naibu Kūkan, pocket dimension), where the user can communicate with the spirit in safety and even recuperate.

  • Apostle Cooldown (使徒・冷え込み, Shito Hiekomi): In a partial use, Celestial Cross Fuse completely drains the user's full magical power to recover from a foe's attack and slow down the opponent for six seconds, or until a spell is landed. The duration of this period can be adjusted by the user's magical power levels. During this time the user's attack cooldown is reduced to nothing, allowing the user to link together several powerful spells one after another; even spamming what would be considered spells with a normally long casting time. Also, if the opponent is evading, the user can still continue their assault against them, as the foe doesn't receive temporarily invulnerability during this method.

Ethereal Blessing

Etheral Blessing (天上の祝福, Tenjō no shukufuku) is one of the highest attainments a Celestial Spirit Mage can get. Theoretically, they can obtain it from any Celestial Spirit in existence, but so far, the only ones seen giving their blessings were the Twelve Zodiac Spirits and the Celestial Spirit King himself. The Etheral Blessing manifests itself in form of a emblem, corresponding to the spirits' keys' nature (i.e. Zodiac Spirits' emblems are golden), that permanently become attached to the user's attire and are unaffected by attire-changing magics, such as Requip and Take Over. In order to work properly, the blessed must bear the emblem, otherwise its effects are useless. Additionally, if another Celestial Spirit Mage tried to use the said emblem, it wouldn't do anything, because, in order to harness the powers of Ethereal Blessings, the user must receive them directly from the spirits.

Upon receiving the said blessing, both the spirit and the mage alike glow brilliantly, signifying their unity and synchronization. The user then proceeds to take out the spirit's Gate Key, pointing it towards them while the spirit points their right hand towards the key's tip. The key then glows, as if summoning the said spirit, releasing up to eight spheres of celestial energy that begin to ascend above the spirit and the mage. Moments after, the spirit chants "Etheral Blessing of the (Constellation)!" and the orbs merge, forming a single emblem that then descends onto the user's palm. A single celestial spirit mage isn't limited to only one Ethereal Blessing, they can receive eight in total, but a single spirit can grant only one Ethereal Blessing to a mage. The said emblem disperses after the contract between the two is not valid, or after the said mage dies. The spirit is then able to grant another Ethereal Blessing blessing after forming a contract. Most spirits are rather sceptical when it comes to granting celestial spirit mages this blessing because they are either of impure heart or disrespective to the spirits. Rumour has it that so far, only three celestial spirit mages received the said blessings and that only five spirits so far have granted them.

Ethereal Blessing is a significant power-up whose level of strength is dictated by the power of the spirit who blessed the mage, the strongest ones obviously being the Zodiacs' and Celestial Spirit King's blessings. The blessing mainly boosts the user's attributes overall, focusing mainly on their magical control and ethernano-container, furthermore expanding it in a similar manner to a certain spell, allowing the mage to use their magic to its full extent. Additionally, certain blessings can have other abilities, but one of them is common to all of them. After gaining the Ethereal Blessing, the user's body becomes a vessel for Celestial Energy, allowing them to utilize numerous Celestial Spirit Magic spells, the exception being the summoning spell, alongside all of its variations.

Arthur, being one of the most renowned Celestial Spirit Mages this world has witnessed, had gotten four Ethereal Blessing from different spirits, the first one from Leo, the leader of the Zodiac Spirits, the second one from Virgo, the Maiden of Zodiac Spirits, the third one from Voda, the Never-Ending Water, and the final one from the Celestial Spirit King himself. The first blessing, as stated, Arthur received from Leo a month after the two forged a contract. After hearing how passionately Arthur spoke of Celestial Spirits and their rights during his battle with a fellow celestial spirit mage who mistreated her spirits, Leo decided to award him with a totem of gratitude and honour, granting him the first Ethereal Blessing. The second one he got from Virgo, moments after the two formed a contract, due to Arthur's protective nature towards Celestial Spirits and other people alike. The final one, Arthur received from the Celestial Spirit King himself after successfully returning Zaha to Celestial Spirit World. The King was rather pleased with the mages' morals and abilities, saying that he hadn't met such a passionate celestial spirit mage before.

  • Ethereal Blessing of the Lion (獅子の天祝福, Shishi no ten shukufuku): Ethereal Blessing of the Lion is a powerful type of Ethereal Blessing bestowed onto Arthur by none other than the Leader of Zodiac Spirits, Leo the Lion. It was granted to him after holding a speech about Celestial Spirits. The emblem itself has a rather peculiar grand design, being golden and shaped like a lion's head. It proudly bears Leo's sign coloured in blue at the emblem's centre. It is kept at Arthur's right side of his chest, being the first of four emblems. The emblem itself is said to increase Arthur's characteristics drastically, as Leo is one of the strongest Celestial Spirits there are. The ones most significantly noticed are definitely his enhanced strength, as well as durability and endurance.
    • Enhanced Strenght, Durability and Endurance: Arthur has proven to be rather strong, possessing above-average strength. This feat has been demonstrated quite a few times, most of which he was seen carrying one (on several occasions, several) guild-mates while dueling opponents. However, when it comes to raw power, Arthur chooses to amplify his already existing strength by accumulating ethernano into his fists, greatly improving the force impact. Additionally, by using Telekinesis and force field manipulation techniques, Arthur has demonstrated the ability to knock out weaker enemies with just one blow. Arthur has proven to be very durable. His resistance has been demonstrated many times, surviving many life-threatening situations and still being able to fight afterwards. Arthur also has an amazing tolerance to pain and astonishing amounts of stamina and endurance, evidenced by numerous situations he has thus far endured. He had survived numerous wounds that would easily kill normal people, showcasing his unbelievable endurance and durability, and a small part of his battles lead to him being drenched in blood and sustaining lethal injuries. Even while in an almost death-like state, he is still able to battle against strong enemies and even use advanced skill, tenacity and a clear head.
  • Ethereal Blessing of the Maiden (乙女の天祝福, Otome no ten shukufuku): Ethereal Blessing of the Maiden is a powerful type of Ethereal Blessing bestowed onto Arthur by none other than the Maiden of Zodiac Spirits, Virgo. It was granted to him after holding a speech about Celestial Spirits, saying that he should protect them at any given time. The emblem itself has a rather peculiar grand design, being icy-golden. It appears to be shaped similarly to Virgo's mask and it proudly bears Virgo's sign coloured in black at the emblem's centre. It is kept at Arthur's right side of his chest, being the second of four emblems. The emblem itself is said to increase some of Arthur's characteristics slightly, as Virgo is one of the stronger Celestial Spirits there are. The ones most significantly noticed are definitely his drastically enhanced speed and improved ethernano manipulation, as well as master magic sensory ability.
    • Improved Ethernano Manipulation and Magic Sensor: Arthur has shown to have precise control of his own magical energy. Such exact use of his magical energy allows him to perform a spell with maximum efficiency and without wasting much magical energy. This feat, alongside his seemingly-endless magical reserves, is a cornerstone to his mastery over magic, Celestial Spirit Magic being the perfect example. Without such control over his energy reserves, keeping numerous gates open simultaneously would be impossible. Arthur is capable of detecting his targets from various distances, also being capable of differentiating the characters by the frequency of their own magical auras as well. He has even been shown able to sense when others are harnessing the power of their magic. One of Arthur's highlights using magic sensory was shown when he felt a change of ethernano moments before Hylion Koma Inu had arrived. However, Arthur's specialty lies sensing Celestial Spirit(s) and their keys, being able to pinpoint their location very accurately.
    • Enhanced Speed: Arthur's agility, balance, and bodily coordination are all enhanced to levels that are far beyond the natural physical limits of the finest athlete. Arthur is extraordinarily limber and his tendons and connective tissues are twice as elastic as the average human being's, despite their enhanced strength. He has the combined agility and acrobatic prowess of the most accomplished circus aerialists and acrobats. He can also perform any complicated sequence of gymnastic stunts such as flips, rolls, and springs.
  • Ethereal Blessing of the Never-Ending Water (鍵の天祝福, Mizu no ten shukufuku): Ethereal Blessing of the Never-Ending Water is one of the more powerful types of Ethereal blessing a Celestial Spirit Mage can obtain, as it originated from an S-Class elemental spirit of, as its name would imply, the water element, Voda. It was granted to him after saving a myriad of Elemental Spirits from being extinct. The emblem itself has a peculiar grand design, being navy-blue with different shades of aquamarine. It proudly bears Voda's sign coloured in white at the emblem's centre. It is kept on the right side of his chest, being the third of four emblems. This emblem grants Arthur the ability to manipulate water without the need of Flueve d'Étoiles, as well as Water-Make Magic.
  • Ethereal Blessing of the Supreme King (至高王の天祝福, Shikō-ō no ten shukufuku): Ethereal Blessing of the Supreme King is the most powerful type of Ethereal Blessing there is bestowed onto Arthur by none other than the Leader of Celestial Spirits, Celestial Spirit King himself. It was granted to him after saving Zaha, returning him to the Celestial Spirit World after his banishment. The emblem itself has a rather peculiar grand design, being diamond and shaped like Celestial Spirits King's sword. It proudly bears a star-shaped sign coloured in blue at the emblem's centre. It is kept at Arthur's right side of his chest, being the fourth and final of the four emblems. The emblem itself is said to increase Arthur's characteristics drastically, as Celestial Spirit King is one of the strongest Celestial Spirits there are. The ones most significantly noticed are definitely his enhanced strength, as well as durability and endurance. As Celestial Spirit King is a master swordsman, Arthur inherited his great maneuverability with the said weapon, as well as complete mastery over Heavenly Body Magic.
    • Master Swordsman: Arthur possesses great mastery in swordsmanship and his skills in swordsmanship are of the highest caliber. His offensive capabilities mainly come from his swordplay, which enables him to effectively utilize his sword, Seraph's Blade. Arthur has shown great skill in utilizing the reverse-grip of swordsmanship as well as the normal grip. He is even capable of employing the sword effectively using his feet, by wielding its hilt between his hallux and second toe. His swordsmanship is enough for him to slash through intangible Airspaces, and to deflect hundreds of needles with relative ease. In addition, his sword slashes possess so much force behind them that they are able to slice through metal using only the air pressure from the swings.

Heavenly Body Magic

Heavenly Body Magic (天体魔法, Tentai Mahō) is a unique form of Caster Magic that allows the user to utilize stellar energy as well as various astronomical objects. At first, Arthur gained access to this magic after successfully merging with a celestial spirit during their Celestial Cross Fuse process, but after receiving the Ethereal Blessing of the Supreme King, he became able to use it at any given time, as long as he carried the emblem with him. It is an incredibly powerful and rare form of Magic as it requires an immense amount of control over one's magic. This is an important factor as to utilize this magic the user must be able to syphon their own magical power into the atmosphere in order to create the primary energy of Heavenly Body Magic, which is commonly known as stellar energy. However, this cannot be achieved normally as the user must use a special body suit that allows their magic to properly syphon with the Ethernano around them. This unique form of energy allows the user to draw on the power of various astronomical objects such as meteor and constellations as well as simply generating and manipulating the energy of the stars from their body. The user can embody the astronomical objects that they conjure, being able to enhance their physical capabilities to new heights. The generated stellar energy can be manipulated in a wide variety of ways, its "type" can be changed at will, and they can even be given a somehow material consistency. When used for offence, Heavenly Body Magic can take the form of a sphere-like object that can be ejected at the opponent or as a beam that can be blasted. Light can also be emitted from the user's body; depending on the brightness or heat that the light emits, it can be capable enough to blind an enemy or cause the surroundings to explode.

Heavenly Body Magic can also be manifested for multiple usages in defence, and it boosts the user's melee performance, empowering their physical attacks with wakes of destructive light. The stellar energy can also be employed in other ways, with the user being capable of emitting it in vast amounts, enough to cover a wide area, and of shaping it into various forms. The user has used the stellar energy in inventive ways, such as jets of light, whirling disks, and blades of light. They often manipulated light using only two fingers, rather than with a closed fist or open hand as was commonly used by other elemental users; and the user also has the ability to produce a greater amount of light than any other light mage to exist without tiring, as they are shown to be able to maintain successive assaults for long durations of time. The user is also extremely accurate with their blasts of light; and the user has demonstrated the ability to condense the stellar energy, enabling the stellar energy to cut clean through various objects. When formed into spheres of light, the light serves to be rather concussive, able to firmly pulverize objects, such as stone. The user is able to generate powerful shields of swirling light which could withstand the full force of four simultaneous elemental attacks; and they are even able to charge up their light before releasing it, resulting in a far more powerful attack.

This light is not the only substance used, however. The caster is also capable of using the power of gravity against the opponent for destructive usage; the strength can be comparable to the effects caused by a crashing meteor; as the user is able to freely increase or decrease the amount of gravity in the area around them with devastating effects. By applying this gravitational power to incoming enemy attacks, the user is capable of rendering them harmless by dragging them down to the ground. Gravity can be used to lift objects, even gigantic ones, and people alike, and to move them around in the air; in addition, when concentrated around a single opponent, it can cause the latter great pain. This function is powerful enough for the user to shake a house and completely alter the surrounding area with a light touch of their hand, and a minimal amount of it, let out from the user's body, can prevent falling rain from even coming in contact with them. It also allows the user to alter the gravity of a person, either themselves or someone else. The user can lower the target's gravity, enabling them to walk on walls, or raise the target's gravity, rendering them incapable of moving, additionally utilizing it in order to enhance their speed and movement to enable them to dart around the battlefield with ease, allowing the user to attack with impunity.

Masters of this magic are able to draw on the magical power of the celestial bodies to the mortal plane of Earth Land. This allows single ability allows users to access a unique set of spells that are known as True Heavenly Body Magic (真・天体魔法, Shin Tentai Mahō) as they are literally drawing from the energy from the astronomical plane that was thought to be outside the reach of humanity. This specific form of Heavenly Body Magic allows the user to draw on physically manifest the astronomical object that they draw on and utilize it to their command.

