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Fairy Tail Lore

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Lore for the Fairy Tail universe, including characters, magic, locations, and important terms.from Chub

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Entries are created using the Fairy Tail wiki, https://fairytail.fandom.com/wiki/Main_Page

Names and terms are tailored toward the English Dub. Ages and descriptions for characters are lore accurate to the year x793 in universe.

Due to limitations of modern Ai, lore and characters for Edolas and Elentear are not included. The Ai will get confused because of the multiple versions of each character.

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Fairy Tail Lore

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Important terms, magic, locations, and characters in the Fairy Tail universe

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  1. #1Alchemist

    Keys: transmutations, Alchemy, Philosopher’s Stone, transmute, Alchemist Guild, Guiltina, Alchemists, Coal Miner's Guild

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    Description Alchemists are individuals who can wield Alchemy. Alchemists are wielders of Alchemy, using their abilities to transmute and craft any material within their vicinity. Some materials can be obtained via excavating minerals from a mining operation. An Alchemist Guild receives the materials from a Coal Miner's Guild who excavates them from the mines and in return, the Coal Miners are given weapons and tools with special abilities forged using Alchemy.

    Similar to Treasure Hunters, Alchemists will also seek out certain special materials, especially rare and valuable ones such as the Dogra Core, as treasures for their Alchemy to craft. A Mage’s Magic Power itself can also be considered valuable material for Alchemists to seek out.

    All Alchemists desire the Philosopher’s Stone, the great hidden treasure of Alchemy. However, it is near impossible to create, with no known records of any Alchemist ever being able to make it.

    The continent Guiltina contains a lot more Alchemists than in Ishgar and Alakitasia.

    Alchemy Alchemy is the main form of combat for Alchemists, giving them the ability to transmute various materials into all sorts of shapes and sizes, crafting equipment such as weapons to use in combat. Alchemists are not limited to solid materials, intangible elements such as smoke can also be transmuted at their whim. Going as far as converting even living beings into the element they specialize in. Alchemists are even capable of transmuting abstract concepts such as the "bonds" of individuals near them, which would transform the affected person into another with whom they share a form of connection and vice versa.

    Unlike Mages or even Curse users, that require a limited amount of power to cast their respective spells, Alchemists have no limit to perform their techniques as their Alchemy stays at full power always. While normal Alchemists in combat do still have a limited stamina, this weakness is not present in mechanical Alchemists who have unlimited stamina.

  2. #2Alchemy

    Keys: Alchemist, Magic Alchemy, Alchemy, Machina Alchemy, transmute, Bodily Alchemy, Purgatory, Alchemize, Fire Alchemy, World Alchemy, Emotion Alchemy, Transmutation, Machias, Plant Alchemy, Concept Alchemy, Armor Alchemy, Bond Alchemy, Smoke Alchemy, Iron Alchemy, Gold Alchemy

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    Description: Alchemy is the main form of combat utilized by Alchemists. Different from Magic, Alchemy involves transforming matter by alchemizing it, thus performing a Transmutation, changing the shape and form of said material, be it on hand or from the Alchemist's surroundings. The basis of Alchemy is understanding the substance and even mixing the components to form new materials, some believe Alchemy to simply be the mixture of different ingredients within a caldron similar to chemistry, but in reality it’s more complicated than that, as an Alchemist can mentally alter their desired matter. This is not limited to solid objects, as it can even work on intangible elements such as gases. Alchemy can also effect abstract concepts, one such example involves "bonds", which would transform the affected person into another and vice versa.

    Machias are natural Alchemists, being living beings made of metal who can alter their bodies and form complex mechanical weapons.

    This ability has similarities with Maker Magic, where in users are able to create and shape constructs out of different materials. Other Magic abilities such as Ushi no Koku Mairi have also implemented similar alchemic principles. According to Makarov Dreyar, Alchemy is apparently no different from a Curse from the stories that he has heard of.

