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Lady Frostbite (王女凍傷, Ōjo Tōshō)
Unrelenting Blizzard (容赦ない猛吹雪, Yōshanai mō fubuki)
Diavoletto (ディアボレット, Diaboretto, lit. Little Devil) (By Gryphon Hayashi)
Dakota Fath (ダコタ ファス Dakota Fasu) is an S-Class Mage of the Legal Guild, Koma Inu, Fiore's largest, and arguably, strongest guild in today's era. She gained the alias Lady Frostbite (王女凍傷 Ōjo Tōshō) during her time in the Grand Magic Games, and holds the self-proclaimed title of The Unrelenting Blizzard (容赦ない猛吹雪 Yōshanai mō fubuki). She is one of the most well-known users of Ice-Make Magic and while there are still mages that surpass her, her own style of fighting has made her rise to the top in one way or another.
Her boundless energy and go-getter attitude easily gains the attention of many, and Dakota's overinflated ego seems to grow under their attention. Despite her prideful tendencies, Dakota is and can be a close confidant when she needs to be and is always there when her guildmates need her. Her somewhat blunt and realistic way of going about things is not exactly warm and comforting, however, she is by no means harsh or cold like her magic might suggest. She is mischievous and friendly by nature, easily gaining her friends within minutes of meeting people.
Dakota is a young of a small stature and round facial features that make her appear much younger than she truthfully is. With a jaunty disposition, however, it is quite difficult to miss the young woman, especially when paired with her vibrant hair and eye colors.
The young woman is most recognizable by her hair, and despite another S-Class member, Nova, having the same basic hair color, their shades are vastly different. Dakota's hair is red-pink, similar to a raspberry, quickly drawing attention in its bold and vivid hue. Her hair is long, reaching down to the small of her back, and very thick and wavy, making it quite unmanageable unless proper time and energy is put into styling the locks. To combat the messiness, Dakota would typically tie it up in a full ponytail, however, she now chooses to opt for a half-up-half-down style, leaving her bangs to hang over her forehead. She puts three barrettes—two on the left side and one in the center—in her bangs in varying colors. While they serve no immediate purpose, when she enters strenuous activity she will use them to pin back her bangs from her face. She always carries an extra hair tie or two with her in the event that she wants to restyle how she pulls it up as well.
Paired with the vivid color of her hair are scintillating gold eyes that hold the same fury and intensity of a fire within them. With a unique orange-to-gold ombre in her irises, they easily claim the attention of many, holding people in her intense gaze. Her eyes are downturned and are crowned by thin eyebrows. Recently, she has taken a fancy towards eye makeup, especially eyeliner, and can now commonly seen sporting the famous winged eyeliner.
Dakota has a heart-shaped facial structure with rounded features that make her look several years younger. With a slim nose, plump cheeks, thin lips, and a weak jawline, she has overall softly curved features. She is typically sporting a mischevious smirk and oftentimes has a sweet of some sort between her lips, especially pocky sticks. She possesses a petite build, standing at a mere 5'2" with a slim build. She is leanly muscled, being neither excessively bulky nor lacking in strength. She doesn't have very feminine figure, being none too impressive in bust, waist, or hip sizes, though Dakota is very rarely ever concerned with this. She has pale skin and her body is typically several degrees warmer than normal to compensate for her cold magic. While she has no prominent or notable scars, her body is often marked with scrapes, bruises, and cuts from vigorous and careless training sessions. All these things considered, she is described to have a very youthful appearance.
Dakota's sense of fashion doesn't seem to consist of anything in particular, as she will wear anything from floral dresses to basketball shorts and cotton t-shirts that have seen too many slices of pizza. However, a commonality between all her clothing choices is being of thin, breathable, or short materials to regulate her body temperature. She also likes to wear clothes that will allow her to move freely in case anybody wants to pick a fight with her or Dakota tries to pick a fight with anyone else.
Dakota is a very curious and mischievous person, generally going about her day fulfilling any whims that come to mind. She has been shown to be very spontaneous because of this, and she often acts on her impulses alone, leading her to perform stunts and tricks on people around her just to entertain herself. She enjoys eliciting strong reactions from others, general on the positive side of the scale, though she is not above scaring random strangers to get a laugh. Her seeming boundless energy allows her to easily keep up with any thoughts or plans she has. This immense amount of energy tends to make Dakota appear to take up much more space than her small body allows as well, making her presence somewhat frightening to those unprepared for someone of such a high caliber of energy.
Dakota is very sociable as well, taking any and all opportunities she can to talk with others. For this reason, she can make friends with just about everyone, even if she's only known them for a short while. She is a very experienced conversationalist, and can easily move from subject to subject, leaving limited space for an awkward silence to settle in. She becomes very impatient when in a situation where she is not stimulated in some way, which can get her into quite a bit trouble when she tries to make entertainment for herself.
She appears to be a very skilled empath, being able to read most people's emotions quite easily, allowing her to react appropriately in social situations to reduce tensions between others. Despite being under highly stressful or otherwise confusing environments, Dakota seeks to ensure that everyone is in a calm state. While she is not a psychologist by any means, her concise and realistic way of approaching situations can help others to keep their problems in perspective and not be consumed by any self-doubts or loathing they may be feeling.
Dakota takes great pride in herself and her abilities and has no problem with showing off. If the opportunity to test her skills were to present itself, it's a well-known fact that she would accept it and go forward with the fullest intentions of not only winning but completely dominating the competition just to prove her strength. She gratuitously accepts praise, craves it even, though this is more of a natural want that most people tend to have. She has a rather large ego as well and despises being doubted or thought little of. While she has since overcome her height deficiency, if anyone were to look down on her because of it, she wouldn't hesitate to knock them down to the ground. Despite all her bravado, Dakota works extremely hard to become as powerful as she is, and continues to develop her powers even further. She aims to be the perfect image that those around her imagine her to be, training tirelessly to make sure she lives up to the title of Koma Inu’s S-Class, as well as a shoulder to lean on should any of her friends need one.
Dakota and Nolan do not share a very profound or deep relationship and Nolan appears to be quite annoyed with the redhead very often. Dakota calls him Garden Gnome and whether this is done affectionately or to simply peeve him is currently unknown. Dakota's main means of getting his attention and getting him to do what she wants is to simply pick him up bridal style and take him where she needs him. Despite this, she does seem to respect him, as she always comes to him whenever she has any medical issues. Nolan also tends to fuss over Dakota's wounds, even if they are minor, and between him and Gwen, it is rare that the young woman has bruises or scrapes for more than a few hours anymore.
Dakota's first team within the guild, consisting of herself, Niklas Thoth, Stewart Hartenfelds, and Mandi Thoth. They were unable to click as a team as they had thought, and while they shared some individual strengths, uniting them became rather difficult with some members being too commanding and others being too submissive. While they had gotten together rather peacefully, there simply wasn't enough to hold them together, and the team fell apart rather quickly.
Dakota has looked up to the Kasumi Twins for quite some time, Silver more so than her brother. The talented, then-teenage Ice-Make mage had initiated the spark to get Dakota interested in magic. Nearly a decade after, Dakota's childhood admiration had been long forgotten and she ends up meeting Silver while on her way to train. After time and life had worn away the older woman's features slightly, taking away her light and leg, it took quite some time for Dakota to recognize her. Once she did, the fiery redhead set herself on a mission to rekindle Silver's love for battle, and after several spars and the ultimate defeat of their "final" showdown, Dakota has yet to stop bothering Silver. She goes to visit her quite often nowadays, typically trying to get a fight out of her, which generally ends with a slammed door unless Dakota pushes the right buttons.