  • Stellar Energy Absorption: Arthur is, like most Heavenly Body Magic users, capable of absorbing stellar energy either via the stars themselves or through other mages' Heavenly Body Magic Spells. Additionally, due to the unique way Arthur gained mastery over such magic, Arthur can freely convert Celestial Energy into Stellar Energy to additionally boost his spells' power
  • Meteor (流星 Ryūsei): Arthur's body is surrounded by magic that manifests itself as a bright golden light instantly leaps off of him and then yanks back around his body. Arthur is surrounded by a slight, golden outline of a glow; that seems to be literally smoking with light. Upon moving, Arthur leaves wispy trails of golden stardust behind him. This is a technique that all users of Heavenly Body must master, said to allow the caster to fly as fast as a comet, and hit with the force of a meteor. The trails of stardust left behind by the user, especially through the air make this a very dazzling spell to witness.
  • Altairis (暗黒の楽園 Ankoku no Rakuen lit. Dark Paradise): Arthur raises one or two hands above his head as a huge chasm of space opens and begins to whirl; a Black Hole the size of a truck spins into existence within two seconds; crackling with spatial energy. Arthur then chooses his target; and flings the giant spatial distortion at his opponent(s). As it travels, it sucks up any objects that aren't weighed down as they are gone forever; yanked into the depths of space from which the Black Hole came. Any person or life form caught up in the pull of it and whirl around the Black Hole soaring through the air until it explodes in a wave of knock-back energy and they are tossed out. So far, Arthur hasn't used this ability during an actual battle, due to its latent destructive potential.
  • Grand Chariot (七星剣 Shichi Seiken lit. Seven Star Sword): Arthur supercharges himself with starlight in less than a second, and rockets off into the skies above. Night drops over the area for a brief moment; as stars above begin to illuminate with an unnatural gold colour. Like pinball, Arthur begins to ping from star to star; drawing a design into the stars. He seems to speed up after about ten seconds; the pings becoming extremely rapid until he finally rockets back to the ground in a huge burst of starlight and gravity. Pointing two fingers up to the skies he brings the peace sign down into an open palm, seven fingers; he activates the old Heavenly Body Magic of Grand Chariot. The starlight design he has drawn in the heavens comes to life; shining to an apex until they blast down with one train sized blast of starlight from seven different stars that rocket directly downward from each star like a golden satellite ray. When they hit the ground; the huge rays of light slide together and create a huge two-hundred feet explosion. The spell's name is derived from the Big Dipper.
  • Black Holes' Gates: Arthur waves his hand, throws one of them in front of himself, or concentrates. A split moment later a huge black hole big enough to drive a bus through whirls open in front of him and begins pulling everything toward it. Two Seconds later; another black hole opens and drops the target(s) out in a different position, up to a hundred feet away from Arthur or in any direction he desires. The Black Holes are very loud and displace both sound and space. This technique allows Arthur to absorb and nullify incoming damage for the duration of the spell. In addition, the two act as a pair of portals, allowing Arthur to use them as a form of transportation.
  • Shooting Star: Arthur raises one hand, or both at the same time. Or throws a palm out towards an opponent as a small blast of starlight rockets from his hand. The blasts are golden coloured lasers that bounce a few times if Arthur misses his target. Arthur can fire multiple blasts if he wants to rapid fire, as well. The blasts explode into small clouds of golden stardust upon impact that can easily disorient vision. They can be used to chain blast someone, stacking quite an amount of damage. The blasts can bounce around a room ricochet style. Each blast can bounce twice before exploding. The blasts have a high-pitched sound which can be disturbing and disorienting.
  • Denebola's Glow (尻尾の輝き, Shippo no kagayaki): Arthur engulfs his entire body with a thick layer of Stellar Energy which then proceeds to set itself on fire, without causing any harm to Arthur himself. The flames will burn brighter and brighter until they turn white. Upon their decolouration, a wave of explosive energy will detonate around Arthur in a ten feet radius, destroying a large portion of his vicinity. He can also condense the said energy in a sphere that can then freely be shot towards his desired target(s).
  • Orion's Blessing (狩人の祝福, Kariudo no shukufuku): A spell specially made by Arthur, Orion's blessing is one of the few supportive spells this magic has to offer. This technique was originally meant only to increase Arthur's strength and speed, but he found a way to enhance the same of his allies. Arthur expels a small amount of Stellar Energy throughout his entire body, engulfing it in a small, barely noticeable layer of stellar energy, that is by its nature quite intangible. While in reaction with the air, the energy will literally burn out, giving Arthur a form of a motor drive while doing so. He can also channel the energy towards his allies in order to cause the same effect in the same manner.
  • Saturn's Rings (土星の環, Dosei no wa): A rather simplistic spell in its nature, it can be used either in offensive, defensive or supplementary manner. Arthur first begins to channel stellar energy throughout his body, exerting a major portion of it through his hands. He then, in a manner similar to moulding magic, condenses it and shapes it like three concentric rings spiralling around each other. He can then throw the construction towards his targets, resulting in the construction growing ten times its original size, entangling around and binding the said target. It can furthermore be used a makeshift shield, as the rings are actually quite durable and capable of blocking an absurd amount of damage. Finally, the rings can be furthermore shaped and moulded, seemingly granting Arthur moulding magic abilities.
  • Cygnus' Wings (白鳥の翼, Hakuchō no tsubasa): By expelling quite an amount of Stellar Energy throughout his body, focusing most of it around his back, Arthur is able to shape it into a single pair of angelic-like wings that sprout out from his back, giving him a seraph-like appearance. In addition, his entire clothing gets a golden glow to it, furthermore adding to his ethereal look. The wings can be maintained for as long as Arthur wants them to, as they are solely comprised out of his own magical energy, but use the ethernano in his vicinity to maintain active and regenerate upon damage. The wings can be commanded however he desires, making them seem like an extension of his own body. The wings can be used to deflect projectiles, repairing themselves moments afterwards.
    • Deneb's Orbit (デネブの軌道, Denebu no kidō): Arthur spreads his wings as wide as he can, collecting ethernano from his vicinity, shaping into several orbs at the wings tips. He then slides forwards and lifts himself up in the sky above his desired targets. The orbs previously conjured start to expand, waxing and waning in the process, until seven orbs start to pour down upon his unfortunate targets, covering them in a wide range of explosions. With each clap of his wings, two orbs are released, one from each of his wings, while the final one, being the largest, is shot last at the centre of the newly-made crater, finishing off his opponents.
  • Corona (光環, Kōkan): Arthur starts to collect ethernano from his vicinity and shapes it in a single pair of spheres that start to rapidly orbit around his body, creating a single ring of pure magical energy that then starts to absorb and mix with Stellar energy he produced, adding a golden glow to it. At one random moment, the said ring will explode, releasing a powerful surge of energy shaped into a laser beam that covers a three-hundred-and-sixty degrees area around him, slicing anything it comes in contact with.
  • Aurora Australis (南極光, Nankyokukō):
  • Milky Way (天の川, Amanogawa):
  • Hyades (五輪星, Hiadesu lit. Five Raining Sisters)
  • Pleiades (プレアデス, Pureadesu lit. Seven Sisters):
  • Jiu Leixing (九雷星(キュウライシン) Kyūraishin lit. Nine Lightning Stars)
  • Argo Navis (アルゴ座, Arugo-za lit. Cold of Autumn Settling Down on Land and Water):
  • Star Step (スターステップ, Sutā Suteppu): Arthur raises his right hand and points it at the ground while creating a magnificent golden Magic Seal that appears just below his two feet, the seal being reminiscent of a golden star. He then steps forward as another one is created under his feet. This technique can also be done at a faster pace, most likely running, and allows the caster to run up and down in the air on the magic stars, or even walk on water. Once he steps off of one star, it magically fades and disappears within a second. Arthur can only create up to two-hundred small, sixty centimetres squared sized stars that allow him to reach the heavens, that is, go as high as two-hundred metres. He has been shown to be able to cast this spell beneath others' feet as well, allowing an entire group to quickly overcome any possible obstacles. Furthermore, by projecting a small portion of his own magical energy and shaping it like a miniature star that tags to one of his allies, Arthur can temporarily give the ability to create up to sixty stars by holding onto it and simply walking. This spell is mostly used for utility purposes, as it provides a great escape route, and can even be used as a stepping paddle while duelling flying creatures and objects.
  • Comet's Tail (彗星の尾, Suisei no o): Arthur holds his hands in front of himself as a blue aura of Stellar Energy envelops his body. His speed is then increased by thirty percent, which is the result of him being transformed into a beam of golden cosmic energy that can move up to twenty-five meters in any direction. The name of this technique has been bestowed upon due to the user's appearance while in this state, as while covered in a layer of glowing Stellar Energy and moving at such amazing speeds, the user becomes reminiscent of a tail of a comet. This technique is great for quick escapes, quick attacks and can be used pretty often, due to very little magical cost.
  • Lucky Stars ( ラッキースター, Rakkī Sutā): Arthur claps his hands together, resulting in a giant glittering Magic Seal popping up behind him, followed by the seal's radiant glow resulting in seven large spheres, as big as Arthur, erupting and floating firstly around, then above him, until finally scattering around the battle field, each being roughly fifty metres away from where Arthur once stood. As long as even one of the Lucky Stars remains unharmed; Arthur is immune to all damage, regardless of its nature - neither physical nor magical attacks can harm him, such would include weapons (anything from swords to bows and arrows); magical weapons become useless against him while this Enchantment is running. If a foe tries attacking him with a weapon or using a powerful spell, Arthur will simply disappear into a thousand glittering golden miniature stars and then reform in the same spot he was just standing or teleport to another Lucky Star, leaving the swapped one in a place where he once stood. Although seemingly invincible, Arthur can be deprived of this amazing buff with a few simple moves - his foes would simply have to destroy all of the Lucky Stars, although that might not be as easy as it seems, as the Stars can withstand an enormous amount of damage, plus, Arthur is more likely to protect them rather than simply letting his foes destroy them. This spell is pretty hard to properly utilize and requires an immense amount of concentration in order to be properly utilized, making it very hard for him to use any other spells while in this state, although, the ones he performed prior to this one's casting remain active as long as there is some energy left to run them.
  • Catch A Falling Star (落ちる星を捕まえる, Ochiru hoshi o tsukamaeru): Arthur raises both of his hands upon singing the words, Catch A Falling Star. A yellow twinkling star can be seen above his hands, it is about a meter in length as it starts to twirl. The twirling of the Star gives off a bright yellow light that 'usually' makes people close their eyes but not harm them. When lowering his hands, the light starts to envelop Arthur, allowing him to absorb the energy gathered in his vicinity, significantly refilling his magic pool. When this spell is broken down, one could conclude that Arthur is simply gathering the ethernano he previously emitted while using various other spells, the majority of them should, however, be either a form of Celestial Spirit Magic or Heavenly Body Magic, as the two can easily be recycled and reused. This spell is, however, limited to Arthur himself, as the ability to freely consume Celestial or Stellar Energy and transfer it from one form into another and then into raw ethernano is very rare and is available only to those who have received the Ethereal Blessing of the Supreme King, but so far, the only person to achieve that accomplishment is Arthur.
  • Black Movement (黒の動き, Kuro no ugoki): In order to induce to this spell, Arthur has to mark, at up to seven different locations, a Magic Seal , which is black in terms of colour. He then touches the ground in order to create a final seal and chants the spell's name. Each mark cannot be more than thirty metres apart from at least one of other marks, and a minimum of two seals must be created for this spell to work. After the caster has decided their marks' locations, they then snap their fingers, causing miniature black holes to appear, each one of them capable of reaching up to one metre in its length. Their gravity is nowhere near as powerful as a "real" black holes', none-the-less, the gravity is still strong enough for it to require the caster to use a small amount of magical energy in order to keep them from dragging in any objects. Because of the casters ability to withstand any amount of gravity, the caster is the only person who can use the black holes for travel. The black holes are all linked, so if Arthur were to enter one, he could choose out of which black hole he would then come out, though he cannot return to the black hole he entered from. At day, the black holes can be seen clearly, however, at night, they're as though they're part of the scenery. As such, this technique is best to be utilized at night for quick surprise attacks, as Arthur's Portal Genesis emits a large portion of bright, luminous light.
  • Asteroid Belt (小惑星帯, Shōwakusei-tai): Arthur lifts his hands up to the sky while chanting the spell's name, Asteroid Belt. A large golden Magic Seal appears above his head while he creates a large, circular, belt shaped oval full of metre sized asteroids which spin above his head, forty meters in the air. The asteroids that are in this Belt are each of an irregular shape and roughly a metre large. There can be up to forty asteroids per Belt as Arthur directs them towards his desired target. As the Belt spins above his head, Arthur can take out multiple asteroids and hurl them towards his doomed foes. When a maximum of forty asteroids is used, the Belt fades and the caster is once again able to summon it in all of its glory. This attack has rather versatile uses, as Arthur can either send all of the asteroids to his unfortunate target, lower them and use as a makeshift shield, or do a combination of the two. Additionally, this spell has proven itself to be rather useful when it comes to either hitting multiple targets, do an omnidirectional attack or simply do massive damage to his environment.
  • Cosmic Cluster (宇宙の群れ, Uchū no mure): To invoke this spell, Arthur lifts his hands above his head and starts to release miniature waves of Stellar Energy, shaping them into small golden twirling stars, which twirl around his body in a clockwise motion. They quickly pick up their paces and while encircling Arthur, their speed reaches beyond the power of light. Arthur can move around and the stars will follow, twirling around his body like a sort of armour. The said stars will either redirect the incoming attacks back onto their casters or stop them, creating a small implosion which sucks up all of the energy within the incoming attack, leaving Arthur unharmed. Even though he has many other defensive techniques, Arthur prefers to use this one as it is far more aesthetically pleasing than a simple block which would deflect a projectile. Furthermore, this spell can also be used to confuse his opponents with the stars' radiant glow, making this technique far more versatile than most other.
  • Jupiter's Gravity (木星の重力, Mokusei no jūryoku): Arthur raises his hands, resulting in a blue magic seal appearing in front of his palms. He then calls upon Jupiter's Gravity while pushing his hand forward, dispensing a great amount of Gravitational pressure that sends the opponent wherever the user wants. It allows Arthur to push up against/hold/push backwards/send flying anyone or anything he wants. The principle of this technique is quite simple actually, Arthur doesn't focus on the target itself, rather on a field around them, creating a cocoon of a sort which he is able to move with movements of his own hand. This spell can be considered as a form of Telekinesis, although the whole process is much more complicated, while the effect is pretty much the same.
  • Nebula's Reflection (星雲の反射, Seiun no hansha): Arthur lifts both his hands, pointing them directly towards his designated target as a purple and blue magic seal about two metres wide appears in front of him. He then recites the spell's name, resulting in a giant, fifty metres wide Cosmic Cloud appearing in front of him. The cloud has an aura correspondent to the seal from which it originated and appears to be spinning in a clockwise motion. It is much like a wall, a wall that absorbs spells that are being cast at it and sends them back from where they came from. Weaker spells can be absorbed and sent straight back towards Arthur's enemies, while S-rank spells can be absorbed and reflected back, but only with half of their original strength.
  • Space Dome (スペースドーム, Supēsu Dōmu): Arthur lifts his dominant hand in the air and creates a blue and purple aura in the shape of a dome that stretches roughly hundred metres radius around himself in all directions. Everyone who is caught inside the Dome levitates as the gravity is drastically reduced, it being almost non-existent. Everyone's speed is slowed by 75% and the Dome can last for up to twelve minutes. Arthur and everyone else can use their magic inside the Dome, but walking is an impossible mission. This can be an advantage and a disadvantage at the same time, as the outcome is very unpredictable. People who are outside the Dome cannot go inside as it acts as a sort of force field barrier. No one inside will be able to go out again unless they break out by creating a crack in it and escaping, or if the time simply runs out. The nature of this spell 'trapping'. This means that it is a kind aimed at keeping Arthur and the people within inside the Dome for as long as possible. All knockbacks are hugely increased, due to them not having any resistance without self-propulsion.
  • Stars' Judgement (星の判断, Hoshi no handan): In order to cast this spell, Arthur raises both of his hands above his head and closes his eyes. He then chants the words, Stars Judgement, and as a result of his eyes opening, a pair of yellow Magic Seals appear in front of them as he looks up at the heavens. All the stars, the stars above him in a hundred-metre radius are lit up. Beams of light are sent down at random locations, beams of light so bright it will cause anyone quite some damage. These beams of light are sent down randomly at anyone and everything in the hundred metres radius. People that Arthur considers a 'comrade' or 'friend' will have all their physical and internal damages healed (apart from major injuries) as they start glowing and hover for a moment.
  • Cosmic Beam (宇宙線, Uchū-sen): Arthur lifts his dominant hand and emits a beam of cosmic energy at his designated target. The beam stretches up to twenty metres of wideness and can reach up to a hundred meters in length. This beam is then fired towards the opponent at astounding speeds and can easily penetrate any barrier and shield. All enemies hit by this spell will be stunned due to blunt force of the attack. Once the attack lands on a person or creature, it explodes and turns into a giant explosion around the foe. The beam itself can travel up to the speeds beyond two-hundred kilometres per hour, making it an instant spell. The explosion does leave burns, more precisely, second degree burns to anyone exposed to this beam of cosmic energy.
  • Solar Explosion (太陽爆発, Taiyō bakuhatatsu): Arthur starts running forwards, his eyes glistening as they change from deep forest green to a nuance of bright orange. He then throws his arms back, running even faster as sparks of red cosmic flares can be seen being created all around the battlefield, that is, within a hundred-and-fifty metres radius around the user. They would appear and disappear quite rapidly, many may confusing it with crimson lightning. As Arthur would run even faster, he would gather more magical energy, the battlefield would heat up immensely as more and more solar flares would be created more rapidly. Before the entire battlefield is filled with flares, Arthur would throw his hands up in the air as the flares around him would all instantly gather above his head in a massive bright round ball. Before Arthur would point his hands towards the target, he would close his eyes for a moment while chanting the spell's name, Solar Explosion, resulting in the releasing all of the cosmic solar flare energy in a form of a thirty metres wide beam towards the target.
  • Stardust (星屑, Hoshikuzu): Arthur stretches his left hand up towards the heavens, letting the palm facing towards the sky. As he closes his eyes, a one-meter wide silver Magic Seal can be seen being created and circling above the caster's hand. The magic seal will then glisten brightly as silver and purple stardust descends upon the mage. The Stardust would cling to the user’s body instantly, creating what looks like a protective armour. As Arthur chants the spell's name, the coating around his body would glow quickly before looking like it will seep into the body. As it does this, Arthur's body begins to match the environment, creating something that many call invisibility that lasts for up to twenty-four minutes.
  • Capella (カペ, Kapera): Accordingly to its title, 'Capella' absorbs energy from the twin stars Capella B and Capella A. Arthur closes both eyes and crosses both arms in front of his chest, palms out and fingers apart, each hand must also be just an inch away from each ear. Two seals will appear on both palms (not the back of the hand), the left one should be flipped upside-down, while on the right side it must be as is. These seals will quickly become two glowing disks of light-energy, roughly twelve centimetres in diameter. At the same moment, the caster closes both hands, later creating a throwing motion towards the opponent, the left hand must be on top of the right since that disk will be the first one to be released, followed by the right one. Upon opening his fists, the disks are fired at amazing speeds towards Arthur's desired target.
  • Pulsar D (パルサー, Parusā Di): The basic form of a Pulsar spell; Pulsars are known for their electromagnetic radiation and their fast-paced interval period times. This spell uses that force and converts it to a useful navigating system. The proper position in this spell requires the user's left hand bending softly against the user's head, creating an arch with the hand limp as possible. The right should be pointed at the direction where the user wishes to go, a finger pointing exactly into that direction whilst the other four fingers stay limp. A seal should appear against the pointing finger, roughly the same size as the user's hand. The said seal keeps levitating after removing his hand. Once removed, the user must then forcefully push both hands against the seal, which will later rotate opposite of its current direction. A blast of electric blue energy should radiate from the seal, travelling for about a kilometre. This does not, in any way, affect any form of life that it passes through. The Pulsar D blast can be considered invisible to everyone else other than the mage who performed it. After the process of reaching its maximum distance, the blast will manually direct itself back towards the seal at the same level of speed, containing every detail of the place it pressed through. The seal will remain intact until after the information is taken up by the hand of a Heaven Body mage. The necessary schemes of the place will immediately be implanted into his/her mind once the user places a hand over the seal.
  • True Heavenly Body Magic: Sema (真・天体魔法 星崩し Shin Tentai Mahō Sēma): Arthur bows down and points his hands downwards, with all the fingers closed except the index and middle fingers. He then begins to slowly move his right hand until it points upwards, causing the clouds above Arthur to begin circling, creating what appears to be a cyclone. From the centre of the swirling formation, a glowing orb begins to form, growing in size until a humongous meteor emerges, falling quickly to earth towards the intended target. When the meteor hits, the force is strong enough to create a large explosion, which engulfs a wide area and releases a strong hurricane of air, also leaving a large crater in its wake.
  • True Heavenly Body Magic: Super Nova (真・天体魔法 超新星, Shin Tentai Mahō Chōshinsei): A Super Nova is a giant explosion that can cause mass damage to all those near it. While performing this spell, Arthur raises his hands and summons forth a mass star, a star that nearly died. By the clap of his hands one against the other, the star explodes into a Giant Super Nova that stretched a hundred meters in all directions, causing destruction to everything in its path, leaving Arthur and all Celestial Spirits intact. The result of this spell is a massive crater that completely obliterates anything in its vicinity. Also, this spell isn't advised to be used either inside a building or underground, as the upper layers will collapse on Arthur, doing more harm than good. Sadly, this spell affects his allies, as well as his enemies and thus refuses to use this spell at any given moment, using it as a true last resort.

Absolute Territory

Absolute Territory (絶対領域, Zettai Ryōiki; lit. Complete Space Manipulation) allows Arthur to control all the Space around him, which generally counts any open area. He is allowed to compress this space, expand it, make it explode (which is done by compressing and then expanding it all of a sudden). It is interesting to note that Absolute Territory works on the principle of law of conservation of energy; thus implying that Space can neither be created nor destroyed. To be put simply, Arthur cannot create Space - he can only manipulate it and make it bend to his will. He can use Space as a form of offense, defense and even make use of it for utility purposes. He can go as far as generating heat with this magic, which is achieved by bringing the particles of Space close to each other and thus creating friction; further resulting onto the birth of heat. However, it is to be noted that the heat is nowhere near causing a fire and cannot even be consumed by Fire Slayers or anything; no matter how high the temperature would be. The reason behind this is simple; the unavailability of anything solid that would burn - since Space certainly cannot burn with flames. However, the greatest potential that this Magic offers lies in its trapping and damaging capacities; as Arthur has the option to imprison any living being of his choice inside the Space that surrounds them, and if Arthur desires so, can sap their ethernano away. The sapping is done by utilizing the vacuoles within each and every cell of his opponent's body. Arthur, as an S Rank mage has spread the tentacles of his magic deep enough to perform such feats. The sapping is visualized in the same way any other magic would be; by creating some sort of an orb around the opponent and sucking away the ethernano depending the purpose and strength of the spell used.

There's some science working behind every magic out there; or at least a semblance of science. In the case of Absolute Territory, this magic is associated with Molecule Magic and Air Magic (the latter being a usually misinterpreted conclusion by opponents). Molecule Magic is nothing other than the science of molecular and atomic physics; and Territory is highly similar to this. However, what irks even logic is the fact that Territory magic seems to be controlling the atoms and molecules of Space. The question is, does Space really have atoms or molecules. For the sake of clarification, lets say it does - since that is the only way an ambiguous magic like Territory could be explained. Albeit, it is to be noted that Space is not the air in the open space, since Territory magic can be used with the same effectiveness even in conditions with vacuum. Understanding the real science behind this magic is near to impossible unless one understands what Arthur is controlling in the name of Space. To be honest, he himself doesn't have any idea how to put the magic's element. All he understands is that he can feel, and control the area around him and bring about a plethora of effects for his opponents - thus transforming into the worst nightmare for them, a nightmare wielding the power of nightmares; complete ambivalence under a different name.

Arthur is able to conjure a wave-like matter that resembles a tomoe and is generally what the Space looks like when it is compressed due to his powers. This wave of Space generally comes in translucent rainbow shades, with a higher vibrancy of the color green. There is no particular reason for the green shade, but is something that is associated with Arthur only - just like many Fire mages can have purple or red flames. No big deal. Other than that, the spells of Territory have incantations that come in a strange and unusual language, a language Arthur picked up during his training with Celestial Spirits and took a great fascination to. He ended up naming the spells of his new magic after certain words in this less-spoken, but ominous sounding language. Occasionally, Arthur has to make use of various hand-signs and stances for activation of certain higher-ranked spells. These acts are similar to how molding mages have stances or how Slayers tend to bellow their spell names to induce a higher level of concentration and, in some cases, even fear.

It could be a potential doubt as to what happens when Arthur compresses the Space around him and utilizes it for his own purposes. Here, we have to see Space as air. Air is in a constant flux of motion and the particles of air keep changing positions - replacing each other's positions randomly. Similarly, when Arthur happens to compress or expand the Space, the Space all around in that particular area would replace the compressed space and if the Space is allowed to expand, then the particles of Space in some other part of Arthur's Territory would come closer; thus keeping the amount of Space in the atmosphere at more or less at constant levels.

The aura released from Arthur's body is usually an array of spectrum colors; with a slight greenish tinge to it, however in its uncontrolled state it turns into a more vibrant shade of crimson and slight hints of other colors. The effects of his Aura can be felt at a distance of maximum radius of one kilometer; and coming within its span can make people feel dizzy, disoriented and a little nauseous. To explain why this happens, Arthur starts sapping ethernano of anyone in his vicinity and the amount of ethernano sapped depends on their strength differences. Note that this includes his allies as well; since Absolute Territory is a highly uncontrollable magic and it affects anyone and everyone within his Territory, there's not much Arthur can do regarding this aspect of it.

Territory is devastating and tears things apart with extreme prejudice whenever its user wishes, being a magic focusing on delivering death and destruction in Arthur's hands. All spells of this magic are inherently more damaging in effect, with hardly any higher-ranked spell that does not deal damage. Arthur is an almost literal living nuke now, packed with devastating potential to untold levels of collateral damage. Using Territory is not a precise art and engaging the wielder of such a magic should not be done lightly. He is sure to wreck havoc on the surrounding terrain and civilians, while also pounding the ground around him into rubble.

Versatility is the name of the game in the mage world, and Absolute Territory provides heaps of it. Arthur is capable of using the the Space around him in any shape and form that he wishes and it works brilliantly well- bending to him ever will and command. Arthur is enabled to project his magic (that is, the Space that he marks as his Territory) in the form of beams, whip-like attacks, or alternatively multiple missile-like barrages.He can also warp, compress or reduce the Space around him to provide himself with physical enhancements such as flight or alternatively materialize the Space into tentacle-like appendages which can restrain his opponent to a location, thus making them potentially more vulnerable to him attacks.

Absolute Territory is a completely non-elemental magic, so it does not posses any element based weaknesses. This means that Arthur's spells do the same, undeviating damage to all mages - regardless of their elemental affinity. This is an exquisite strength against most magic(s); since a majority of mages utilize elements; be it multiple or singular.