Dakota had initially met Gryphon during Koma Inu's grand reopening party, the pair instantly hitting it off the moment they quite literally bumped into each other. Like the pair had met before, they shared a playful and flirtatious banter, ending their meeting with the promise to meet up once more. Some time later they would, and after a weekend vacation at Akane Beach Resort, the couple got even closer, much to the chagrin of a cafe owner, and Dakota earned the moniker Diavoletto from Gryphon. She is drawn in the by young man's charm and intelligence and enjoys teasing him, pushing him past his former limits and inviting him into the life of one, free-spirited Dakota Fath.
Dakota was one of the first and only people to stand beside Zara when she first entered Koma Inu's doors, even standing against and fighting another one of her guildmates to defend the other woman. Dakota is able to coerce Zara into training with her, though she accidentally goes overboard and ends up sending Zara back to the infirmary. Despite the short amount of time they knew each other, Zara had shown Dakota some of her deepest emotions and Zara confesses her desire to leave the guild. Dakota proclaims that she will continue to be friends with Zara even if she does leave and that a little distance had never stopped her before. The two, while having quite a few differences, do seem to make each other physically and emotionally stronger and better people altogether, and Dakota holds a deep respect for the twilight-haired warrior for her courage and strength.
Dakota is rather close with her mothers, trusting them to help her make the correct decisions and confiding in them whenever she needs help. The perpetual cycle of "Go ask your mother" and other people questioning her on the whereabouts of her father did not deter young Dakota from loving her parents very much. The two supported Dakota in whatever endeavors she pursued and helped shape her into the headstrong and vibrant individual she is today. She is biologically related to Carolina, though the family holds Virginia's last name.
Dakota was born and raised in Onibus Town by Virginia and Carolina Fath, the young lady having been just as much of a troublemaker back then as she was today. She was constantly getting herself into other people's business and she was rather infamous for jumping fences and accidentally damaging property. Nonetheless, all the kids in her neighborhood thought she was the best thing since sliced bread and Dakota had her own group of sorts, her natural charisma gaining her many friends, especially after she was enrolled in school. During her elementary school years, she would befriend Eleanor Blake, and the two would build a friendship much stronger than the others ones Dakota had previously. They shared nearly everything together and Dakota often concerned herself with her friend's well-being more than she did her own.
In the summer of x787, Dakota would learn about the famous Gray Chasers and was especially interested in the Ice-Make Mage, Silver Kasumi. The very impressionable young tween was instantly drawn in by the heroic actions and deeds done by the too icy mages. Deciding she wanted to be just like the heroine she had heard so much about, she got involved in magic, taking up Ice-Make Magic just as Silver had. Sometime shortly after this, Samarra would come in and abolish Chaos Prophet from Onibus Town and establish Koma Inu. At her mothers' insistence, she did not join the guild until she had finished up school, which led to her wrapping up her studies a whole year early by cramming, thus allowing her to join the guild at 17.
Shattered Dusk:Second Generation Arc
Dakota plays a minor role in the guild war between Shattered Dusk and Koma Inu, facing off against one of the men, or rather, boys, pulling the strings behind the entire project, Valentine Shiramizu. At that time, Dakota is nowhere near prepared for the chaos of her guild hall and the strength of opposing forces, and barely gets away with a tie against her opponent during her fight.
Koma Inu's Housewarming Party
In the name of a fully renovated guild hall, Koma Inu holds a housewarming party, inviting all guilds from the Toveri Alliance. Joining together for a night of fun, festivies, and friendship, the guilds intermingle to make bonds amongst themselves. Dakota finds herself a companion in Gryphon Hayashi, one of Archer Cross's members, and the pair share the evening. At the close of the event, the pair makes plans to meet up again at a later time.
Koma Inu's S-Class Trials Year x796
Dakota joins her guild's quadrennial S-Class trials to determine which mages will be promoted to S-Claas. She must compete against nine other mages within her guild to earn the title for herself, and in a test of intelligence, strength, perserverance, and loyalty, Dakota must prove that she has the ability to stand at the top. After starting in rough waters, continuing on to face her magic's natural opposite in a constant uphill battle, then finding herself in a perilous situation she must escape before she ends up six feet under. The trials are concluded in a team effort to rid an island of monsters, and she along with the other three finalists must work together to complete it. At the conclusion of the event, she and Tojima Shisen are named as this year's victors.
Dakota goes on her first job as a mage of Koma Inu, taking one of C-Class level. She must find and extract the venom from a snake and acquire a flower, both of which are only native to a remote island off of Fiore's coast. With these ingridients, the people who have temporarily employed her will be able to heal their daughter of her sickness.
Dakota Goes Training!
Dakota heads up to Mt. Hakobe for some intensive training in her magic's native element. She explores the mountain's precipices and caverns, fighting off the creatures who call the dangerous terrain their home. She comes out of the mountains stronger than before and more knowledgeable about her magic's behavior.
Haunting in Room
Dakota takes another job that will have her figure out the cause of a families sleepless nights. They claim that their son's room is haunted, though Dakota quickly finds the root of the problem. After fending off a few neighborhood kids and reconciling the bonds between the family and the kids, they return to life as normal.
New Home Construction
Dakota, Niklas, Mandi, and Stewart team up together to tackle the task of building a woman's dream restaurant. Between the three of them, they quickly complete the task, completing its construction within a day. This job brings about their team, Thermal Syndicate.
Ways of Combat
Master Hand-to-Hand Combatant: While Dakota's magic allows her to use weapons of any form, she often turns to close-up confrontations, typically using the Muay Thai style, which allows her to use a wide variety of moves. She doesn't have any sort of attack pattern, and she will use her great strength to overpower her opponents, dealing a great amount of damage with a single punch or kick. Adding in her reflexes and flexibility, Dakota is able to evade and deliver blows with a practiced ease that allows her to overwhelm her opponent. Her smaller stature makes it quite easy to trip her opponents, from which point she will put them in joint locks to instill a severe amount of pain onto them as well as incapacitate them. While she can't pin her opponents down with sheer size, her tactics easily. Her magical power can further augment her abilities, allowing her to coat her fists in ice to deal heavy amounts of blunt damage, or freeze anything she comes into contact with.
Expert Weapon Specialist: Dakota has been shown to be able to wield a wide number and variety of weapons with great expertise, always having the perfect arsenal at her fingertips thanks to her limitless magic. Bladed weapons or otherwise, Dakota is able to take on several enemies at once and have little difficulty keeping up with them, whether or not her magic is compatible or not, for her weapon's longevity and recovery rate is infinite as long as her ethernano reserves remain intact. However, it is not her skill with each individual weapon that has made her an exceptional fighter, but her ability to smoothly and efficiently switch between weapons, similar to a user of Requip Magic. All across the board, Dakota appears to be highly proficient in each of her weapons, though of course, certain abilities stick out more than others, if not because she is better at that skill, but because she uses it more often. She typically more advanced with smaller weapons because they best fit her small and agile build, however, her brute strength lends itself to blunt and large weapons, often because of her misleading size.