  • Portal Genesis (ドア生成魔法, Tobira Seisei Kahō, lit. Gateway Creation Magic) is a basic spell derived from Absolute Territory that revolves around the creation of portals for various, offensive, defensive and transportation purposes. In order to make a portal, the user must be bare handed. With this magic, a user can open a hole in the universe connecting two non-adjacent location by breaking a rift in the space-time continuum, allowing the said user to move either himself, others or various objects to a point in space different than the one he is currently situated simply by passing through the hole, also know as the Portal (扉, Tobira). The longer the portal is opened, the more energy is drained from the user. It's important to mention that either one of the portals can be opened under a certain angle, granting the users opportunity for versatile uses. The size of the said portals can vary, based on the amount of magical energy put into the creation of it, more energy creating a bigger portal and vice versa. However, regardless of the size, every one of the portals shares several common traits — every portal is flat and elliptical, although, as the mastery over the magic improves, the portals will start gaining more of a circular shape, reaching the state of a perfect circle upon a complete mastery over said magic. Additionally, each one of the portals seems to radiate some sort of light, and the legend says that every user's portal is unique and holds the magical trait of the caster and is often said to represent one's intentions, meaning that those with light-based colours can more likely be trusted than their darker counterparts. In addition to a normal set of portals, more skilled users, such as Arthur himself, are capable of creating the so-called Unstable Portals (壊れた扉, Kowareto Tobira; lit. Broken Gateway). The former are known for being unstable as neither one of the portals have an end, that is, they are just a form of magical energy. Although, one can still enter the portal and will find themselves in an empty space, possibly another dimension. It is rumoured that every user, upon generating their first portal, is granted a miniature pocket dimension that can be accessed through the unstable portals. However, the unstable portals are said to drain the user more than their regular counterparts. The most basic and common use of this magic is for transportation purposes, as the portals allow people and inanimate objects to instantly change their location. However, with some cleverness and tactical sense, the users may use this magic for various purposes, but the most common and significant secondary use of this magic is in a defensive manner, allowing the said user to conjure a larger portal in front of himself, or even possibly by his side, acting as a form of ultimate defense, even enabling the user to use enemies' own attacks against themselves. Additionally, the user may simply close portals down with an object passing through it, resulting in permanent dividation of the said object, allowing the user to break anything passing through the portals. The said portals can easily be altered and modified by user's will, allowing them to change its properties, size, and even colour; possibly shaping them to the necessary needs, or even rounding them, ultimately shaping them into a perfect sphere that can then be used as a cocoon of some sort. The said cocoon is a form of an unstable portal. Additionally, after practicing for some time, Arthur has demonstrated a unique ability to move portals around freely, seemingly without restrictions at amazing speeds, allowing him to use the portals in an offensive manner, allowing him to fire minor portals at targets with ease. Arthur has spent quite an amount of time practicing and mastering this magic and as such, is quite adept at it. The reason why Arthur chose this specific magic remains unknown, but on several occasions has stated that this magic works well in a tandem with his Celestial Spirit Magic, as it allows him to summon celestial spirits on various locations, not limiting him to the traditional has-to-summon-the-spirit-in-front-of-himself technique. His mastery over this magic can clearly be seen while keeping more than one set of portals opened at the same time, quite an achievement. The portals Arthur creates seem to be glowing in various shades of green and blue, creating an effect similar to the one of Aurora Borealis, or the Northern Lights if you may. Every portal Arthur creates also expels a small amount of the said light, but has no effect on the portal what-so-ever, As Arthur mainly uses it for aesthetic purposes and can easily 'shut the lights off'. So far, the biggest portal Arthur has created was five meters tall and he was able to keep it open for seven minutes straight, as his magical reserves started draining rapidly.
    • Basic Portal Creation (関門の作成, Kanmon no sakusei): The whole process of creating a set of portals is pretty simple, but takes a lot of practice to master. This whole process can easily be divided into three phases. The first phase lasts for about half a second and begins with the user has channelling ethernano throughout their body towards their hands and start accumulating it within. The amount of energy has to be the same in the hands, as the ethernano stored within will be used for breaking the space-time continuum. In the second phase, the user has to think of the locations to where the portals will be situated, opening their fists at each location. This is probably the most complex about this magic, as the user has to know the place they want the portals to be. In the final phase, the user simply has to keep the balance between the two portals because if the balance were to be overthrown, the frequencies among the portals would change and thus, the two wouldn't be connected. There are several basic types of portals listed below:
      • Reflective Portal (反射的な 関門, Hansha-tekina kanmon): A defensive type of Portal; These portals allow Arthur to reposition projectiles coming towards him, enabling him to alter its direction and velocity, granting him the ability to use enemies' own attacks against themselves. Additionally, there seems to be a melee version of this portal, whereas Arthur creates a pair of portals, one of them being in front of him, allowing him to evade almost every melee attack and give him time to step away from his enemies.
      • Spying Portal (見 関門, Mieru kanmon): A supportive type of Portal; These portals allow Arthur and his comrades to spy their enemies without getting noticed. Arthur creates a smaller pair of portals and places one in front of his right eye, while placing the other one near the enemies, or a group of people he would like to observe. Neither one of the portals radiate light, as it would most likely expose Arthur, thus decides to keep it incognito. There is a combination of two pairs of portals like these, allowing Arthur to hear what the mentioned group of people are talking about simply by placing one of the portals onto his ear.
      • Teleportation Portal (瞬身 関門, Shun mi kanmon): A utility type of Portal; This is one of the basic and most common uses of Portal Genesis, it allows Arthur to conjure a set of large Portals, big enough to allow him and his comrades to pass through them without any difficulties.
      • Summoning Portal (召喚 関門, Shōkan kanmon): A somewhat offensive type of Portal; Arthur is able to generate a pair of smaller portals, one being next to his right hand, other somewhere on the battlefield. He then puts his right hand through the portal and requips a gate key, allowing him to summon any spirit at a random location, not necessarily in front of him. This ability has shown itself useful as it opens new possibilities to numerous tactics and such.
    • Omnidirection (無指向性, Mu shikō-sei): By creating a set of portals, Arthur is able to link them into a single pattern, allowing him to freely pass through one portal from set A to another portal in set B. He often uses this technique either for tactical manoeuvres or simply to confuse his enemies. However, there is a catch. Arthur is not able to control on what end he will come out, as it rather chooses a path randomly, making a risky technique.
    • Multiple Portal Creation (複数関門の作成, Fukusū kanmon no sakusei): There is nothing really that needs explaining here, Arthur is capable of creating multiple pairs of portals, up to seven at the same time, although it may drain him quicker than usual.
    • Switch! (転向, Tenkō): A modification of a basic portal; Arthur starts the spell with creating a pair of portals, the size of which is irrelevant. During the second phase, he shapes them somewhat differently. Rather than flat and circular portals, the ones created now are shaped like perfect spheres and radiate turquoise and light-green light traces around it. The said portals still have the same function, changing the location of two people and/or objects, but the whole process is a bit different. Instead of freely entering and exiting the said portals, the objects within the spheres will be switched only when neither one of them is empty, meaning that the reposition of one object is impossible with this technique.
    • Cocoon(繭, Mayu): By conjuring a sphere-like portal around himself, Arthur is able to conceal himself in a cocoon-like construction that is quite literally unpenetrable, as anything that would come in contact with it would simply pass through it. Now, you must be wondering how does this work. It's rather simple. The sphere is composed of two portals, although they seem like one. Both of them are identical, semi-spherical and are linked together, acting as if they weren't there, allowing everything to pass through them.
      • Recondite Veil (難解変装, Nankai hensō): One of the most versatile of portals during battle, this comes from the transformation of Arthur's aura into that of his portal magic. This is a full body spell that transforms his aura into that of his portal magic, that reflects what is behind him, effectively making him invisible and let objects pass through him. Effectively this makes him both invisible and invincible to outside forces, but this takes a massive toll on his body so he can only maintain it for an upwards of twenty minutes without having lasting effects on his magic.
    • Unstable Vortex (不安定渦, Fuantei uzu): Unstable Vortex is most likely one of the most offensive abilities this magic can offer; Arthur creates twin unstable portals, roughly the size of his fist that he then throws at his target. The portal will simply explode if anything passes through it, dealing quite an amount of damage. The portals usually travel in an eight-formation, although they can be sent in a straight line as well.
  • Psohoktypos (ソホクティポス, Sohokutiposu; lit. Exploding Sphere): Arthur creates a small, concentrated orb of Territory by compressing the Space around a certain place. This orb is usually translucent, as it is supposed not to be seen, although Arthur can make it radiate iridescent lights. It has a radius of 1.5 centimeter and it can place it anywhere within a range of fifty meters of his position. The orb remains stationary in the air, waiting until some living creature other than Arthur walks within a range of three meters around it. When a person enters the said range, the orb detonates with an explosion of six meters diameter without a second's delay. This explosion can cause moderate bruises on the victim's body, as well as knock them back several meters. The said explosion is rather loud and can be used as a distraction technique.
  • Thenar (テナー, Tenā; lit. Palm of Calamity): Whenever Arthur gets close to his opponent and happens to make physical contact with them with the palm of either of his hands, he'll instantly activate this spell and cause a small red colored explosion on his opponent's skin. The casting and effect of this spell is insanely fast, and the entire process will barely take any more than a second. After the explosion, a moderate bruise will form on the skin of the opponent; along with several cuts topping the bruise. This spell can additionally amplify Arthur's attacks in a simple hand-to-hand combat, as the sensation of the burn, bruise and cuts can possibly disorient his opponents for a moment or two, allowing him to counterattack.
  • Keraiaktis (ケライアクティス, Keraiakutisu; lit. Beam of Judgment): Arthur opens up his palm, while making it face the opponent. Soon after, a red Magic Circle would appear in front of his palm and at its disappearance; a beam of concentrated Space would shoot out in a linear direction towards Arthur's opponent. This beam has a eight centimeter radius and can travel a maximum distance of twenty meters from Arthur. If it comes in contact with the adversary, it can cause moderate bruises and lend a burning and painful sting to the affected area's skin, as well as several cuts. The casting of this spell is rather quick so it can often be used in conjunction with other spells of the similar effect.
  • Miastor (ミアストル, Miasutoru; lit. Hollow Chasm): Arthur lifts one of his legs slightly, so that only the tip of his toes (or shoe) touches the ground. A small, green Magic Circle appears beneath his feet and at its disappearance; he pushes his toes slightly downwards - causing a crater all around him. The crater is formed due to Arthur causing the Space above the ground to exert pressure on it. This crater is shaped in such a way, that it leaves the ground around Arthur unharmed, with the diameter of 30 centimeters, allowing him to stand firmly on both of his feet; and from the outer edge of the unharmed area; you can see the crater. It extends in a circular area with a diameter of up to eight meters and is meter and a half deep. This spell is usually used by Arthur when he wants to create a distraction for his enemy or make them lose their aim for any spell they may be channeling. Since the crater would send them to a lower ground all of a sudden and the earth beneath them would sort of crumble - there is a good chance that their aim falters a bit.
  • Planatape (): With nothing but his own thoughts, Arthur manages to create a thick, colorless layer of Space in front of him. This entire layer is completely transparent and enemies would never figure out that there's something in front of Arthur. As light passes through this layer, the property of Refraction starts working and Arthur's "apparent position" changes for his opponents. This can be used to create an illusion of his to the left or right; this successfully hiding his real position. In short, Arthur will appear to be some three or four meters away from his original position. Only when they try to attack the "apparent position" of Arthur, will they realize that he's actually standing to the right or left of that illusion.
  • Agonistolma (アゴニスト, Agonisuto; lit. Weakness Exploitation): Arthur aims one of his hands towards his opponent, his fingers outstretched, and focuses a bit on his opponent's body. During these couple of seconds, his mind romps in coordination with his eyes to successfully figure out the weaker points in the body of his opponent. After he has done so, Arthur closes his fingers sharply into a fist, causing about ten small explosions in the close vicinity of his adversary's body. These explosions are specifically targeted around the parts of the body such as the knees, joints, elbows, etc. where the level of pain would be much greater; thus dealing, what one can call, some critical hits. They occur due to the sharp and sudden compression, followed by an equally devastating release of Space.
  • Kikloperinkos (キクロペリンコ, Kikuroperinko; lit. Devastating Chakrams): Arthur focuses his magical energy to any two points in the air within an area of 10 meters from himself, regardless of his position or condition. Out of thin air, a single transparent chakram made of condensed Space would appear in both the chosen points; thus making a total of two chakrams. These chakrams have a radius of 7 centimeters and are made of highly pressurized bit of Space, thus giving them sharp edges akin to any knife or sword. They have great cutting skill and can cause decent lacerations to the skin of their victims. For the entire duration of this spell, these Chakrams would move around the battleground and try to hit Arthur's opponents. They are telepathically controlled by Arthur and move at a speed of 10 meters per second.
  • Hiloksaires (ヒロクセール, Hirokusēru; lit. Sapping Tendrils): Arthur focuses his attention at any spot on the ground; which is generally determined by the area around his opponent and how close he wants the spell to take effect. In a split second, a circular diameter of three meters appears at the spot. From within it, two tendrils composed of concentrated Space protrude from the rune, traveling at a speed of 10 meters per second and capable of grabbing a target as far away as 30 meters, pulling them back into the center of the rune, binding them in place, preventing them from moving. Arthur can also telepathically move these tendrils, making this a highly versatile technique. Additionally, each of the tendrils saps a bit of the targets' ethernano and fuels the tendril, or even heals Arthur's nearby allies.
  • Plegeseien (プレガセイン, Puregasein; lit. Waves of Chaos): Charging one of his hands (or both) with condensed Space, Arthur launches himself in the direction of his opponent. Reaching at a minimum distance of one meter away from them, he can put this spell into implementation by throwing the orb of Space (radius of 15 centimeters) at the enemy. On contact with a physical object (the opponent's body, the ground, a wall, a tree or any other damn thing), the orb would explode with a shockwave that spreads to a diameter of three meters. If the orb explodes after hitting the enemy, it would deal quite some damage, which would be followed by some more damage from the shockwave. However, if the enemy dodges and moves away, the orb would explode and the shockwave would still deal some damage to a distance of three meters. The shockwave damage will apply to all people within its range - while the orb only affects the one person, or thing it hits. The power of this spell is almost doubled if Arthur casts it with both the hands. Also, note that the shockwave is circular and doesn't affect Arthur himself; since he disperses the release of the Space away from himself.
  • Klemaradbos (クレマルドボス, Kuremarudobosu; lit. Divine Hands of Chaos): Arthur points one of his hands at a particular place (most likely in a target's direction), thus causing a iridescent coloured Magic Circle with a radius of half a meter to appear beneath them and a swirling mass of Space to coalesce around his outstretched hand. In the very next second, a vortex of condensed, iridescent Space would swirl around them. When the vortex calms down (which would take about another second), the person targeted would've disappeared from plain view. They would, however, be transported right in front of Arthur, thus leaving them vulnerable to a punch (could be a jab, an uppercut, a haymaker or anything that falls in the category of a punch) with the same hand that Arthur pointed them out with. Essentially, Arthur could also swiftly bring an ally or an object he desires right by his location, making this a rather useful technique.
  • Molybdoxeuma (モリブドキセウマ, Moribudokiseuma; lit. Bullets of Judgement): By pointing one or both of his hands in the general direction of his opponents, Arthur causes iridescent Magic Circles to appear for a split second in front of each of his fingers; which causes some amount of Space to coalesce in front of his hands. The circles are quite tiny and as soon as they disappear, bullet-shaped masses of Spatial energy shoot forward in a linear direction towards his adversaries. The bullets move at a speed of 15 meters per second with a maximum capability of ten being shot by Arthur; and maximum travelling distance being 30 meters away from Arthur.
  • Plagiodine ( プレジアディヌ, Purejiadinu ; lit. Vortex of Distortion): Arthur swipes his hand in the direction of his enemy, keeping the index finger outstretched. This causes an Magic Circle to appear beneath the opponent's feet, and a large amount of Space to coalesce around them. Soon after, the intended target is caught within a vortex of distorted Space, which strikes them at incredible speeds - trying to cause major cuts that might bleed. The vortex moves outwards at a speed of 25 meters per second and has a maximum diameter of two hundred meters. Its height is capable of going up to 25 meters in the air at the max.
  • Faidrauge (ファイドロージー, Faidorōjī; lit. Beams of Absolution): Arthur places both his hands in front of him, causing a colossal amount of Space to gather between the two palms. This results in the formation of an orb that has a diameter of one meter. An arcane circle that emits a faint red aura would appear in front of the orb, and at its disappearance; the orb would pulsate once and the degenerate to form ten beams of collected Space, each with a diameter of half a meter. They'll all home in on a single target and the moment they meet the target together, they'd explode with a diameter of 40 meters. The beams travel at speed of fifty meters per second and the explosion moves outwards at a speed of forty meters per second.
  • Larnahteka (ラルナテカ, Rarunateka; lit. Spatial Burial): Arthur extends his hand towards an enemy; focusing on attacking them. Soon after, two magic circles appear on the dorsal and ventral sides of their body. The circles pulsate for a quick second, signifying the collection of Space and then disappear, leaving a massive explosion in their wake, however, would be restricted to the opponent's body and can only be seen as a red spark of energy. This explosion generally targets the opponent's chest, back and stomach- leaving damaging bruises and cuts that leave a lingering pain for quite some time; and reduces their speed significantly. It should be noted that the enemy should be within a fifty meter range.

Boutique of the Relics

Boutique of the Relics (鍵の保管, Kagi no hokan: lit. Arsenal of Sealed Spells) is a Holder Type Magic Arthur invented himself after passing most of his key onto his son, Antoine Eugene Moshiyoto. Due to him losing nearly two dozens of Celestial Spirits, his arsenal of magic and spells has shrunk significantly, so he found a way a way to efficiently store most of their spells and recreate their effects later on. He later began collecting spells from his opponents' arsenals, making him adaptable to almost any type of Magic. The principle of this magic isn't quite simple, as it appears to be a mixture of Enchantment, Time and Space Magic. Using his Absolute Territory, Arthur creates a loop in the space-time continuum, which, simply said, contains the spell until he chooses to release it outside of the loop, with the same potential it had upon storing.

The medium for each of the spells is a key, and having acquired many Celestial Spirit Gate Keys in his past, in addition to these, commonly dubbed as Spell Relic Key (呪文遺物鍵, Jumon ibutsu kagi; lit. Charmed Misused Gateway), Arthur has gotten the title Man of Thousand Keys (千の鍵の男, Sen no kagi no otoko). The keys' size is roughly the same as the Celestial Spirit Gate Keys' but their designs can vary. Most of them resemble their sealed spell in terms of colour and overall design, the reason being the way each key is created. Although technically it could be any item, Arthur chose keys for this purpose due to him already being known as a wizard who uses keys, because it could simply be attributed to his primary choice of magic, Celestial Spirit Magic, without raising any questions.

In order to seal a spell, Arthur must first choose the medium for its containment. His choice is, of course, a simple plain palladium key which he usually forges himself. He then must proceed channeling his own ethernano into the said key, enchanting it and making it possible for the key to access previously created space-time loop. Upon opening the loop's gate, the key begins to levitate and absorb the ethernano heading towards it, sealing it within the mentioned time-space loop without any difficulties. In order to finish this process and shutting the loop, Arthur simply chants Seal! (書庫, Shoko; lit. Store the Energy) and the key returns to his hands, glowing. Approximately five seconds after the chant, the key's design changed, accordingly to the spell's nature.

Given that energy cannot be nor created nor destroyed, the spells stored within a loop remain of the same energy level, meaning its strength will remain equal to the moment the said spell was stored. After releasing the spell and unleashing its full potential, its ethernano is scattered across the place of its impact, and with the help of Time Magic it's brought back to the key itself without negating the spell's effect, as they are the aftereffect, rather than the effect itself of the same spell. Given this feat, each key can theoretically be used thousands of times, but thus far, Arthur has used a single key only twenty times, each time with the same strength as before.

The slayer aspect of Slayer Magics cannot be copied, but the effect itself can be replicated, as seen with Arthur successfully parrying his nephew's Tesentis with a replicated Water Dragon's Roar, as the previous has already proven its strength against the copied technique. It should also be noted that this technique cannot copy holder-type spells completely, just mimic their overall effect created by ethernano released from the magic item. Another limitation appears to be any type of Body Magic, such as Take Over, as that would require sealing of the caster as well. In addition, the Black Arts are also considered to be superior to this technique, as their energy can easily corrupt the key, consuming the space-time loop and breaking the spell. As Curses are in fact ethernano-based techniques, Arthur is even capable of storing Curses and using them later on, making him a rather versatile opponent.

  • Glowfly (蛍, Hotaru): Glowfly is an offensive Light Magic spell, utilizing multiple compact orbs of light that burst with a loud 'pop', blinding and deafening opponents, along with the release of powerful kinetic energy. Arthur begins by extending the key in a plateau gesture, letting their magic power flow into the air, blending with ethernano. This action causes several, or up to tens of, compact orbs of glowing golden light to appear around their targets, emitting a low whining noise. At Arthur's command, these orbs burst forth with light and a vicious pop, releasing enough kinetic energy to force enemies into the air, dealing significant damage to their body. Along with the explosion of kinetic energy, this spell also releases a blinding flash of light and an earsplitting blast of sound to temporarily remove their sense of sight and hearing. The range of Glowfly is both indicated by the gesture and the power exerted. A stronger force exerted will create more orbs and more forceful explosions, while a more sweeping gesture tends to cover a larger area.
  • Lightning Bug (蛍, Hotaru): Lightning Bug is an offensive Lightning Magic spell, capable of inflicting high amounts of electrical damage to multiple foes across a sizable region through the use of numerous small orbs of concentrated lightning. Arthur begins by extending the key, releasing its magic power. This creates several, or up to tens of, compact glowing orbs of vibrant yellow lightning energy to appear in the indicated area, alluding to a field of fireflies on a summer night. On Arthur's command, the 'lightning bugs' burst and crackle with electric energy, releasing forceful amounts of electricity to anything within the range. The result is an instant sequential discharge of lightning, amplifying the currents of each orb's power as electricity ricochets through the orb-covered area to deal crippling damage. The range of Lightning Bug is both indicated by the gesture and the power exerted. A stronger force exerted will create more 'lightning bugs' and will carry a more powerful charge, while a more sweeping gesture tends to cover a larger area.
  • Firefly (蛍, Hotaru): Firefly is an offensive Fire Magic spell, which by invoking the use of multiple compact orbs of fire, is capable of inflicting damage to multiple foes across a sizable radius. Arthur begins by extending the key in a plateau gesture. By doing so he releases its magic power, causing it to mingle in the air, blending with the energy with ethernano; This causes several, or up to tens of, compact orbs of dazzling fire-like energy to appear in the area indicated, mimicking the appearance of fireflies in a twilit field. These 'fireflies' are comprised in a manner similar to a shell— with an exterior layer of flame-like energy housing a pocket of hot air within. Upon command, the caster superheats the air within the orbs, causing the molecules within to split, which creates deceptively forceful explosions. At once, the orbs burst into a field of explosions, damaging anything that happens to be within the once harmless area. The range of Firefly is both indicated by the gesture and the power exerted. A stronger force exerted will create more 'fireflies' and more forceful explosions, while a more sweeping gesture tends to cover a larger area.
  • Eurus (ウーラス Ūrasu): Eurus is an offensive spell that can be used by the various magics that utilize the element of air. A powerful, and assuredly lethal, spell, Eurus can only be utilized with someone whose skill in air based magic is masterful. With enough control and mastery over their magic, an Mage can forcibly apply their influence over the air in a person's respiratory system, extracting it, and surrounding the target's head in a vacuum, preventing any additional air from entering the lungs. Through this method, the target is effectively suffocated. While a very powerful spell, due to the fact that is it a surefire kill when used on any target that actually needs to breathe, it's use isn't widespread due to the fact that the victim's death is usually prolonged and cruel — essentially, any individual with a conscience cannot usually bring themselves to use this technique. Interestingly, Eurus can also be used to counter itself. When two air-magic combatants face off, if one attempts to force the air out of another's lungs, the victim can force the air back in, effectively negating the spell, making Eurus useless in a match with two or more air-magic users.
  • Australis (極光 Kyokkō): Australis is a Light Magic spell that allows Arthur to, through a Relic Key, finely weave light particles around his person, then release them in an aura surrounding him or an ally. Through this, he can manipulate the light particles as he ever so wishes, making them into any shape they desire: including an all around shield of light, an optical illusion by refracting light particles or even manipulating them into his standard threads for an omnidirectional assault and defense, making this a highly versatile spell.
  • Milky Way (天の川 Amanogawa): Milky Way is a Light Magic spell in which Arthur weaves light particles, originating from a Relic Key, into a single, extremely potent whip, which possesses exceedingly high cutting power. Though fragile, Arthur is able to regenerate it by releasing more ethernano from the said key. He has shown the ability to effortlessly cut through most substances through this spell, and can even manipulate its structure enough to make it hold his opponents and tie them in a rope of sorts.
  • Star Lily (姫百合 Himeyuri): Star Lily is a very potent Light Magic spell. By releasing light particles from a Relic Key and by manipulating them, Arthur is able to enhance every single cell in his body with Light Ethernano, causing his body to take upon an aura of pure light around it. This in turn increases his physical abilities extremely, capable of instantaneously traversing distances in a matter of seconds, leaving a white trail behind him after every movement.
  • Flash Fire (閃光火 Senkōka): Flash Fire is a simple, highly effective Fire Magic spell. Its function is slightly different when compared to the general paradigm of Fire Magic spells. Through emitting the magic through a Relic Key, using it the point of focus, Arthur charges, and subsequently compresses Fire Magic at the key's tip. Mimicking that of a gun, Arthur fires the spell from the key's tip, emitted in linear path, similar to that of a bullet, however, unlike a bullet, this spell is laser-like when projected. Even without mastering the spell, it moves at speed that most opponents cannot perceive. This spell serves as means to attacking mages using speed enhancements, and to efficient method rendering defenses useless, due to its speed. Arthur has mastered the spell to the point where he can manipulate this spell into different shapes, rather that the general circular beam, Arthur can render nearly all magical defenses useless, seemingly regardless of its potency. If he manages to penetrate a defense, even slightly, that is all that's needed. For when the defense is damaged, even a little, Arthur can expand this spell outward, literally destroying said defense from the inside out, and anyone within it. The weakness to this spell is that one cannot change the trajectory of this spell, while still retaining the precision, and accuracy.
  • Lightning Beam (ライトニング・ビーム, Raitoningu Biimu): Lightning Beam is one of the most basic Lightning Magic spell a Lightning Mage could learn. The Lighning Beam is a typically basic, novice-ranked Lightning spell that many Lightning Mage users would mostly learn. Concentrating ethernano onto the Relic Key, Arthur would project a beam of intense lightning at the designated target. The spell is rather basic, but it's effects can be quite devastating. Arthur has shown the ability to combine this spell with Flash Fire and Tesentis, creating a devastatingly beautiful spectacle of lights and colours.
  • Water Shield (蓴菜, Junsai): Water Shield is a basic Water Magic spell, which allows Arthur to generate and manipulate small amounts of water, no bigger than himself, through the use of a Relic Key. To perform this technique, Arthur conjures water from his ring ahead of him, similar to a high-powered water torrent. After the torrent moves three inches away from the ring, it stops moving and accumulates. Once enough water has been conjured, the mass begins to spin, forming a shield. The shield itself can vary in size but is usually around 5 inches thick. It is highly effective against fire-based attacks.
    • Aqua Ring - A

      Arthur using Aqua Ring with the corresponding Relic Key

      Aqua Ring (水輪, Suirin): A variation of Water Shield; The spell is the conjuration of magical water which subsequently surrounds Arthur's being in a ring-like formation, constantly spiralling around him. He can increase or decrease the number of rings on a whim, but Arthur tends to keep two rings active. The rings enable Arthur to quickly forge other constructs out of the water, mainly minor shields, within a radius appropriate enough for him to counter virtually every assault against them. At the same time, he's capable of simultaneously using the water within the rings to send out blistering offensive attacks in the form of water whips or bullets, allowing him to use minimal effort for maximum results in any battle involving Water Magic.
  • Arthur - Earth

    Earth's Swallow used in an offensive manner.

    Earth's Swallow(地球ツバメ, Chikyū tsubame): Swallow is a basic Earth Magic spell, which allows Arthur to, through the use of a Relic Key, create cracks in the ground, conjure small rocks and dirt, however, the conjured items cannot be bigger than the conjurer, that is, Arthur himself. The only technique he mastered while in this state is Earth's Swallow, which allows him to generate a crack beneath himself deep and wide enough for him to fit in. This technique is perfect for dodging projectile-like attacks and uses it only if forced to, due to the lack of mobility in the hole. Arthur has also demonstrated the ability to create a massive crater around his opponents as well.
  • Earth's Embrace (地球の抱擁, Chikyū no hōyō): A solely defensive ability, by pointing the Relic Key up the sky, Arthur summons four serpentine-like ribbons that envelop his body, permanently immobilizing him. The said ribbons then project a ring of rocks around Arthur that starts to spin rapidly, deflecting all projectiles and such. After 10 seconds, the ribbons will detach from the ground, allowing him to move freely once again.
  • Flowering Earth (花地, Kachi): Flowering Earth is an Earth Magic spell and is quite a powerful spell in its own regard. Arthur begins its use by concentrating magical energy via a Relic Key throughout their entire body, causing it to surge as a massive Magical Aura, focusing the majority of it on the ring itself. Then, upon striking the ground with any medium with great force, he lets the magical power seep into the ground and cause it to reverberate with powerful shockwaves. These shockwaves cause the ground to be uplifted, creating explosive debris flying out from a single location in the form of "flowering" earth, hence the namesake of the spell.
  • Water Dragon Slayer's Roar (): Water Dragon Slayer's version of the signature dragon's roar; Arthur begins by extending the key, releasing its magic power, followed by a jump at an incredible height. He then releases the water gathered and stored within the Relic Key with incredible power. Unlike other dragon roars that spread out the longer they go, this roar appears as an incredibly large beam with a radius of 5 meters which maintains its shape until it reaches its range limit. The water released is highly pressurized with force five times that of a fireman's hose so anyone who is caught within its range is sent crashing to the ground with the beam. Once the water comes in contact with the ground, it forces the ground to explode and punch a hole 2 meters deep. At full potential, this spell will deal heavy bruises, welts and even broken bones due to the impact caused by the pressurized water colliding with the ground. Any non-magic user will be put in a near-defeat state, a state in which they will go down with just one powerful punch. This is known by many as Arthur's strongest stored spell due to its great range and massive damage. The water released is highly pressurized so it will cause a great amount of blunt damage. Being a water-based roar, it will render any fire type spells caught within its range useless. Arthur can also redirect this spell by moving his key, though he can only turn it slowly due to its powerful blunt force.
  • Stalagmite (石筍, Sekijun): A simple, rather basic spell that allows Arthur to summon a large pillar of earth, as the name implies. By channeling ethernano through the Relic Key, Arthur is capable of erecting a pillar of earth (in some cases, even pillars of stone) wherever he desires within the range of 50 meters. The pillar's top is rather pointy and is capable of dealing blunt damage. However, Arthur uses this ability solely for defensive purposes, mainly for deflecting and stopping incoming projectiles.
    • Gaea's Bulwark (ガイアのブルワーク, Gaia no buruwāku): More advanced version of Stalagmite, Gaea's Bulwark can be classified as a field changer. Within the radius of 50 meters, Arthur randomly summons dozens of earth pillars, drastically changing his vicinity. This spell allows him to literally play hide and seek with his opponents. Additionally, Arthur can summon the pillars concentrically, allowing him to entrap opponents within the ring.
    • The ground softening and swelling.
    • Aqua Metria used in an offensive manner.
    Aqua Metria (アクアメトリア, Akua Metoria) is an Earth or Water Magic spell that can be considered a field-changer; Arthur channels ethernano throughout the Relic Key and furthermore channels it towards the ground, or the water, causing it to soften and swell. He is then able to manipulate the muddy substance however he desires, most commonly in either defensive matter, making a wall that appears to be impenetrable, or in an offensive by shaping the earth, that is, water into a single potent structure that he points towards his opponent(s) as if it were undulating water. Moments before the collision of the two, the earth turns back to its original properties, causing a massive explosion. The name of this spell is obviously a name play on the well renowned Celestial Spirit Magic Spell, Urano Metria, although the two don't seem to have any similarities.
  • Fire Bullet (ファイア・バレット, Faia Baretto) is a Fire Magic Spell that allows the caster to fire a bullet-esque sphere of flame towards the target. Fire Bullet is known to be exceedingly basic in execution and it tends to be the first spell that those who take up elemental magic learn; indeed, it is near universal to the point that more often than not, any fire-elemental magician possess it within their arsenal. Fire Bullet itself harnesses the very fundamentals of spell formation to result in what could be considered an embodiment of what it is to make a magic into a spell. In any case, when performing Fire Bullet, the caster expels magical energies from their body, causing ethernano in the vicinity to be drawn towards these energies like a magnet, resulting a the typical fusion of ethernano and magical energy- from this point, the caster harnesses Shape Transformation in order to knead these energies into a sphere of varying sizes, typically as big as the user's upper body before using their Fire Magic to excite and speed up the motion of the magical energies through willpower alone, manipulating the kinetic energies of said particles to ignite them, resulting in the formation of a smoldering sphere of flame. From here, the caster launches the fireball at their enemy through either a physical motion or mental command. In any case, this orb of roaring flame shoots right towards the target at relatively high speeds, resulting in the fireball displaying a punching force which flies forth in a straight line at high speeds. Because the particles which compose the Fire Bullet are completely compacted, the projectile functions in a similar manner to that of a drill, boring into anything that is unfortunate enough to get in the way of the spell, dealing multiple hits up to a maximum of five, followed by a medium-sized explosion upon contact which causes relatively notable amounts of damage and destruction, while also serving to knock the opponent back, leaving a sizzling crater; it can also blow apart solid, reinforced walls- though Fire Bullet itself seems to fizzle out after a distance of fifty meters in flight unless the caster continuously pours magical energy to reinforce its composition. Exceptionally variable when compared to many other spells, Fire Bullet is known to be capable of being fired from any range and standing point, even in the air- though underwater makes it impossible. Fire Bullet can be modified into all sorts of sizes and can be manipulated into almost any formation deemed necessary, even having the spheres orbit around the caster to form a defensive barrier.
  • Rising Sun (旭日, Kyokujitsu): Rising Sun is a Fire Magic spell that requires considerable accuracy in order to invoke the entirety of its scope. By concentrating magical power at certain locations within the ground, and subsequently releasing it as a combustive pillar of flame, one can damage multiple enemies simultaneously without any need for extensive preparation. It should be noted that the explosions caused are somewhat mild and inaccurate through quick casting, and as such, it is much more effective for the spell to be used as an ambush for immediate and potent injury towards an enemy.
  • Twister (ツイスター, Tsuisutā): Twister is a basic Air Magic spell which allows Arthur to create and alter air currents that surround him by activating its Relic Key. Additionally, by enveloping himself with air currents, he is able to levitate a few feet off the ground within seconds. This ability has proven itself to be helpful when, for whatever reason, the ground disappears underneath him. Aside from that supplementary technique, Arthur has an offensive technique is his arsenal. By altering the air currents in front of him, colliding each and every one into a centre, Arthur creates a small tornado in front of him, picking up or knocking back anything in front of him. He is unable to maintain the vortex for very long, his maximum is twenty minutes. After that, he won't be able to produce another one of them in 24 hours, since the ring would need to re-charge. The spell is great in case he needs to lift or move heavy objects in front of him, as well as to distract opponents.
  • Illūnis (無月, Mugetsu): Illūnis is a supplementary spell of Darkness Magic that cloaks the vicinity around Arthur in thick smoggy shadows to blind his foes. Illūnis is a useful spell originating from Darkness Magic that gives Arthur the ability to coat the area around them with thick bleak smog, blinding his opponents and giving himself the opportunity for escape or counterattack. Arthur gathers hismagic power, violently surging it through its Relic Key to form a blast of thick, smoke-like darkness, overtaking the space around him. This darkness is thick and heavy, lingering in the air to shroud the Arthur's opposition's vision in pitch blackness. Because of the weighty qualities of the spell, it is difficult to even pierce with Fire Magic or weaker Light Magic spells. This field of darkness does not seem to affect the caster of the spell, making it easy for them to maneuver through the field, untraceable by sight. The range and time of the spell are equivalent to the strength of the user. At an average level, the spell is capable of shrouding a thirty-foot radius for around two minutes. Arthur is also capable of directly transforming the manifested darkness into other spells, making it exceptionally resourceful in the arsenal of any mage.
  • Raging Bolt (レイジング・ボルト, Rējingu Boruto): Raging Bolt is a Lightning Magic spell which can be utilized with any form of lightning-based magics. Raging Bolt is considered an S-Class Lightning Magic spell thanks to needing an incantation in order to utilize properly; and the fact that it deals indiscriminate damage is another factor in this classification. When performing the spell, Arthur raises his clenched fist, holding its Relic Key, in the air chanting the incantation; "Resounding through the air, the roar of thunder, plunge from the heavens and reap destruction! RAGING BOLT!!!" (鳴り響くは召雷の轟き天より落ちて灰燼と化せレイジング・ボルト!!!, Narihibiku ha Shōrai no Todoroki Ten yori Ochite Kaijin to Kase!Rējingu Boruto!!!). Once this is done, the magic words spoken in order to invoke Raging Bolt cause a powerful resonance; manifesting in the form of the Arthur's Magic Seal manifesting above the opponent from a considerable height, which begins to spin quickly, the magic words taking the form of an enormous bolt of lightning which drops from the seal at amazing speeds, striking the opponent if its horizontal momentum has not carried them out of the way -and if there are no obstructions in the way. Upon hitting the opponent, a large shockwave is created with the potential to knock the foe away, at least as much as the lightning itself. This spell has seemingly infinite vertical range and thus can be often used to score victory when an opponent is in the air; leading to easy wins. The strikes multiple times and has a fair amount of upward knockback; however, the thunder portion of the attack is considered a projectile and can be reflected back at the user by a Wave magician or absorbed for healing by an elemental absorption magician. The explosion generated upon impact cannot, however. Raging Bolt can pass through obstructions that are close enough to the magical seal. An interesting property of this is that if this attack connects with the user in mid-air, it can create a wall of electricity to prevent a recovering opponent, best if they try to go for an edge. In any case, at higher levels, the power of Raging Bolt is capable of completely vaporizing a weaker enemy with this enormous strike of lightning that ends in a vicious explosion.

Water Magic

Water Magic (水の魔法 Mizu no Mahō) is a type of Caster Magic which utilizes the element of water. Arthur has gained access and mastery of this magic through his Ethereal Badge of Never-Ending Water. Water Magic is a form of Magic revolving around the use of water, which is placed under the user's command for them to employ it for various purposes. Depending on its use, the physical properties of water can be manipulated to the user's advantage; large masses of such liquid are shown to possess remarkable force, being usable to inflict blunt damage upon targets by sweeping them away with water. A similar effect can be achieved using high-pressure currents, which, due to their reduced size, focus the damage on smaller areas. If someone doesn't find this within two months, I will delete it. Pressure is also manipulable to a great extent, enough that when it is focused on the outer sides of the water surfaces being controlled, the liquid can become an effective cutting weapon, acting like a real blade. Whirlpools generated on the ground by this Magic, combining rotatory force and slicing power, can easily reduce solid rock to pieces. The user is also able to erect domes of water around foes, in order to knock them out by depriving them of air.