Expert Swordsman: Dakota possesses an advanced technique in swordplay, as a result of training with swordmaster Zara Gryffin. She is capable of wielding a singular blade, however, her greatest strength lies in duel sword wielding. This technique was learned to accommodate to the Flame Demon Dual Swords gifted to her by Silver Kasumi. Her particular style is focused primarily on quick but powerful strikes designed to overwhelm an enemy, as well as parrying and striking in the same movement. This is further boosted by the extremely hot fires that are produced by the weapon, which can melt steel swords into a puddle near instantaneously, as well as surprise her enemies with magic opposite to her natural one.
Sword Pressure: 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.
Expert Marksman: Dakota has particularly great accuracy, being able to shoot enemies with a bow or rifles from several miles off, as well as hit moving targets in mid range with throwing knives. In addition, she can fire small handguns at mid to close range with deadly accuracy, and is able to hit a fly 70% of the time on average. In addition, her rapid fire ability as an extension of her magic typically allows her to land a certain percentage of them on faster opponents simply by overwhelming them.
Enhanced Strength: Despite having a small and slim figure, Dakota is shown to have a great deal of physical strength. Dakota is capable of lifting and carrying things twice her weight and size with minimal effort, and anything upwards of three times her size with greater effort. This extends to her lower body strength as well, with her being able to leap forward fast and hard enough that it leaves a small crater in the earth. She can also leap straight upwards several stories with relative ease as well though a greater effort is needed depending on how high she wants to jump.
Immense Endurance: After training in the intense climate and pressure of the mountains, her endurance has raised exponentially, to the point where she can take several hits while showing little fatigue. She has absolute control over her every motion, making it so that she doesn't make any unnecessary movements that would tire her out. She has can deal continuous blows without faltering, and rarely runs out of energy in a battle.
Resistance to Extreme Temperatures: Dakota's magical ability relies solely on the ability to freeze things, so it is only natural that she has developed a resistance to cold temperatures. This extends to magical endeavors as well, as she has shown to be unaffected by any attacks of an ice-elemental basis, as she is able to simply redirect them. In addition, Dakota is able to be in conditions of severe heat and still be able to perform well. This is because her magic automatically cools the area around her, as well as her training deep in geothermal caverns to develop an ice strong enough to withstand high temperatures.
Enhanced Reflexes: Dakota is incredibly light on her feet, and she is able to react to even the slightest movements. This helps her to get in short-range attacks and to escape before her opponents can retaliate. This can be a great help, or great harm, depending on her own opponent's reaction times. If her opponent can keep up with her speed, however, she may just be able to move sporadically enough that she can throw them off.
Expert Acrobatic Skills: Dakota is an adept acrobat, being able to change direction and perform flips in mid-air, and balance on the slightest of platforms. This is in part to her small body, which allows her a lower sense of gravity, as well as her excellent strength. An example of this would be her ability to balance one-handed on her sword's hilt where it protruded from the ground, and then quickly flip forward and strike down onto her opponent during a sparring match.
Flexibility: Dakota is extremely flexible, and she is able to move fluidly and easily in any position. She has become superbly skilled in close-range combat because of this, allowing her to deal attacks from virtually any angle. Dakota is also ambidextrous, proving herself to be a strong combatant in duel wielding as well being able to perform punches of equal force with both her hands. This does not only extend into physical abilities, as she has been shown to be able to adjust to situations rather quickly, thinking of tactics and plans on the fly.
Keen Intellect: Dakota has been shown to be able to come up with countermeasures rather quickly, and is able to react to a number of attacks without fault. Dakota uses an immense imagination in order to come up with tactics, that are, at times, baffling simply because of their extravagance or absolute absurdity. All her thoughts seem to turn in her mind instantaneously, and for this reason, her plans are usually short-term solutions or distractions that buy her time for larger attacks.
Thermoception: Dakota possesses a particularly acute perception of temperature and is especially good at sensing temperatures below her own body temperature. When facing off against other mages with similar magical abilities, this makes it impossible to set up traps around her, as she will simply sense the varying temperature. This was demonstrated when she sensed the knife Silver had at her back, as well as being able to sense Stewart even when he wasn't visible because of the cold air around him.
Magical Prowess: Dakota is a strong and capable mage, possessing an ethernano container that far surpasses her own small body. As an S-Class of one of the largest and strongest guilds in Fiore, Dakota is already placed on a high pedastal in terms of estimated power, and as far as her own opinion is concerned, she can certainly uphold such a title and even exceed expectations. She is a resilient mage, capable of going through drawn-out battles before beginning to feel the loss of magic, and while she doesn't have a particularly flashy magic, her simple creations allow her to conserve energy, keeping her magic reserves intact for even longer. Despite only seriously practicing magic for the past few years, Dakota has developed strength above even some gifted mages, though she is still far from being the ultimate or strongest in terms of raw power. Aside from her own internal magic power, Dakota is able to manipulate raw and ambient ethernano around her to combine with her own to make her creations stronger. This reduces the magic she has to put out, as well as keeps Slayer Mages who gain power through the air from drawing exceptional amounts of ethernano from the air, as she's already used a great deal of it. Additionally, Dakota is capable of exerting her magical energy in an aura that can dispel attacks sent her way. It is pale purple in color, and very cold, capable of freezing most liquids solid as they pass through the intangible barrier, as well as dissipating flames of a weaker nature than her ice.
S-Class Aura: Magical Aura is a common term given to the exertion of magical energy into a form outside of the user's body that isn't used in the formation of spells. It has been demonstrated by various mages of varying potency and is a common means of intimidation. A magical aura is created when the body's container of Eternano particles exceeds the limits of what it contains or is purposefully released by the user. Upon doing so, the magical energy surges around the body and is exerted outwards in the form of an aura, which holds considerable pressure surrounding it. Depending on the level of magical power one possesses and the control behind it, it can be used as a means to intimidate another individual, or as a preparation for a powerful spell. Auras can be fit into three different categories, Standard, S-Class, and Monster, each one being much stronger than the last and performing different actions, however, depending on the mage, their magic itself may play a part in how their aura is exerted and what is does. As a standing S-Class mage of her guild, Dakota possesses an aura subsequent of that. Despite her size, her aura is reflective of the magic power she holds, rather than anything else. The vibrant purple hue generally spans two feet around her body and is more solid in nature than most. As such, her aura is mainly used for intimidation and defensive purposes, as it can absorb a great deal of impact and leave Dakota without a scratch.
Ethernano Manipulation: Once the user has mastered their own magic, they are capable of drawing in ambient eternano from the atmosphere, and instead of absorbing it into their magical origin, they are able to manipulate the eternano 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 eternano into spells to give them an enormous boost in power. Generally, a magician has an easier time collecting this stray eternano in environments with higher concentrations of it such as the area where a vicious battle between others has progressed. To a master of eternano manipulation, there is no difference between simple eternano and their own magical energy as a source of power. At the absolutely highest level, a master magician's eternano prowess functions as a defense against illusions due to their sheer mastery over it, making them all but immune to everything except the strongest of fabrications. Magic Power Manipulation is a method used by some magicians to control their own magic power for a large variety of different purposes ranging from offensive and defensive, to physical or magical upgrades. It is generally considered to be a magic based style of martial arts, and not a legitimate style of magic, due to the fact that it controls and focus magic power itself, as opposed to an element or part of nature, and can affect only the magic power of the magician in question.
"Some people say hell is hotter than fire, a temperature so high it's insufferable. Others say it's freezing cold, so debilitating that you can't even shiver. How about I give you a taste of both and you tell me which one hurts more?"
Ice Magic (氷の魔法, Kōri no Mahō) is based on the principle of reducing the kinetic energy found in moisture particles in the air, freezing it over and creating ice. This can be done by absorbing the heat from the atmosphere and freezing any suspended particles of moisture, or directly manipulating the particles and stopping their movement for a more centralized means of creation. Through these means, a user of Ice Magic may create and manipulate ice to their every whim, alter the terrain they stand in or on, and freeze various beings or creatures in place. Ice Magic can also be used to bring forth frigid bursts of wind, generally used to hurl various frozen projectiles created by the user and their targets.
In some cases, a user of Ice Magic has been shown to draw power from the moon, their power drastically increasing its presence and under its light. However, this can be debunked, as an Ice Mage also gets a significant boost in strength even on nights of the new moon, thus demonstrating that Ice Mages get stronger when forms of light are lacking, especially the sun. Being that the sun releases intense rays of infrared light, a form of heat energy, it can be surmised that ice will be stronger when they are not as significant, such as on a cloudy day or at night. This is because there are far lesser elements working against the frozen creation.
Many use Ice Magic as a way to quickly immobilize their targets, which can be done with a simple touch, regardless of whether it is skin to skin or not. By rapidly reducing the kinetic energy found in their body, the user can freeze someone solid and threaten to fracture or otherwise break their fragile bodies. The user may shape and form the ice in any way they choose, however, the ice must remain mostly formless, meaning they are limited to jagged shapes. These limitations make it easy to separate it from its maker magic companion, as the latter will focus entirely on definitive shapes and forms in the name of the ultimate arsenal.
The element's temperature will eventually make the user extremely resistant to cold temperatures, allowing them to traverse in full blizzards without any adverse effects, though absolute zero can prove very dangerous, not that many if any, mages could achieve such a frozen state without sacrificing their own well-being as well. Additionally, much like other element-based mages, users of this magic can turn their body into ice to avoid damage from most physical attacks, though it comes with very easily exploited weaknesses, making it a very rarely used ability. The user can perform various hand motions while utilizing Ice Magic, though this is not necessary, and is generally only done for theatric effect.
Freeze (フリーズ, Furīzu): Freeze is heavily dependent on outside sources of eternano, and thus the user must be a talented mage with a keen understanding of eternano manipulation to use and master this spell. To begin, the user must slow the ambient eternano around them in the desired radius, which will eventually freeze it over completely, leaving an icy layer over what they chose and greatly decreasing the movement of particles at a molecular level, though a user would be unable to reach the theoretical temperature of 0°K. By focusing on certain area away from the immediate vicinity of the user, they may freeze certain objects or organisms, encasing them in an icy prison by going through the same aforementioned process. Additionally, by locking in on any internal eternano that a mage or magical creature may possess, the user may freeze their target from the inside out, making a useful tactic for incapacitation. The latter uses are much harder to use on moving organisms, and users have adapted to this as well. By gaining some sort of physical contact with their target, the user may surround them in a layer of ice in rapid succession, leaving them with little time to escape. These methods are generally only used as a quick way to inhibit the target, as keeping them up for extended periods of time can give the opponent hypothermia and within a matter of minutes place them in life-threatening conditions. Depending on the user, this spell can reach over several miles, make massive walls of ice, and freeze entire bodies of water over, though its simpler and more practical uses are more commonly seen.
Hail (氷, Hi) The user starts by rapidly dropping the temperature in the area, creating a zone nearly devoid of kinetic energy. They create a quantifiable amount of hailstones, generally in the dozens or hundreds, leaving them suspended in the air above their target(s). It takes a moderate degree of concentration to keep them in the air, making this a spell that requires time and focus that may not be available in a one-on-one match. By commanding the hailstones to drop, either through a physical downswing motion, stating it aloud, or by simply controlling them via the mental connection, they will hurtle down towards their opponent at upwards of 500 miles per hour, or 733 feet per second. They are generally 3 inches in diameter, though the size will vary depending on what the user wants or needs, typically trading quantity or quality or vice versa.
Ice Body (氷身 Kōri Mi): The user can turn various parts of their body, or their entire body, into the element they have control over, ice. This ability can have many adverse effects on the user if they use it unwisely, and because of several very easily exploitable weaknesses, such as being evaporated or disintegrated, it is very seldom used. However, should a mage be capable enough, they can turn various parts of their body into ice to accept any impact damage they might have taken, allowing them to feel no pain like they normally would. Additionally, if limbs were to be severed while in this form, they can quite easily be reattached so long as the parts remain in their icy form and no matter is lost. All in all, this spell is generally only used in the event that a user has no way to defend themselves through a shield or other means, allowing them to be torn limb from limb and feel absolutely no pain at all.
Ice Blade: Seven Slice Dance (氷刃・七連舞, Hyōjin: Nanarenbu): Ice Blade: Seven Slice Dance is an Ice Magic Spell, and one of the most powerful Ice Magic spells to ever exist. When performing Ice Blade: Seven Slice Dance, the user coats ice upon their blade, before dashing forward and launching a four-hit combo, during which they are invulnerable to damage; before they unleash two successive strikes afterward, and ending the combo with a final, somersaulting strike that is capable of rending the earth. Each of the first four strikes unleashes powerful bursts of ice that are capable of destroying the landscape, while the next two inflict piercing, penetrating damage that tears09 through the sturdiest of defenses. However, the final blow discards all of the user's defense for one, massive, full-powered attack that destroys anything it touches instantly; after which, the ice is destroyed. A master has also been shown able to use the spell by freezing their own blood, thus creating resistance from the Lost Magic, Arc of Time.
Iced Shell (絶対凍結 (アイスド・シェル), Aisudo Sheru lit. Absolute Freeze): Iced Shell is an Ice Magic Spell; exclusive to Ice Magic masters. Iced Shell is a technique that uses the spirit and the physical body of the user to freeze the target into a block of ice; rendering them completely unable to move—though they are "alive" in a sense, but unable to do anything about their situation completely. It is virtually unmeltable as it is not actually a block of ice. It channels the user's body into the form of ice, destroying their body. The Caster is not "dead" but alive in the form of ice. Due to this, even the Arc of Time is unable to reverse it, as it was a living thing and therefore, could not be reversed. It is extremely durable as it did not melt for about ten years, though the first user said it can stay the same for all eternity. They can remain alive in a form of suspended animation for some time in their icy prison, but any extremely powerful spell such as Abyss Break will shatter them to pieces. If the ice is melted quickly and carefully through some amazing feat, the victim can return back to normal without any lasting repercussions. A difference between this and Ice-Make is that the hands must make an "X" sign—The right arm is above the left arm. The right palm facing down; left palm is facing up. Needless to say, due to its mechanics and results, Iced Shell is among the most objectionable spells in modern times.