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

Temperature, viscosity, and salinity are all aspects of water capable of being manipulated. By changing the temperature, Water Mages can transform their element to ice before reverting it back into a liquid, or create scaling bursts of water to burn an enemy.  Salinity aids in supplementary ways, such as stimulating magic healing. By manipulating viscosity, users can change the sensation of water to a gelatinous glue-like consistency or even a semi-solid to bolster the impact of their offense. Water Mages are also noted to have the ability to draw water from any sources including flora, fauna and even the air itself. This is commonly performed on plant-life or in the air although it has been observed to be used on animals or even humans.

As far as relations with the other elements go, Water Magic is deeply connected to Ice Magic, seeing as ice is indeed the frozen state of water. These two magics are often used in conjunction to produce a variety of effects. Advanced Water Mages are also able of withstanding the effects of Fire Magic and have been shown to be able to go head to head with fire Mages, dousing their flames. Moreover, since a water wizard can manipulate the properties of their water, more often than not their water is pure, thus, a poor conductor of Lightning Magic.

  • Four Petal Blooming Lily (四花弁ユリ咲きます, Shi hanabira yuri sakimasu): Arthur spins Fleuve d'Étoiles around him four times, creating exactly four three-feet tall spears that start to orbit around him rapidly as they're fired in four cardinal directions from Arthur. Upon contact, each one of the spears explodes, releasing an enormous amount of water that starts swirling around the target, creating a vortex-like construction. The said structure acts as a one-way membrane, allowing attacks from outside to penetrate it while stopping the attacks within.
  • Great Water Ball Strike (偉大な水の玉打撃, Idaina mizu no tama dageki) Arthur conjures up a large amount of water and shapes it in a small rotating sphere whose diameter is approximately 15 cm. The said orb is located at the tip of Fleuve d'Étoiles and glows radiant icy-blue. Upon flicking the whip in any given direction, Arthur sends the rotating sphere at his target. The sphere detonates as it comes in contact with the said target, creating a massive explosion.
  • Crescent Waves (三日月の水, Mikadzuki no mizu): Arthur spins Fleuve d'Étoiles around him for a brief period of time, leaving pale water trails in the air while doing so. As he lowers the whip, the said trails start enlarging and merging, forming a net of water strings around Arthur. Each one of the strings starts acting as an individual and start mimicking motions of Fleuve d'Étoiles in every given direction. Although fragile, each one of the strings is capable of recovering itself briefly after being damaged.
  • Dragoon Blitz (水氷龍弾 (ドラグーン・ブリッツ), Doragūn Burittsu lit. Water and Ice Dragon Bullet) is a powerful spell that is noted to be one of the few Dual Spells to exist; which is a spell that can be cast by two mediums of magic. Dragoon Blitz can be cast by an expert user of Water Magic or Ice Magic. When performing the Water Magic of Dragoon Blitz, known as Water Dragoon (水流龍弾 (ウォーター・ドラグーン), Wōtā Doragūn lit. Water Current Dragon Bullet), the user projects their magical power outwards, using it to manipulate the temperature down to the level that allows water to manifest, before combining their magical power with the ambient eternano within the atmosphere in order to make that water a reality. When using Water Dragoon, the user shapes a large amount of water into a giant, powerful dragon; it seeks out the opponent's attack, taking ahold of its "essence" and targeting their weak point; charging forward with high speeds. It has been shown to be immensely powerful, devouring large fragments of rocks and erasing extremely high powered spells with ease. The dragon carves a violent trail of destruction wherever it moves, destroying everything in a straight line as a tornado trails around it as it completely overwhelms all it devours, as by colliding with most structures and opponents, grinding into the opponent like a powerful drill that is capable of piercing through any and every defense; striking them with such incredible power that the sheer force of the attack is enough to upturn steel, and wipe the user's enemies away with a force akin to a tidal wave. It is capable of blasting through even magic forms of defenses, as the dragon's movements swaths through the barriers, and supernatural defenses erected in vain to protect them, striking the foe formidable might, dealing physical damage. The ideal place to use it is near a body of water, but it is entirely possible to use it even in a place where there is none. The user expends very little water when materializing the dragon, being not taxing at all to form. The dragon can also heat up, making it capable of burning the opponent harshly. Being made of boiling water, the dragon completely burns all it devours, as by colliding with most structures and opponents, it is able to incinerate anything in its path. On the other hand, casting the Ice Magic version of Dragoon Blitz, known as Glacier Dragoon (原龍弾 (グレーシャー・ドラグーン), Gurēshā Doragūn lit. Tundra Dragon Bullet), is slightly more complex. When utilizing Glacier Dragoon, the user reduces the kinetic energy of eternano and reducing temperature to absolute zero, freezing it over, becoming ice; then using Shape Transformation, the user molds the ice into the form of a gigantic icy dragon. This 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. 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. 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.
  • Suisei (水優性, Dominance of Water): Suisei is the building block of Water Magic, a basic spell that allows its users to create and move water. It draws from a concentrated method of Telekinesis, letting its users move and manipulate water with the movement of their body. With this, the user is capable of creating small waves, bursts, torrents, and formations of water at a much more basic level than streamlined spells. Suisei is one of the first spells young water wizards learn. Over time, one can hone their talent to a degree where they can dictate the movement and formation of water with only their thoughts.
  • Collect (集める, Atsumeru): A basic skill in which the user draws water from any source around them, whether it be a lake, ocean, river, or even from inside other life forms such as plants and animals, condensing it together into mass quantities of water. Skilled users of this spell are even capable of drawing water molecules out of the air, conglomerating water to manipulate even in places with low humidity. This is an incredibly useful skill and makes the creation of other spells quite easy as it bypasses the necessary creation of water, thus saving magic power by avoiding the transmutation of water.
  • Phase Shifting (相転移, Sōteni): This ability gives the user the ability to change their water through its various phases, liquid, solid and gas. This means they are capable of cooling their water into ice and manipulating the water molecules within to turn it back to water. This works the opposite way as well, letting water mages turn their water into water vapor, mist or steam and turning water vapor and steam back to water. This spell opens new aspects of Water Magic as well as a multitude of ways to use to be manipulated by imaginative water mages.
  • Temperature Shifting (温度転移, Ondoteni): A skill in which the user manipulates the temperature of the water, either exciting the molecules of water within it or slowing them down. This means they are capable of superheating their water of nearly freezing it. It is often categorized as a more mild form of Phase Shifting.
  • Locking Waves (施錠波浪, Sejō Harō): Locking Waves is a unique Water Magic spell. Arthur, employing the density and viscosity of water to their advantage, sends out an omnidirectional wave of water from any possible medium, including his own body or a sword. This wave of water spreads the water's density across a large surface, and anything coming into contact with its viscous surface is immediately slowed down considerably. While the power of the spell depends on the user, advanced users, such as Arthur, demonstrate the capability to do so at a wide range and slow down objects to a point where they seem to have halted entirely. The spell remains so long as the user wishes it to, or for as long as they have magical power.
  • Blue Barrier (青の障壁, Ao no Shouheki) is a defensive Water Magic. The user creates one or more highly pressurized water barriers for defensive purposes. The main usage of this spell is to block oncoming attacks by means of placing a barrier in front of the attack's path. These constructs have proven to be quite strong and are equal to as much magic power is used to create them, thus a stronger mage can create a stronger barrier. Additionally, these barriers can be formed in either a traditional shield-like shape, curved semi-circle, wall or a dome around the caster, with a multitude of options to properly protect from various threats.
  • Water Whip (水の鞭, Mizu no Muchi) is a versatile Water Magic spell, creating tendrils of water for a variety of purposes. This spell is initiated by the simple creation of one or more highly manipulatable tendrils of water created as either an extension of one's limb or, as an additional external construct. Water Whip is quite versatile and is capable of being created at varying temperatures, lengths, and widths which are also manipulatable while it is in use. This spell has three main functions: One is its ability to grip and grab onto opponents, which allows the user to tie up the opponent with the water or pulling the target towards the caster. The second is as the name suggests, to use the water as a whip to attack enemies with sheer kinetic force. Lastly, these tentacles can be used as a mobile system, allowing the user to extend them and carry themselves places faster than they could on foot.
  • Waterspout (水柱, Suibashira) is a supplementary Water Magic spell used for vertical transportation. The user creates a ring of water their body, spiralling around them in a vortex to create a waterspout, carrying themselves high into the sky. The higher and faster they go, the more difficult it is for them to maintain a constant flow of water, thus, using more of their magic power. However, some also use the Collect technique to ease this as well. Additionally, it can be performed in water, making it much less taxing.
  • Shield of Suiten (水天の盾, Suiten no tate): Upon spinning Fleuve d'Étoiles around him while simultaneously releasing a considerable amount of water, Arthur chants the spell's name, conjuring a ten feet tall wall of violently flowing water that acts as a shield. The shield was strong enough to extinguish numerous fire-based attacks before evaporating into thin mist.
  • Secret Art: Shark Bullet Rain (秘術サメの弾丸雨, Hijitsu — Same no Dangan Ame): After conjuring a large amount of water, Arthur swishes his whip upwards, sending a large surge of water into the air. This water then forms into a number of water sharks, which then rush towards the target from above. Should these sharks be attacked, the water that composes them simply reforms into countless droplet-sized sharks, which continue to rain down upon the target and inflict damage whenever they come into contact with them.
  • Fish Scales (魚鱗, Gyorin): The user begins this spell by creating varying amounts of thin, six inch, highly-pressurized crescent-shaped discs of water that are swiftly launched towards the user's target and an incredible velocity. These "scales" are capable of lacerating wood, flesh, bone and even some metals, making them a deadly combat tool. The number of discs created is equal to the will and amount of magic power the caster exerts to create this spell.
  • Water Vortex (水渦動, Mizukadou): The user outstretches both of their arms, holding them so their palms are facing one another with room in between. By channeling their aura into the space between their palms, the user creates a swirling tornado of water in between the caster's hands. This process is continued until the waterspout has reached its desired size, then it is sent spinning towards the caster's target, leaving a wake of rubble behind it as the rotating force consumes matter around it, inflicting horrific damage to anything caught in its path.
  • Rainfall (降雨, Kouu): The user draws water from the air, creating the effect of rainfall upon their targets. This spell is deceptively powerful and quite painful, as the caster manipulates the rain droplets into piercing bullet shaped forms, while additionally increasing the velocity of the drops so that they fall from the sky at the speed of small bullets. These water droplets are unable of piercing more than the first few layers of skin, thus, barely draw blood, however, they can cause a grown man to collapse due to the incredible pain one experiences when they are bombarded by this spell.
  • Ocean Bomb (爆弾の大洋, Bakudan no Taiyou): The user compresses an incredible amount of pressure within a sphere of water. This bomb can be thrown at an opponent before exploding, releasing high impact concussive force within the water or formed directly near the chosen target. The size of the sphere usually determines the strength of the explosion. A small baseball sized sphere would most likely cover a small range of up to five feet, however, a larger version of the spell can be highly destructive with a scale that could potentially destroy a building.
  • Scalding Spray (熱い霧状, Atsui Kirijou): This spell is first performed through Phase Shifting, transforming water into thick obscuring particles of mist before unleashing it towards their foes in a wild torrent. Simultaneously, they use Temperature Shifting to drastically raise the temperature of the mist to the boiling temperature of 360°F which on skin contact delivers third-degree burns within instants. This attack is incredibly painful, focusing on dehabilitating foes through their senses instead of through force. It can also be considered lethal due to the potential infection of the inflicted wounds.
  • Blue Barrier (青の障壁, Ao no Shouheki): The user creates one or more highly pressurized barriers for defensive purposes. The main usage of this spell is to block oncoming attacks by means of placing a barrier in front of the attack's path. These constructs have proven to be quite strong and are equal to as much magic power is used to create them, thus a stronger mage can create a stronger barrier. Additionally, these barriers can be formed in either a traditional, shield-like shape or a dome around the caster, though the former is shown to use more magic power due to its spherical design.
  • Tidal Armor (潮の鎧, Shio no Yoroi): By applying the same technique as the aforementioned spell, the user is capable of coating their body in a thin, highly pressurized layer of water to dramatically raise their overall defense from all angles. This is a highly resistant spell and once it is cast it requires minimal magic power to maintain thus, enabling its user to focus their power on creating offensive countermeasures while supporting their defensive effort.
  • Mirror Water (鏡水, Kagamizu): The user creates a screen of water in front of an oncoming attack, with a surface that is purely reflective. This spell redirects both magical and physical attacks back to where they came from, making it an incredibly useful defensive countermeasure. The strength of this spell is reliant on the amount of magic power one is using to maintain it. The stronger the attack is, the stronger the barrier must be to reflect it.
  • Water Lock (水の錠前, Mizu no Joumae): Water Lock is determined as a trapping spell, used to contain the caster's opponents. The user conglomerates water, forming a thick dome around their target to restrict their movement. It is also commonly displayed that the caster will use Suisei in conjunction, to flood the dome with water in an attempt to further harm or drown their target. The size and strength of the water dome is equivalent to the amount of magic power used to cast the spell, as well as the caster's own talent.
  • Water Waltzing (水の円舞, Mizu no Enbu): This spells allows the user to manipulate the water around themselves, increasing the surface tension until it can support their weight. They are then capable of moving across the water, much like they would on land, walking, running, jumping and even performing acrobatic maneuvers. Advanced users are even capable of using this spell without the need of liquid water. By condensing the water molecules in the air they can create temporary platforms of water, allowing them to move on the air by jumping or walking from platform to platform.
  • Wave Running (波の走る, Nami no Hashiru): The user creates a personal-sized wave of water underneath their feet which is capable of propelling them across land and sea at rates as fast as a car. This provides them with additional mobility, allowing the user to quickly dodge attacks as well as drastically raising their rate of travel. A technique commonly performed with this spell is to propel themselves directly towards their target before jumping off the wave and using their previous mode of transport as a weapon.
  • Waterspout (水柱, Suibashira): The user creates a ring of water their body, spiraling around them in a vortex to create a waterspout, carrying themselves high into the sky. The higher and faster they go, the more difficult it is for them to maintain a constant flow of water, thus, using more of their magic power. However, some also use the Collect technique to ease this as well. Additionally, it can be performed in water, making it much less taxing to the user.
  • Riptide (引潮, Hikishio): A supplementary spell used to either bring an enemy closer or farther away from their target. The user creates a wave, using the kinetic force of the waves to either bring people closer or farther away. This spell can be used in a variety of ways, making it both a useful opener to an offensive barrage or a way of creating distance between the caster and their foe.
  • Water Body (水の体, Mizu no Karada): The user transforms their entire body or select limbs into water, therefore, negating all physical and magical attacks with the exception of magics that specifically target the senses, such as Maguilty Sense. The transformation into Water Body is signified by a glow enveloping their body, then when transformed into water, they still retain their shape although their form is water. This transformation allows the user enhances their speed and agility, making it difficult for mages to tag them in combat. In this form, they are still capable of inflicting physical damage with their body and can even superheat or cool their water to a nearly frozen temperature to enhance their attacks. They are also capable of using Phase Shifting to change their body into mist, or even create multiple renditions of their Water Body, otherwise known as clones, for more versatile strategies. Additionally, when the user is swimming or in water, they appear to be invisible. Despite the obvious strengths of this spell, users are still susceptible of being forced back into their natural body with Ice Magic or Fire Magic.