Ice-Make (氷の造形魔法 (アイス・メイク), Aisu Meiku lit. Ice Molding Magic) is one of the many forms of molding magic centered around the sub-element of ice. This allows the user to create, summon, and manipulate ice to their every whim, generally to create tools for their use during combat. To cast the vast majority of the Ice-Make spells, a user must place their right arm across their abdomen with their palm open, and then their closed left fist on the face of their palm. This pose allows the user to generate their magical energy into a central spot, allowing them to rapidly activate the freezing qualities of their magic in an area, reducing the kinetic energy of atoms, further enhancing this by allowing their magical energy to absorb the heat from the atmosphere, setting up the perfect stage for the user to manipulate and shape the ice they gather from stray eternano in the atmosphere. They can do this offensively or defensively, shaping the ice into various objects or creatures they have witnessed or imagined, such as swords or dragons. While not necessary for all casters, this is generally done by calling out the name of the magic followed by the spell they are casting.
While a user of the standard Ice Magic would be limited to jagged or otherwise formless shapes, an Ice-Make Mage is capable of creating any object that exists within the plane of this, or any imaginary, worlds, their only limitation being their own imagination. The only factors that may disrupt a user when casting are the temperature around them, as high ones will obviously make it much harder to keep the spells active and function, though this can be canceled out by manipulating the magic energy around their creations to keep them sustained for longer. If the user has practiced the magic for long enough and is deemed a master of the craft, they do not need to be in direct contact with the ice they shape, instead being capable of forming anything with their magical energy and mind alone, similar to a form of telekinesis. Outside of basic combative uses, a user is capable of changing the surroundings around them, such as covering the ground with ice. The ice also serves as a very good means to dress wounds, easily staunching bleeding, preventing swelling, and keeping many contaminants out of the wound until further attention can be given. This magic is also especially useful during espionages, allowing the user to make exact replicas of keys, scan cards, or complete clones of people they've seen to access areas that would otherwise be unaccessible to themselves. As long as the user's imagination is active, they are capable of creating virtually anything and everything, giving them the capacity to create things that is virtually unrivaled by any other forms of magic.
Today, there are two known types of Ice-Make Magic, Static Ice-Make and Dynamic Ice-Make. The former is defined by the creation of inanimate objects, such as weaponry, or direct and intended changes to the environment around them. The latter is focused on creating animated objects, such as animals, to fight independently of the caster, further extending their range and lessening the chances of getting caught up in a full-out brawl. Dynamic Ice-Make is said to have a noticeably faster casting time, however, this is also dependent on the skill of the user. Each form has various pros and cons to it, making no one side superior to the other, and the level of strength is usually dependent on those who wield it.
Defensive and Supplementary Spells
Ice-Make: Floor (床, Yuka): The user places their hands on the ground, channeling their magic into and on the surface below them, spreading their eternano across the surface very rapidly. When finished, a layer of ice will cover the ground, generally used as a means to trip up their opponents as well as gain a zero-friction surface for faster travel. This layer of ice also cools the area by a marginal degree, keeping the temperature in a zone more suited to ice-based casting.
Ice-make: Shield (盾, Tate): The user creates a protective barrier in front of themselves in varying shapes and sizes to defend against incoming attacks, physical or magical. The shield will always have a curved shape no matter how it is cast, as it allows for quick distribution of energy and lessens the impact on any specific spot on the shield, thus making it far more resistant to breaking. Additionally, the shield can also be imbued with extra amounts of eternano so that whenever something comes into contact with it, it will be surrounded by a subzero layer of magic, ceasing most forms of Fire Magic, freezing most liquids, and causing many creatures to undergo hypothermia within seconds of exposure, making this spell extremely useful, not only for defensive purposes but for offensive ones to a certain degree. The layer of eternano can also absorb a large quantity of kinetic energy, distributing and dimishing the strength of physical and magical attacks alike.
Ice-Make: Dome (円蓋, Engai): The user creates a semisphere of ice around a certain diameter to aid in their combative endeavors. The area within the dome is generally completely under the user's control, allowing them to alter the temperature through any means they can, generally to rapidly decrease it to slow their opponent's movements. It can also be used to temporarily trap the opponent if they are on the run, or keep certain things out, such as a defensive manoeuvre to defend against an omnidirectional attack. Additionally, the user may use it to keep their opponent within a certain area to engage them in close-range combat. Naturally, ice is capable of reflecting roughly half of the visible light and infrared light spectrum, meaning that many light attacks will be reduced by roughly half their strength should they bounce off this surface. The area within the dome is heavily saturated with eternano generated by the stucture itself, especially closer to the walls. The layer of eternano can absorb a large quantity of kinetic energy, distributing and dimishing the strength of physical and magical attacks alike, adding to its defensive qualities.
Ice-Make: Gauntlets (籠手, Kote): The user creates a thick layer of ice over their hands and up their forearms, ending just below their elbow so their joint movement isn't prohibited. The gauntlets are extremely durable, capable of remaining intact after being exposed to many element-based magics and allow the user to catch a blade mid-swing without receiving any damage to themselves, as well as catch a punch flying at them at several tons of force without cracking. The gauntlets, like most other spells, are surrounded by a layer of subzero eternano, allowing the user to potentially freeze anything they come into contact with. The layer of eternano can also absorb a large quantity of kinetic energy to distribute and diminish the strength of physical and magical attacks alike. Additionally, by pouring a greater amount of magic energy into the gear, when she delivers attacks, they will be further boosted by a blast of ice that will dig into any bear skin and freeze limbs all the way through in a matter of seconds. As a sort of boost to the structures, the user may add various additional constructs, like spikes for added damage or small, hair-like protrusions to aid in scaling walls, hanging from ceilings, or just all around enhancing her grip.
Ice-Make: Sword (剣, Ken): The user constructs a sword out of ice to use in melee combat. The sword can vary in size, shape, and type, from rapiers to broadswords and anything in between. Generally speaking, a user is taught to make a twenty-inch long and six-inch wide blade from the start and just eventually adapt its form until it one they can easily use in combat. Any sword made by this spell is able to match the strength and durability of a standard sword, and magical properties can further improve its power. Finally, a standard among all swords made by this magic is the subzero layer of magical energy that surrounds them, making them incredibly dangerous to be in the presence of for extended periods of time. Being impaled, sliced, or otherwise harmed by these blades can very quickly induce a hypothermic reaction in those affected by its blade, and when left untreated, could lead to irreversible damage such as the loss of a limb.
Ice-Make: Cold Excalibur (寒冷聖剣, Kanrei Seiken): Like its mystical name suggests, this sword is much stronger and greater than its predecessor, possessing a far greater freezing capability and just being much bigger in general. The sword's design is similar to the fictional one it is named after, being a broadsword, though there are obvious differences between, namely being its make-up and the obvious size alteration. The sword is 7-and-a-half feet tall, towering above normal mages and roughly a foot wide, though this size comes with a hefty price, quite literally. The sword weighs 50 pounds, making it fairly difficult for untrained mages to wield, though, to a practiced user, it will appear to not make any difference at all. The sword is supercharged with eternano, and when swung, can release massive amounts of ice to further damage the opponent in a manner similar to Sword Beam. Additionally, the sword is also charged with magic energy much like its predecessor, though it is much more potent when utilized with this sword, allowing the sword to rapidly freeze anything it comes into contact and continue moving on the surface it has touched, allowing it to completely surround the average human male in less than thirty seconds if left unchecked.
Ice-Make: Ice Bringer (氷の運び手, Kōri no Buringā): The user creates two massive blades of ice in either of their hands, each one being roughly five feet long and varying in width, as the sword's jagged structure prevents any exact measures from being gathered. Once the swords are in their hands, the user swings towards their opponent in an intersecting, cross-shaped attack. Because of the great force behind their swing and the layer of frigid eternano around the blades, when the attack is released, an 'X'-shaped blade of wind follows its path, serving to slice an opponent even from a distance, thus making this spell good for close and ranged distance fighting. The blade of winds can easily fend of magical and physical attacks alike as well.
Ice-Make: Knife (刀, Katana): The user constructs a knife out of ice to use in melee combat, generally very close-ranged or as projectiles in distance fighting. These knives can vary in size, shape, and form, and can even take the form of a dagger should the user so wish. Generally speaking, for close ranged combat, the weapon will be a foot long—an eight-inch blade and a four-inch hilt—allowing them enough room to twirl and twist the blade, change the grip, and still easily hide the weapon beneath clothing or along the length of their arm. When dealing with throwing knives, the blade is typically half the normal size, though they also lack a hilt for a better weight balance, and will generally range from 4 to 8 inches in length. Additionally, these throwing knives don't necessarily have to take the form of throwing knives, and the user is free to create kunai or throwing stars as well without ever changing the name of the spell. Finally, like the other weapons, the knives (or various other weapons this spell can create) are always coated in a layer of subzero-level eternano, allowing them to freeze many things they come into contact with. The layer of eternano can also absorb a large quantity of kinetic energy, distributing and dimishing the strength of physical and magical attacks alike.
Ice-Make: Scythe (大鎌, Ōgama): The user creates a scythe of varying lengths, widths, and types to use in melee combat. The scythe can be used to slice their opponents and deliver blunt force, depending on which part of the weapon they are struck with. Like other weaponry, the Scythe is also surrounded in a layer of frozen eternano to strengthen the attacks and freeze things they come into contact with. Because of the sweeping and twirling movements generally performed when utilizing such a weapon, the user may create frigid winds with this spell that carry out damage of their own, freezing things in place and delivering severe damage depending on the power put behind each movement.
Ice-Make: Death Scythe (死の大鎌, Shi no Ōgama): The user creates a scythe in their hands of smaller proportions than normal. It is just below 6 feet tall, the blade itself being roughly equal to that as well in length. Its curved blade is very wide as well, making this scythe quite troublesome to wield, as the blade on the end greatly unbalances the weapon, even more than normal, making smooth and quick twirls and swoops fairly difficult to master with this weapon. However, because of its massive weight, the weapon is quite useful when the user is able to gain higher ground, allowing them to swing down on their opponent with added momentum and deliver severe crushing and slicing damage. Unlike the previous spells, the layer of eternano that surrounds this weapon is highly volatile in nature and is specifically designed to aid its cutting ability. Because of the high movement of particles, most materials that come into contact with this blade are torn to shreds in a matter of moments, and it can cleanly slice through bedrock with a single swing from just about any wielder.
Ice-Make: Hammer (槌, Tsuchi): The user rapidly constructs a large, square-shaped hammer above their opponent, which then drops down onto them with immense force. The spell is meant to deal tremendous blunt trauma to those who are subjected to it, easily crushing weaker organisms and having the capability to break a human's bones if left undefended.
Ice-Make: Ice Hammer(氷の鎚, Kōri no Tsuchi): The user swings their conjoined hands above their head whilst a spiked hammer is being constructed, all the while rapidly closing in on their target. Once the weapon is created, they perform a quick downswing onto their opponent, slamming the weapon onto them with great force, dealing a heavy about of blunt damage, as well as potentially impaling their opponent.
Ice-Make: Ice Impact (氷の衝撃, Kōri no Shōgeki): The user must take on an entirely different stance to activate this spell, beginning by lifting their right arm above their head and holding their left arm out parallel to the ground. The user swings their right fist down into their left palm, allowing the rapid construction of a massive hammer with a drill-shaped head. When the user's hands touch, the spell is complete, bringing the hammer down onto their opponent with bone-crushing force. Should the target be large enough, the spell could serve to impale them, however, the head of the weapon is much too large to do any real piercing damage to the average human being.
Ice-Make: Whip (鞭, Muchi): The user creates a whip of varying lengths and widths to utilize in melee combat. The whip, despite being made of ice, is just as elastic as the standard weapon might be and holds the same capabilities and uses. It can be used to lash and ensnare an opponent, allowing them to deal damage or draw opponents closer. Additionally, because of the frigid layer of eternano that surrounds the whip, when trapped, it only takes a minute for hypothermia to settle in and claim the target. The user is also capable of leaving trails of ice in the whips wake.
Ice-Make: Staff (五線, Gosen): The user creates a staff to utilize in melee combat. The staff can vary in size and style, allowing the user the freedom to find a weapon that suits their strengths and weaknesses. The staff can be used for its standard uses, as well as have the strength and durability to hit objects much like a baseball bat. By making the staff flexible, the user can use it to vault themselves over distances as well. Like the other weaponry, a user may create, the staff is surrounded by a layer of eternano to power up their attacks and dissipate attacks that are sent their way.
Ice-Make: Battle Axe (戦斧, Sen'ono): The user swings their left arm from its initial casting position across their body, a round, but sharp blade of ice following after their movement, shooting forward towards their target. Despite the name, the spell hardly has anything to do will axes at all, and the curved shape of the attack seems to be the only reasoning for such a name, as it is reminiscent of the weapon itself.
Ice-Make: Crescent Blades (彎月状刃, Tsukigata Yaiba): The user turns their body from its initial casting position so that their conjoined hands rest above their chest, from which several curved blades of ice shoot forward. These projectiles are quite blunt compared to other weaponry and what its namesake would suggest, and are geared towards smashing into targets rather than slicing them. These blades do not lack the eternano layer, however, allowing them to freeze much of what they come into contact with and null several magic attacks because of the subzero temperature and low kinetic energy.
Ice-Make: Bow and Arrow (弓と矢, Yumi to Ya): The user creates a bow to use in combat, generally for attacking from long distances, though certain adaptations can be made to make it more versatile for close range as well. The bow can vary in size and style, allowing the user the freedom to find a type that best suits their needs. From the bow, the user may fire arrows made from their own eternano reserves, actual arrows, or anything else they can pick up. This includes arrows formed by other mages, generally teammates, to use as well. The bow and arrows can be surrounded by a layer of frozen eternano so that they may freeze things they come into contact with, allowing the user the potential to use this bow in close range to smack their opponents with.
Ice-Make: Arrows (矢, Yajirushi): The user begins this spell by creating a bow in their hands, always being large in size and having the same style among all users. They then lift it up, holding it horizontally, and release a multitude of arrows towards their target in rapid succession, generally covering a wide range because of the bows size. This spell is generally used to get some quick damage off on their opponent, as dodging the arrows is quite difficult, though the arrows make-up is generally not as strong considering how quickly it is made and released, though this depends entirely on the user firing said arrows. Additionally, the arrows can be surrounded by a layer of frozen eternano to boost their strength and capabilities, allowing them to freeze many things they come into contact with.