Water-Make (水域の造形魔法(ウォーター・メイク), U~ōtā Meiku lit. Water Molding Magic) is a type of Molding Magic, which falls under the category of both Caster and Holder Magic, which involves the creation of objects, utilizing the element of water. Even though, it is underestimated because of the variety of Slayer Magics and other similar cases, it can be considered as one of the most versatile forms of Magic in existence due to how it can be used in every life situation. Water-Make allows users to mould something into different shapes, in case of this Magic – out of the water element, despite the fact, that water is a liquid and potentially unable to have a stable form. At the same time, being independent of its fundamental state, Water-Make grants the user the capability of moulding a variety of objects out of water, which can be used in an omnidirectional way, i.e. like in melee combat for offensive and/or defensive moves, so in usual life for different causes. Water-Make is a type of Molding Magic that gives the capability of not only moulding but to create and/or manipulate already existing water. Because of the nature of this Magic, the Mage is able to mould their constructs in two styles – the first, a standard one, is when the utilization of two hands occurs, which will produce more stable creations. The second style, when the person is using one-hand style, can increase their speed in both creation and utilization, yet as a drawback, it can cause creations to have less stability and power. Not only that, but the Mage may use Water-Make as a Holder Magic too, within the usage of some special magical instrument or even weapon. In this case, the user simply needs to fuel their weapon with their Magic Power in order to cast their spells and create the water element out of their weapon.

In order to utilize Molding Magic, the user must understand the inherent structure of the properties about to be reproduced; including the flow and balance of magical energy within, before using their magical energy 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, completely unlike its regular version, as to allow it to be easily reshaped into a new form, reforming the material into a new shape. These basic moments are very important if to say about Water-Make, because the practitioner constructs and shapes the water element, which, as it was mentioned, the one, who has a liquid form, thus in its original form is not stable and solid. The hand gestures that one takes is a conduit which focuses and dictates the flow of magical energy, tapping into the magical energies that already exist within the earth and matter; representing the cyclical flow of ethernano and turns that power to manipulable ends; allowing the user to form their element faster; even though there are some users, who are capable of performing Molding Magic without any hand gestures, this cannot be told about Water-Make, as in order to properly utilize it and have its benefits, the user must control the whole process with their hands, which will greatly augment their molding capabilities and will make it sure, that the water-element creation is really strong and stable.

With core Water-Make, the user is capable of manipulating ethernano so precisely that they can modify how ethernano binds together to affect the size and shape of items, even their chemical composition, enabling the user to gain an advantage over foes as to keep them guessing as they bond raw materials to manifest something which is brand new, or even reshape a pre-existing item. Water-Make can be described as an "unrestrained" type of Magic, the common attribute of all types of Molding Magic, with the shapes created reflecting the personality of the user; therefore, creations tend to be different from user to user, even if the users happen to be proficient in the same element.

Water-Make, even if it is one of the Molding Magic rosters, is a unique one. Its mechanics allows the user to not only create the water element and shape it into different constructs but also to utilize different sources of water as a source of their spells and moreover, to even change the surroundings. In case of using water as a source, there are several ways of its usage. By standard means, the Water-Make Mage is capable of molding objects and constructions out of nothing. If going further, the user just utilizes the hydrogen and oxygen elements in the surroundings, which allow them to mix said chemical elements, thus creating the water element, which later they shape into objects. The second source of using Water-Make lays in the utilization of water-based sources, like river, lake or even puddle. If the Mage is very capable and proficient, then they will be able to not simply use such method, but also extend the quantity of water they have in order to enhance their initial performance. The last, third way, which once was taken as a theory, but was proved to be a real one, is taking water from the human's body. The human body consists of water on 60-70% and mages are able to cast the water out of their own body. However, this method is quite dangerous for both human body and the caster, as it can be ended in the death of the human vessel.

When it is told about the influence of Water-Make over the surroundings in which the user is located, it is true, that the whole landscape can be turned into a large swimming pool with the efforts of one Mage, however such doing needs a pure Molding Magic, the one, which requires a Mage to use their own magical aura as the catalyst for the modification, thus requiring them to be within physical range of the item wishing to be changed. Such style tends to be used for both the surroundings and even the spells the user casts, as they are able to greatly increase the potency of what they initially could do.

Another interesting trait of Water-Make, a trait which can play with other Molding, and not only, Magics, is that the strength of Water-Make varies directly on the user's power, both magical and physical. The mastery over Water-Make allows its users to change the very properties of the utilizing water or even water-based liquids, in order to greatly augment their performance – all of this means, that penetrating power, speed, size of objects, elemental density and etc. can be enhanced by magician solely with their own prowess, rather than miracles and stupid unnecessary power-up modes.

  • Static Water-Make (具鍛・水域の造形魔法(スタティック・ウォーター・メイク), Sutateikku U~ōtā Meiku lit. Tool-Forging Water Molding Magic): Static Water-Make is a first of three methods to make a use of Water-Make. Characterized by the creation of inanimate objects, it allows making different tools, weaponry and etc., out of water. This casting method is known to be the first and the most versatile because the Mage is able to use it in every situation they face; creating a variety of things and making a proper utilization of water's attributes and its specific sides, the user is able to make the tools in quick succession and attack their target with it; moreover, this style is faster and easier to control, than Dynamic Water-Make and can even block and cancel out it. Within the properties of the created tool, Static Water-Make allows to fully replicating the tool and its real-based properties, i.e. the sword spell will match the real, steel-made sword.
  • Dynamic Water-Make (実降・水域の造形魔法(ダイナミック・ウォーター・メイク), Dainamikku U~ōtā Meiku lit. Entity-Summoning Water Molding Magic): Dynamic Water-Make is a second of three methods to make a use of Water-Make. Characterized by the creation of animated objects, the user is able to create different creatures made of water, which can act on their own - a similar case of utilizing familiars, yet with different mechanics. This method needs a bigger amount of concentration from the Mage; however, it is paid off with the power of the created animal or object. Usually, the Mage creates a Magic Seal in order to properly create the aquatic familiar, which they will use in battle or for other purposes. Within this style, the user can create not only fully-developed animal creatures but parts of their body or even human body like a large feet or hand, to greatly support their performance.
  • Elemental Water-Make (然理・水域の造形魔法(エレメンタル・ウォーター・メイク), Erementaru U~ōtā Meiku lit. Nature-Controlling Water Molding Magic): Elemental Water-Make is a third of three methods to make a use of Water-Make. Being something like unorthodox type, this method is characterized by the creation of natural manifestation of the water element. Being similar to hydrokinesis, the user is able to create a rainfall or tsunami out of nothing, ultimately using it in situations they face. Even though this method is known as the hardest one to learn, the one who is able to masterfully utilize it, can proudly be named as the master of Water-Make. Within the largest amount of Magic Power which is necessary for rightful usage of Elemental Water-Make, the user is able affect the surroundings around them in order to completely surpass any obstacle on their path.
Static Spells
  • Water-Make: Lance (槍騎兵(ランス) Ransu): Water-Make: Lance is one of the basic spells, when the user extends their arms forward, creating a small water sphere or even a Magic Seal, from which long, curved water lances are shot directly toward their target in quick succession. As expected, Lance Spell impales the chosen target with a barrage of spears flying at a great speed, leaving the target with great penetrative damage. What must be noted, that the released lances are shot in the direct line, with no changing in its direction, however, lances reach their target in the different order, one faster, another slower. Also, but rarely utilized, the user is able to alter the appearance of their Lance Spell to make it similar to actual spear or lance, i.e. a long-ranged weapon, in order to fight and defeat their target in close combat; at such rate, the spell still saves its penetrative capability, and moreover, the user can extend the actual length of their weapon in its second form, in order to surpass the possible gap between them and their target or enemy. Even though this is a regular spell, it is quite powerful spell, which successes as both close-range and long-range attack, which can be used either from the hands of user or even beneath their feet, i.e. from the underground by casting the process on the water flows, which lie under the earth and soil, which also makes this spell very versatile.
    • Water-Make: Aqua Lancer (水創騎兵(アクアランサー), Akua Ransā lit. Water Lance Soldier): an extension or rather an upgrade of the previous spell. Charging their Magic Power, the user creates a barrage of water lances, larger in their appearance if to be compared to its regular verse, after what they’re used to attack the chosen target in almost immediate pace at different angles, the attribute which gives this spell a big scale of versatility. Which is usual to the upgraded versions, Aqua Lancer is much faster and stronger, with its enhanced power the Mage is able to strike their target down, also including the destruction of any particular surface Aqua Lance is able to meet with; each lance is powerful enough to destroy rock, not saying anything about other, much thinner in material surfaces. When utilized as a sole weapon, rather than long-range barrage, the Aqua Lancer has changed design, which corresponds to unusual, but quite beautiful spear, with its blade being similar to either trident or Jūmonji yari, saving its properties.
    • Water-Make: Neptune Trident (海神三重槍(ネプチューントライデント), Nepuchūn Toraidento lit. Sea God’s Threefold Lance): a final version of Water-Make: Lance spell. The user, after concentrating their Magic Power, releases a gigantic trident out of the water, with which they trap the opponent in one of its tips. Then, they launch the trident upwards, where the tip acquires its final form, being completely frozen in order to keep the opponent in check and trapped. After the preparations, the Mage makes their final, true strike, when another two tridents are made in a similar motion, after what, they strike the frozen tip of the first trident simultaneously, in order to make a great impact from both ice and water elements, also the shock and penetrative damage are given on a large scale to any target the spell faced. In an alternative way, the user can also hide an ally inside the water trident, which will lead to hidden counterattacks and other similar things in battle.
  • Water-Make: Shield (盾兵(シールド), Shīrudo): Water-Make: Shield is one of the basic spells, which every Water-Maker learns; this is the spell, which builds the mastery and prowess of a Mage. The user, after they take a special stance, puts their hands in a specific seal, then creates a Magic Seal, after what the water-elemental shield is created. The shield itself is round in its shape and large in its size, however, the actual appearance varies per users. The shield stands in front of the user and serves as means of protection for everything behind it. At higher levels of mastery, the user may be able to create a large and much stronger shield, which is made out of several shield parts, which then fuse into the one, shield-like barrier with an ability of protecting not only from simple attacks, but from any physical attacks, magical bursts, elemental attacks and moreover, any weapon like arrows or thrown spears would be stopped, as the shield would simply suck in any incoming attack, reducing the impact from the coming threat and assaults. The user also can use a smaller version of the shield on their arm, usually, the one which is the dominating for the user. In such way, Water-Make: Shield spell will grant them an unusual opportunity to have a mobile protection and defend themselves in, for example, hand-to-hand combat or in other similar situations when the person is on the move.
    • Water-Make: Shielder (連打盾壁(シールダー), Shīrudā lit. Barrage Shields Wall): enhanced version of Shield spell. Taking preparations, similar to those shown in the previous spell, the user concentrates their Magic Power, after what they create an augmented version of their water-based shield in both its appearance and power. Within this spell, the user is able to call upon the magnificent and enormous water-based shield, which saves all the properties from its previous version, yet at the same time maintaining its attributes on a much higher level. While the defense granted by the Water-Make: Shielder can block any incoming attacks for some time, the user easily can shape their shield into different forms, with the purpose of adapting the attacks, which are sent by their enemies in order to provide enhanced protection; if to say anything about elemental attacks, Water-Make: Shielder is a spell, which may stop almost all elemental attacks like earth-based, but merely all fire-based, lightning-based and ice-based attacks will be nullified with the power of Water-Make: Shielder. The final note is that the user, if they know how to shape their shield in smaller, compact form, now are able to wield it not like a simple means of protection, but like a complete weapon – they are able to give great strikes with it, crushing attacks, which are strong enough to make cracks in the human bones, and moreover, there is a possibility of using it as a projectile weapon, throwing it at high speed at the opponent, which will grant the shield big stunning and smashing effects.
    • Water-Make: Sparrow Wings (朱南鵬翼(スパローウイングス), Suparō Uinguzu lit. Vermillion Southern Bird Wings)
  • Water-Make: Hammer (大槌兵(ハンマー), Hanmā): taking the same stance while casting its lance counterpart, the user gathers the water element, which then is shaped into a hammer form. When such preparation is done, the user sends it directly to their enemies, yet, in not similar way how it is made with Ice-Make: Hammer – the user makes a sudden swing attack with a hammer-shaped water gathering, which not

only knocks them off their balance and ground but gives great blunt damage with literal shock to their personas. Because of the water properties, which enhanced with the Water-Make, the victim of this spell suffers from great physical damage delivered to their body and will need not only simple medical aid but also some time to back to their senses, as the shock they survive isn’t small; when utilized in battle, it is much harder for the enemy to quickly recover from their sudden injury. Such spell can be useful in surprise attacks, when it is possible to catch the opponent off guard, in the situation, when the Mage needs to be released from a horde of opponents or to simply destroy the opponent’s defense, which can be easily done with Water-Make: Hammer spell.

    • Water-Make: Aqua Hammer (水大槌兵(アクアハンマー). Akua Hanmā lit. Water Sledgehammer Soldier): an enhanced version of the previous spell. The user, charging their Magic Power, creates a giant hammer made out of the water, which they now are able to not only use as within the Water-Make: Hammer spell, but rather as an actual weapon. Such spiked hammer remains all of its previous version’s attributes but in the enhanced state. Moreover, the newly created spikes and the new-found form in which the hammer now is maintained only makes the gathered water very dense, thus this spell becomes quite dangerous when utilized correctly. Water-Make: Aqua Hammer can be used as a real weapon – with it, the user is able to block the incoming attacks from real weapons, by other means, it is able to block the steel, not to mention with which ease the user is able to crush several trees in the row with simple swings of their water-based weapon, or how they can deflect any stone or metal projectile thrown to them. If the user has a good prowess within their Water-Make with quite good reserves of Magic Power, then they possibly can utilize it in conjunction with other Water-Make spells in order to completely crush their opponents.
    • Water-Make: Aqua Blast (水大槌の衝撃(アクアブラスト), Akua Burasuto lit. Waterflow Sledgehammer Shock Attack)
  • Water-Make: Arrows (弓兵(アロウズ), Arōzu): Water-Make: Arrows is the first long-range spell, which can be used when the user puts their free hand over the other hand, then putting their hands in front of them. A Magic Seal appears, after what the user releases an arrow or several arrows made out of the water, which are flying at high speed to the chosen target. The user can extend the usage of this spell, creating an actual bow or even a longbow, particularly changing all the properties within the arrow and the way they act in the battle. Depending on the user’s mastery, they are able to make a variety of shots, being it subsequently or in another way. The arrow itself has the great penetrative capability, even higher than Water-Make: Lance has and is quite versatile even by marks of the mentioned spell. Finally, if the user won’t have another choice, but to use it in such way, they can create an arrow, but utilize it as a dagger or bladed weapon, similar to kunai, a weapon perfectly fitting such attributes.
    • Water-Make: Arrows Storm (多重矢雨量(アロウズストーム ), Arōzu Sutōmu lit. Multiple Arrow Rainfall)
  • Water-Make: Sword (刀騎兵(ソード), Sōdo)
    • Water-Make: Longsword (水太刀兵(ロングソード), Rongusōdo lit. Waterflow Longsword Soldier)
      • Water-Make: Sword Pulsation (細波の太刀(ソードパルセイション), Sōdo Paruseishon lit. Longsword of Ripples)
      • Water-Make: Frozen Pulse (氷柱の太刀(フローズンパルス), Furōzun Parusu lit. Longsword of Icicles)
Dinamic Spells
Elemental Spells

Assorted Others

Weapons & Equipment

Among various possessions of many kinds, Arthur's most notable possessions are his Gate Keys used for summoning various celestial spirits, Svallin, his choice of armour, three Legendary Gems, Emerald, Opal and Topaz, used for healing and mana regeneration, and his signature whip, Fleuve d'Étoiles, originating from the Celestial Spirit World itself made purely out of flowing water and/or light

Catalogue Book

Catalogue Book (目録本, Mokuroku hon) is a magical artefact that has been in possession of Arthur's family for over 400 years until it finally came into Arthur's possession. It has been referred to as a Human version of Star Memory. It is rumoured that alongside Arthur's, there are only two more such artefacts, one of the owners being unknown. The book is said to be able to contain and store celestial spirit gate keys and allow only the rightful owner to summon it, either via Territory or by flipping through the pages, as the two seem to be connected, sharing the same miniature dimension, as the book, upon being opened for the first time, remembers the owner's magical trait.

The Catalogue Book is very large, about the size of a dictionary or encyclopedia volume. It is bound in brown leather, and the front cover has a symbol composed of an interlocking triquetra and circle on it, symbolizing the past, present and future owners of the book. Despite being four hundred years old, the book is actually in very good condition, thanks to a protective spell cast on it. The book's pages are written in ink by hand. Each entry has their titles spelt out in elaborate multi-coloured calligraphy. The book is written by the whole Moshiyoto line, throughout the generations, and possibly by also very close friends. The book contains many illustrations, particularly drawings of celestial spirits so that they can be recognized by those who have access to the book.Some of the spells within it are written in an old, possibly forgotten language. Arthur is currently working on deciphering them.