Ice-Make: Super Freeze Arrow (超凍結矢印, Chō tōketsu yajirushi): This spell requires the use of its origin spell, Bow and Arrow and for the user to reach a high vantage point, generally through the use of the spell Geyser. The user will focus copious amounts of eternano into the arrow they form, charging it up so intensely that its magical signature can be felt for miles. Once they have reached a sufficient amount of energy within the projectile, they will release it, a large magic circle forming in front of it as the user releases their hold in the arrow. As the arrow heads towards their opponent, it will gain momentum from gravity and air pressure, shooting towards them at magnificent speeds. Several shockwaves are released as the spell goes towards the opposition, and the magic around it both generates and reflects a great deal of light, potentially blinding the opposition and making it much harder to dodge around. Once the arrow does come into contact, it will cause grievous wounds to those it hits, forming a crater in the earth where it touched down. The arrow will also release the eternano it has as it comes into contact, causing a flurry of frozen fractals and a blast of frigid eternano to explode outwards, causing, even more, damage. The spell's power rivals the strength of an Ice God's Secret Art, especially in the hands of a seasoned and experienced user of Ice-Make Magic. That said, the spell requires quite a bit of eternano to make and release and the user will generally only use it in dire situations considering the damage it does.
Ice-Make Cannons (大砲, Taihō): The user creates one or many cannons on the ground in varying sizes and styles. Projectiles can be made or placed into the cannon as ammunition, allowing the user to fire various objects towards their targets at great speeds. The cannons have been demonstrated to have great amounts of durability, most likely a cause of the eternano-rich ice it is made from, allowing it to withstand anti-magic particles to a certain degree without losing much power at all. Additionally, projectiles fired from this cannons are surrounded by a layer of frigid eternano regardless of whether or not the user created them, allowing them to freeze many things they come into contact with instantaneously.
Ice-Make: Ice Cannon (氷大砲, Kōri no Taihō): The user creates a shoulder-cannon in order to use in combat. The cannon can fire projectiles just as the normal cannon could, and the only difference between this one and the normal one is its mobility. As such, all of the previous abilities still exist, allowing the user to use their own eternano to make projectiles or various other objects and projectiles from other mages. This cannon also has the same durability, allowing it to withstand anti-eternano particles due to the eternano-rich ice it is made from. This eternano-rich ice also coats anything that goes within its barrel to be surrounded by the frigid layer, boosting its capabilities and allowing it to freeze many things it comes into contact with.
Ice-Make: Guns (銃, Jū): The user creates a gun or two to wield in ranged- to close-combat, varying in type, size, and style depending on the user's needs. They can create anywhere from pistols to rifles to allow them the freedom to choose what kind of combat they want to initiate and strike from long distances with ease. The guns can fire ice bullets, small items from their environment, or bullets made by other mages, granting them the ability to shoot just about anything so long as it fits in the barrel. The gun and bullets made by the user have the same capabilities as the standard weapon, shooting roughly the same distances and with the same strength as their normal counterparts, having the same piercing abilities as well. Additionally, anything that goes into the gun is instantly surrounded by a frigid layer of eternano, allowing projectiles fired from the weapon to freeze anything they come into contact with.
Ice-Make: Explosives (爆発物, Bakuhatsu-mono): The user creates one to several explosives made of ice with immense amounts of eternano charged into them, allowing them to detonate at the slightest of obstructions or disturbances, though this can be adjusted so that they can only be activated when the user wishes them to be. The explosives come in different forms, allowing the user to create bombs and grenades depending on what they need. The explosives can be used for a variety of purposes, especially to add range to their attacks as they throw them towards their opposition and allow them to detonate. The user can set up a field of them prior to a battle or use cover to set up an area full of them, which can aid them in close combat as they can back their opponents onto the explosives and further damage their opponents. The shrapnel from these explosives can be seen as far as thirty feet away from the spot they were detonated at, and are fired at upwards of 500 miles per hour, or 733 feet per second. A blast of icy wind is released with the detonation of the explosive, which can coat the terrain in a layer of permafrost. The frozen shrapnel can be controlled by the user to a certain degree through the use of eternano particles, though this requires a quick reaction to the rapid pace that the pieces are fired outwards.
Ice-Make: Pillar (柱, Hashira): The user rapidly constructs a hollow pillar around their target, surrounding them in an icy prison. Once they have been captured, the user then focuses on rapidly constructing ice to fill in the area that surrounds their opposition, effectively trapping them in a frozen capsule. Once fully captured, movement is impossible and hypothermia sets in less than thirty seconds and can quite easily cause irreversible damage to the opponent.
Ice-Make: Geyser (間欠泉, (Kanketsusen): The user places their hands on the ground, surging their magical energy beneath the earth and allowing it to travel through towards a specific spot. Once it has reached that spot, the eternano particles will surge up, rending the earth and causing a massive and jagged ice pillar to burst upwards, striking the target to deal immense blunt damage and minor piercing damage. The user can also enact this spell beneath themselves, allowing them to gain a vantage point above the ground to get a better view of what's around them and to fire off attacks from a safe distance.
Ice-Make: Ice Geyser (氷間欠泉, (Kōri Kanketsusen): The user powers up eternano with their conjoined hands, separating them at either of their sides before slamming them onto the ground. Without freezing the ground, the eternano rapidly heads towards their target, before bursting up around them in ice, impaling the target as they curve inwards towards them. The spell is used to inflict damage as well as trap the target in a frozen tower.
Ice-Make: Bloom (咲く, Saku): In order to enact this spell, the user is required to enter a stance somewhat different from the standard pose, though there are some similarities. The user swings their arms up, gathering eternano in their hands and clasping them together above their head, before swinging them down towards the ground and striking it with rather amazing strength, slightly rending the ground beneath their hands. The eternano in their hands then rapidly travels on the ground towards their target, and then bursts upward, allowing a rose bush of great proportions to suddenly "grow." This rose bush throws the target up into the air several yards, and when gravity forces them back down, they are met with the thorns all along the vines of the plant, tearing at their clothes and skin. Their hooked appearance allows them to cling to anything it touches as well, making removing oneself from the bush quite difficult without causing more damage.
Ice-Make: Prison (獄舎, Gokusha): The user rapidly constructs a prison of ice, which can be done by creating a magic circle beneath the target they wish to cage in. Frozen eternano particles then erupt from the magic circle, gathering together until the prison is completed, effectively trapping them behind the icy bars. The user will then hop on top of the prison, allowing them to easily reconstruct any parts that are lost as the trapped opponents attempts to escape. However, attempts are generally thwarted before the user even needs to step in, as the layer of frozen eternano that surrounds the bars that create the prison can easily negate magical attacks, capable of withstanding the flames of a Fire Dragon Slayer, and a fairly seasoned one at that. Additionally, many physical offenses on the ice will result in the freezing of the appendages used to assault the cage, quickly rendering the opponent to a frozen statue should they try this method.
Ice-Make Unlimited: One-Sided Chaotic Dance (一方的な混迷状態踊り, Ippō-tekina Konmeijoutai Odori): The user begins the spell by getting in the standard Ice-Make stance, allowing ice to emit from their hands, eternano gathering in immense quantities. As the user swings their arms outward around them, with remarkable shaping speed, a chain of weaponry is created in several tight spirals around the user, potentially protecting them from incoming attacks. The user will then bring their hands back into their initial position, shift them in front of their bodies, then separate them, ending in a wide stance with one arm held out in front of them and the other behind them. As the user goes through this movement, the chain of blades uncoils and heads towards the target at rapid speeds, smashing and slicing the target and dealing massive damage to their bodies. When the spell is complete, the target will then be surrounded in a massive hunk of ice, effectively trapping them and preventing them from doing any immediate damage to the user, giving them time to initiate more attacks.
Ice-Make: Eagles (鷲, Washi): The user constructs several eagles of ice to deal damage to opponents. The eagles have sentience to a certain degree, allowing them to dodge around attacks and successfully land a hit on the target. The eagles are generally limited to just body slamming their targets, though by nosediving towards them they can inflict piercing damage, as their beaks are quite sharp. Additionally, the eagles can scratch at the targets with their claws.
Ice-Make: Murder (鶏群の烏, Mure no Karasu lit. Flock of Crows): The user rapidly constructs a mass groups of crows around them, on the ground and in the air. The birds can be controlled or act as an independent group, attacking anything the user has instructed them to through various tactics. The birds will generally overwhelm the target in a massive group, pecking, body slamming, and scratching them to inflict minor damage that quickly adds up when the sheer number of attacks inflicted is considered. By beating their wings, the crows can generate an icy gale to potentially inflict hypothermia on those who stand in the path of the wind. This spell is generally used against a small or physically weak opponent which allows the user to quickly incapacitate them.
Ice-Make: Tiger (雪虎, Tora): The user creates a massive tiger of ice to deal damage to a target. The snow tiger has sentience, allowing it to move and behave as though it were a real creature. The beast will claw, tackle, bite, and beat the target around with a great deal of strength behind each of its strikes because of its size. Even though the tiger's size is great, the beast has demonstrated to be rather nimble as well, allowing it to dodge around attacks, though its durability allows it to tank many attacks sent its way as well. In addition to any physical attack it may deal, the tiger may emit a roar, which will release a burst of ice fractals towards the target, impaling them and potentially freezing them in place because of the icy blast of wind that comes with the roar in place of actual sound.
Ice-Make: Panther (豹, Hyou): The user must be in physical contact with their target in order to enact this spell. Once said contact is achieved, a magic circle appears beneath their palm, which allows frozen eternano to travel beneath their skin and all the way through their body, a panther forming on the other side of their body. No outward damage is dealt, however, this attack freezes over the target's internal organs and blood vessels, which can cause their entire body to shut down in a matter of moments. Because of the immense pain and shock the target will go through thanks to this attack, it is generally only used as a last resort or a way to quickly incapacitate the opponent, and it generally taken away once it has served its immediate purpose, allowing the target to recover from the spell before they are killed.
Ice-Make: Pride (群の獅子, Gun no Shishi lit. Group of Lions): The user creates a group of lions, ranging from 6-20 members, each lion possessing its own sentience, though their collective teamwork is what makes this spell especially dangerous. Much like an actual pride of lions, the group will single out their target, then wait them out patiently, stalking around them until one of them finds an opening, striking with immense strength and speed, allowing the target's attention to shift to this single lion. The rest of the pride will then collapse onto the target, tearing and batting at them with their massive paws, claws, and jaws, making quick work of an opponent. While the pride will almost always be made up of lionesses, as the females are the ones who initiate the hunt, the male lions can also serve some purpose. The males can release a roar, which instead of being loud or otherwise audibly threatening, releases fractals of ice to impale the target. The females cannot do this, though they can inflict severe freezing damage with their claws and large canines.
Ice-Make: Snow Dragon (雪竜, Yukiryu): The user rapidly constructs a serpentine-style dragon from one or both of their hands, causing the beast of ice to rush towards their opponent at a rapid pace. Typically, it is used as a quick way to get off intense blunt damage and blast the opponent away, however, by minutely altering how the beast is created, one can create a sentient being of sorts that operates as its own independent fighting unit. It's massive body can easily crush opposition, its serrated scaled body capable of dealing some piercing or slicing damage to a limited degree. Finally, it can bite or even "consume" its opposition. Despite its size, the beast is just as agile and quick as actual snakes. Finally, the user may shroud their dragon in a field of frozen eternano, thus giving it the capability to freeze anything it comes into contact with, even active flames if the amount of eternano is great enough.
Ice-Make: Dragonfly (蜻蛉, Tonbo): The user rapidly constructs a vast number of small dragonflies, locking them onto the person's heat and magical signature and allowing them to speed towards their opposition. Due to their small size, they're generally underestimated, but in great numbers, these faux insects become a huge nuisance and pain to deal with. The most they can do independently is leave a small bruise, though if one point of the body is focused on and repeatedly hit, it can easily turn into fractured bones.
Ice-Make: Spiders (蜘蛛, Kumo): The user creates spiders of any kind and size they desire to attack their opponents, from the ones found in households to those that lurk in nightmares, dwarfing humans in size. These spiders do not have venom, rather, injecting their victims with pure ice eternano, slowly killing their body cells and quite possibly rendering them immobile depending on the size of the bite and how long it remains untreated. As they are indeed spiders, the user has made it so they resemble spiders as much as possible; thus, they have similar hairs on their legs to detect movements as well as adhere to many, if not all, surfaces, thus allowing them to effortlessly hang off of ceilings and drop down onto unsuspecting persons. Finally, they may also spin a web, typically done to rapidly trap their opponent through the usage of a larger spider.
Ice-Make: Armor (鎧, Yoroi): The user creates an armor of ice around their body, fitting it to whatever combat style they wish to undertake, whether to be partially protected while going on the offensive or to turn to a total defense. When they intend to remain mobile, the user will generally leave their major joints exposed to keep up their maneueverability. However, if the user so wishes, they may surround this part of their body in the ice encasing as well, but if they wish to keep the same amount of movement, they must consistently and rapidly reshape the ice on their joints to contort to whichever angle their joints are currently placed at. Given how magically taxing this can be, the user will typically only use it when they are confident in ending a battle quickly or towards the end of a battle, where they can utilize ambient eternano through eternano manipulation instead.
Ice-Make: Imitation (写し, Utsushi): The user may create a perfect visual copy of whatever they wish, the icy replica capable of mimicing any abilities so long as the user's magic supports it. Thus, magic weaponry, beasts, or beings can be copied and their abilities can be utilized for the user's gain, however, they must witness the ability for them to be able to use it themselves. Typically, the spell is used to create a copy of the user themselves for a temporary diversion or a stand-in to take damage.
Ice-Make: Wings (羽, Hane): The user creates a pair of wings so they may take to the skies, allowing them to participate in aeriel combat or move through the air, as well as produce gale-force winds by beating them, or using them to defend by curving them around their body. The icy formations can mimic any form of wings, from those of insects, avian creatures, or even draconic ones, though their capabilities rarely differentiate between the varying forms.
Flame Demon Duel Swords: The Flame Demon Duel Swords have black steel hilts inlaid with a polished Tüzel gem, allowing the blade to withstand temperatures of up to 3,120, surpassing the strength of titanium. The blade of these swords are made up of a mix Tüzel and steel, are 20 inches long, and stained a deep red color. By channeling her inner magic power into the sword and through the Tüzel gem, Dakota is capable of creating a powerful burst of flames from the blade, and keeping the blade alight for extended periods of time, allowing her to slice through steel. Dakota doesn't always have the blades on her, though when she believes she'll need them, she'll carry them in individual sheaths on either side of her hips. Dakota had the sheaths especially enchanted so that the swords could only be pulled out by herself.
Dakota's name means friend and ally, but can also be translated to forever smiling
Desciptions for Sword Beam, Iced Shell, and Ice Blade: Seven Slice Dance are all done by Per