The book's organization is haphazard at best. Arthur has remarked on several occasions that he searched "the entire book" when looking for specific information, which suggests that the book's previous owners simply filled in the pages sequentially rather than arranging the contents topically. However, given that the Catalogue Book is a collaborative work with contributions by over four centuries worth of numerous celestial spirit mages, a topical organization was likely a practical impossibility.

However, even though poorly organized, one could say that the book is divided into three parts. The first part of the book is regarding theoretical knowledge and the mechanics of said magic, focusing on rather explaining the magic and learning every aspect of it. The second part of the book focuses on spells, power-ups and techniques limited to celestial spirit mages, as well as numerous tips on training, intending on making a celestial spirit mage powerful enough for them not to rely on their spirits. The third and final part revolves around the celestial spirits in general, most of which are randomly arranged. Each one of the spirits has their own entry in the book, as well as a drawing of both, the spirit and the key, as well as a listing of their abilities, advantages, previous owners, personalities, weapons and such.

  • Protection of the Stars (星の保護, Hoshi no hogo; lit. The Ultimate Protection of the Night Sky): The book's only protection mechanism against evil, a very special and unique defensive technique the book possesses; This spells seems to allow it to become invincible, figuratively speaking. By combining two defensive abilities, Celestia and Sideris, the book creates two goldens spheres orbiting around itself. As the two make contact, they combine in a single seemingly larger barrier. The said barrier can withstand both magical and physical assaults, serving as an ultimate defence. The book draws energy for this spell from the celestial spirit world and is activated when the book is either being attacked or stolen, preventing the two from happening.
  • Requip (換装, Kansō): The book possesses its on pocked dimension which is capable of storing Celestial spirit Gate Keys, as well as all of his Spirit Relic Keys, allowing whoever possesses the book, in this case Arthur, to freely summon each and every key into his hands.

Spell Relic Keys

Spell Relic Key (呪文遺物鍵, Jumon ibutsu kagi; lit. Charmed Misused Gateway) are...


Svallin (冷凍鎧, Reitō yoroi, lit. The Armour That Leaves No Spot Uncovered) is Arthur's 'armour, made by combining nano-cellulose or micro-fibrillated cellulose with a low-refractive-index polymer that is finally weaved with a modified form of polyvinyl chloride fibre. The suit takes a translucent, spandex like shape and appearance. However, this armour isn't an ordinary one. It is rather infused with unstable ethernano particles that constantly absorb and release ethernano from the environment, crystallizing it into numerous mini almost diamond-hard lacrimas, acting as a form of high-defence. The said combination of clothing and ethernano can be altered easily and adapt to a certain environment, allowing it to be incredibly resilient to drastic changes in heat, cold, pressure, density, dirt, etc. making it ideal for use as mage's armour. In order to keep his own magical reserves untouched, the said armour acts as if it were a one-way membrane, allowing Arthur to expel his own energy outwards, but restricting the armour from absorbing it.

Additionally, in order to renew some of his own magic, Arthur can temporarily change the flow of the ethernano, allowing it to rapidly 'enter' Arthur, replenishing the previous energy loses by a small, yet significant, amount of energy. Usually, Arthur keeps this 'option' on for about 30 seconds, as that amount of time allows him to replenish just enough energy to summon two zodiac celestial spirits. However, it should be noted that, in case of allowing the ethernano to freely enter his body for a longer period of time, sometimes even 45 seconds, all of his muscles would start to crumble due to sudden energy change within the muscles.

Thanks to its great capabilities and properties, Arthur has stated that the armour nearly halves the incoming damage, significantly increasing his durability during damage, as now, with the addition of the armour, it would take double the damage to knock out Arthur, assuming he were to duel a foe stronger than him. The said armour covers about 90% of Arthur's body, the exception being his head, neck and hands. For unknown reasons, Arthur still prefers to wear a set of civilian clothing above the armour, so that he wouldn't look too intimidating or frightening to his students. The additional set of clothing doesn't seem to interfere with the ethernano flow.

  • Recharge!: Arthur has demonstrated the ability to can temporarily change the flow of the ethernano, allowing it to rapidly 'enter' his body, replenishing the previous energy loses by a small, yet significant, amount of energy. Usually, Arthur keeps this 'option' on for about 30 seconds, as that amount of time allows him to replenish just enough energy to summon two zodiac celestial spirits. However, it should be noted that, in case of allowing the ethernano to freely enter his body for a longer period of time, sometimes even 45 seconds, all of his muscles would start to crumble due to sudden energy change within the muscles. This ability can only be done once per hour, making it a highly desirable skill.

Emerald Gem

The second of the Seven Legendary Gems, representing hope. The emerald is infused with magical energy and, as such, increases the user’s magical power by a percentage. The gemstone also passively accumulates magical energy and can be activated, releasing all of the energy to replenish the users own magical reserves. It also has the ability to create a magic-negating force field. Arthur wears the emerald on his necklace, it was given to him by his mother and has been in his family for 28 generations. It is believed that all the previous users were also Celestial Spirit mages and that the gemstone originated from the Celestial Spirit world. The gemstone takes roughly 24 hours to absorb enough energy to become fully charged.

  • Release (リリース, Rirīsu): By clenching his fist while holding the said gem, Arthur is able to utilize this item for its original purpose. The emerald would start glowing bright green upon releasing a sort-of aura that begins to envelop Arthur's body. The aura is said to be a gas-like state of pure ethernano it has accumulated within the time of its last use, although 24 hours are enough for it to be completely charged. The aura will then rapidly start entering his body, fully replenishing his previously lost energy and even healing all of his wounds. Even though rarely, Arthur prefers to use this technique only when he is left no other choice.
    • Release: Spirit Style (リリース: スピリットスタイル, Rirīsu: Supiritto sutairu): If Arthur were to be unconscious, some of his spirits are often capable of activating the gemstone themselves, recovering his magical reserves for him and healing all of his wounds, granting him the ability of a fresh new start.
  • Crystal of Protection (保護の結晶, Hogo no kesshō): Another gemstone's ability, Crystal of Protection, is a technique Arthur rarely uses and refers to it as a trump card. The only active ability of the gemstone's Arthur owns, Crystal of Protection is triggered with a simple chant of its name. Upon doing such, Emerald begins to glow in a bright shade of green upon projecting a crystalline-like dome that negates every magic in the area, excluding the caster's. The dome is 15 feet long in diameter and 4 feet tall. It can be broken only from inside-out with blunt damage.

Topaz Gem

The Sixth of the Seven Legendary Gems, representing Calmness. It is yellow and made of a unique alloy comprised of topaz and quartz. The topaz is infused with magical energy and, as such, increases the user’s magical power by a percentage. The gemstone also passively accumulates magical energy and can be activated, releasing all of the energy to completely heal the user. Formerly, the gem belonged to Zaha and part of it is now embedded into Zaha’s summoning key. The gemstone takes roughly 24 hours to absorb enough energy to become fully charged.

  • Release (リリース, Rirīsu): By clenching his fist while holding the said gem, Arthur is able to utilize this item for its original purpose. The emerald would start glowing bright yellow upon releasing a sort-of aura that begins to envelop Arthur's body. The aura is said to be a gas-like state of pure ethernano it has accumulated within the time of its last use, although 24 hours are enough for it to be completely charged. The aura will then rapidly start entering his body, fully replenishing his previously lost energy and even healing all of his wounds. Even though rarely, Arthur prefers to use this technique only when he is left no other choice. Since the topaz has been split into two pieces, each piece can be activated independently of the other, but they also have a smaller reserve of energy and a weaker effect.
    • Release: Spirit Style (リリース: スピリットスタイル, Rirīsu: Supiritto sutairu): If Arthur were to be unconscious, some of his spirits are often capable of activating the gemstone themselves, recovering his magical reserves for him and healing all of his wounds, granting him the ability of a fresh new start.
  • Dark Ward ( ダークワード, Dāku wādo): Dark Ward is Topaz's only ability, alongside Release. As the name suggests, Topaz acts as a sensor for black energy and as such, notifies Arthur when someone near him is using black arts, whether he's aware of it or not. When it happens, Topaz starts to emit a small amount of heat, notifying Arthur about it. Additionally, Topaz, as stated by Arthur, feels a lot heavier when in this stage. Also, when directly exposed to the mentioned technique, Topaz will project a spherical shield around Arthur, nullifying the previous.

Opal Gem

The Fifth of Seven Legendary Gems, representing Mercy. The gemstone is white and is said to be made of numerous crystals in different ratios, making it nearly impossible to recognize and identify all of the crystals. Opal is infused with magical energy and is said to passively increase the holder's magical energy and capabilities. Additionally, the gemstone passively collects ethernano from its environment, accumulating it and allowing Arthur to release it all at once, restoring his magic reserves completely. Opal has one more skill that many don't know of, it grants Arthur the ability to see the future in his dreams.

  • Release (リリース, Rirīsu): By clenching his fist while holding the said gem, Arthur is able to utilize this item for its original purpose. The emerald would start glowing bright white upon releasing a sort-of aura that begins to envelop Arthur's body. The aura is said to be a gas-like state of pure ethernano it has accumulated within the time of its last use, although 24 hours are enough for it to be completely charged. The aura will then rapidly start entering his body, fully replenishing his previously lost energy and even healing all of his wounds. Even though rarely, Arthur prefers to use this technique only when he is left no other choice.
    • Release: Spirit Style (リリース: スピリットスタイル, Rirīsu: Supiritto sutairu): If Arthur were to be unconscious, some of his spirits are often capable of activating the gemstone themselves, recovering his magical reserves for him and healing all of his wounds, granting him the ability of a fresh new start.
  • Precognitive Dreams: This ability, as its name states, allows Arthur to see the future. In order to see and dream the future, this ability requires Arthur to be unconscious. He can't activate this ability by will. The dreams, as dreams tend to be, are open to interpretation. There appear to be more often than not slight differences between the dream and the actual events. Whether this is related to dreams not being entirely literal, the future constantly changing, how far in the future the events take place, or simply a natural consequence of the power is unknown. Arthur admits that he doesn't always understand his dreams, as they are open to interpretation. At the same time, the dreams can be very accurate in relation to actual events. There are no known limits as to how far into the future the dreams can reach. Most of the dreams take parts in events taking place the following day, but in some cases months and years ahead of time.

Jade Magatama

Jade Magatama (ヒスイの勾玉, Hisui no magatama) is a set of six, paired magatama beads crafted from an exotic form of jade, the pairs resemble yin-yangs with their alternate colouring. When not active they turn into a simple jade bead necklace the user adorns as they please, but float around the user when activated and become a foot in size each.

Story states these beads were once the gift of a goddess to a man who went on to unite his country, the beads offering him divine protection. However so smitten was she that when the man wed another human over her the goddess flew into a fit of rage and revoked the seal tying the beads to him. When he next went into combat the man fell when the beads failed to protect him as he believed they would. Believed to often be little more than a trinket it is in response to potential and spirit that this necklace reveals its true form, granting its wearer a similar form of protection even if not to the same degree as its original owner. Each pair of beads shares health, able to take up to a considerable amount of damage before breaking.

Arthur - Purify

The beads, moment before purifying a target.

  • Empathy (共感, Kyōkan): For as long as the Magatamas are present when the user is hit with a status condition the effects are simultaneously shared with the foe who inflicted them. The owner of the beads will find the effect reduced by half for themselves, but any damage associated with the spell will not be reflected, merely the effect.
  • Pacify (宥める, Nadameru): Sending the beads out with the wave of a hand, the beads will surround a spell and calm the energy within, causing it to disperse in a peaceful manner. This may also be used on attackers, the beads instead flying from the wielder to encompass a diameter of 15 meters. Those caught in the field upon activation will find their bodies relaxing, any intended swings/tossing of weapons stopping for a brief moment.

Fleuve d'Étoiles

Fleuve d'Étoiles (星の大河, Etowāru Furūgu; lit River of Stars of the Eridanus Constellation) is Arthur’s primary weapon besides his Celestial Spirit Keys, he acquired it as a gift on his twelfth birthday from one of his spirits. While not in use, only the whip's handle is visible, this possessing a simple, cylindrical form with a dark blue central part and golden edges; the lower one is covered in stud-like ornaments and has a small blue rope hanging from it, from which a yellow star-shaped pendant is attached. When the weapon is being used, a jet of flowing water is created from the handle, which remains compact, and twists and moves as if it were the rope on an actual whip. Later on, as Arthur's power grew, the whip itself became portrayed as being less water-like and more celestial in appearance: a stream of eerily blue celestial matter comes forth from the handle and is surrounded by yellow-white light that twists around its entire length. The water acts as a solid, allowing Arthur to grab onto solid objects as well as to perform a various array of attacks.

What most people don't know is that Fleuve d'Étoiles has another unique ability, allowing the bearer to insert a Celestial Spirit Gate Key of any kind in order to temporarily gain the respective spirit's abilities, magic-wise. Upon doing so, the whip is most likely to change its colour, representing the respective spirit's magic. In order for this to work, the spirit mustn't be summoned and the two must have a valid contract. In order to initiate this spell, the user has to input the key whose spirit's magic they'd like for the celestial whip to inherit, There is a special socket, universal for all keys. The spirit is then to approve of this action telepathically and upon their agreement, Fleuve d'Étoiles is good to go.

  • Elemental Inversion: Swap (要素の反転:変更, Yōso no hanten: Henkō, lit. Element Stance Modification): Although unknown to many, Arthur has the ability to swap the two elements flowing within, making light the dominant and water the subordinate one. During this phase, whip's existing water-manipulation ability is permanently swapped by the light-manipulation ability of the same nature. Arthur can revert the element at any given time, although the cooldown between two inversions is 180 seconds, or 3 minutes to be precise. Upon closing the weapon, the state will be reverted to water-stance, regardless of the cooldown.
  • Fluid Embrace (流体抱擁, Ryūtai hōyō lit. The Never-Ending River): A unique spell exclusive to Arthur, distinct to the Moshiyoto family; Fluid Embrace allows Arthur's magical trait to partially synchronize with Fleuve d'Étoiles', temporarily granting him a unique set of abilities exclusive to Fleuve d'Étoiles, granting him mastery over Water Magic. Additionally, his appearance changes as well, gaining a celestial note. His outfit becomes navy blue, as well as his hair, in addition to his eyes. His skin becomes paler, some may even say white. While in this state, all melee physical attacks are negated due to his body being made purely out of water.
  • Luminous Embrace (発光抱擁, Hakkō hōyō lit. The Light That Never Dies): A unique spell exclusive to Arthur, distinct to the Moshiyoto family; Luminous Embrace allows Arthur's Magical trait to partially synchronize itself with Fleuve d'Étoiles', temporarily granting him a unique set of abilities exclusive to Fleuve d'Étoiles, granting him mastery over Light Magic. Additionally, his appearance changes as well, gaining a celestial note. His outfit becomes light yellow, while his hair turns golden, just like his eyes. His skin starts to glow, enhancing his celestial appearance. While in this state, Arthur's statistics improve greatly, allowing him to take on multiple opponents more easily, turning the odds in his favour.
  • Cosmic Water (宇宙の水, Uchū no mizu lit. Curious Amalgam of Water and Light): A unique spell exclusive to Arthur, distinct to the Moshiyoto family; Cosmic Water can be considered a combination spell of Fluid and Luminous Embrace. Cosmic Water allows Arthur's Magical trait to fully synchronize with Fleuve d'Étoiles', temporarily granting him a unique set of abilities exclusive to Fleuve d'Étoiles, granting him mastery over both, Water and Light Magic. Arthur has demonstrated the ability to successfully merge the two, creating a form of Light Water Magic, hence the technique's name. Additionally, his appearance changes as well, gaining a more celestial note. Rather than wearing his own clothing, Arthur is now seen wearing a light blue kimono with golden outlines, suitable for a celestial emperor. As this technique is a combination of the previous two, Arthur gains both, immunity to melee physical attacks and statistic augmentation.


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