    Usage While there are a variety of Alchemy used in Earth Land, and they can be used for many purposes, the standard primary ability of Alchemy is utilizing materials for crafting, creating various tools and items, some with special abilities for themselves or other non-Alchemists to use. Alchemists can Alchemize a target and mentally manipulate warp the shape and size of the materials they touch, depending on the style however have also shown to be able to to transmute something even from a certain distance. Some Alchemists are capable of transmuting a type of matter into another, converting it into the element they specialize in, including on living beings. An Alchemist must also understand the nature of the target they wish to alchemize, therefore they can only perform transmutations on subjects they are familiar with.

    Alchemic Power According to Rogue, he could sensed a power in Alchemists that's notably different from Magic power, however the type of power for Alchemy is currently unknown. Also, unlike a Mage's Magic Power which is limited and draining from each use, Alchemy has no limit and remains at full power always.

    That being said, Alchemy can make use of other sources such as magical based items and materials can also be used as substance for transmutation. Skilled Alchemists can create more advanced and technological constructs such as large artillery weapons, even powered by Magic. Taking it further with Bodily Alchemy which can create living mechanical dolls, capable of independent thought and the ability to utilize Magic and Alchemy. As well as recreate those who have passed as mechanical beings, almost as if coming back back to life through.

    Hand Signs While majority of the Alchemy don't necessarily need hand signs to perform, as almost all known Alchemy or at least those that specialize in physical elements, only requires the user to make physical contact with a specific substance or even the area around them to transmute.

    Yet, there are still a few examples that need a specific hand gesture and stance to transmute their techniques, typically those that transmute something ethereal. Some Alchemy also requires the hand gestures of the user to control any mobile inanimate objects they've constructed like puppets.

    Alchemical Combat Of the various uses of Alchemy, combat purposes are its most notable usage, as Alchemist can freely create item from the materials around them to instantly forge weapons from simple metal swords to high large high tech mechanical guns and missiles, or even a squad of artificial soldiers to fight for the user.

    Some will carry existing weapons on hand that compliments their style of Alchemy that they can morph and reshape for increased effectiveness.

    Alchemists can also make weapons with special abilities for others to use, these items can also double as tools needed for the profession they work in.

    Alchemical Items Certain Alchemists carry special items they can utilize their Alchemy as well as doubling as a weapon for combat, be it an item that manifests the matter they specialize in or one they can morph for increased versatility and range. An Alchemist can employ their Alchemy via their items, transmuting anything that comes in contact with the item.

    Alchemy Types -Armor Alchemy -Bodily Alchemy -Bond Alchemy -Concept Alchemy -Emotion Alchemy -Fire Alchemy -Gold Alchemy -Iron Alchemy -Machina Alchemy -Magic Alchemy -Plant Alchemy -Purgatory -Smoke Alchemy -World Alchemy

  3. #3Armor Alchemy

    Keys: Alchemy, Armor Alchemy, Ennie, Ennie Signario, Destruction Armor

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    Description: Armor Alchemy is an Alchemy that transmutes armor. Users of this form of Alchemy transmute the attire they're wearing into armor. This also includes fashioning weapons, such as numerous blades which can be controlled mentally and used as projectiles. This Alchemy was confused for the Magic, Requip: The Knight.

    Transmutations: -Destruction Armor Destruction Armor is an Armor Alchemy transmutation.

    A dark-colored armor, with spiky shoulder protectors, and a crack-like pattern across the chest piece and gauntlets. The user wears a set of antennae-shaped horns on the sides of their head. Each gauntlet has a pair of spikes protruding from the vambrace. This attire also comes with a long, black skirt, torn and exposing the user's left leg.

    This armor comes equipped with a dark, jagged-shaped sword. The sword possesses no guard, instead a bunch of eyeballs are found where the guard would normally be.

    The armor's sword can be used in conjunction with Fire Alchemy, causing whatever it clashes with (such as another weapon and the enemy wielding it) to be engulfed in flames that spread to the surrounding area.

    Users: -Ennie Signario

  4. #4Bodily Alchemy

    Keys: Kotetsu, Duke, Zalam, Duke Barbaroa (Concept), Alchemy, Iruha, Athena II, Bodily Alchemy, Athena, Sai, God Serena, Gennai, Fairy Tail Alchemical Dolls

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    Description: Bodily Alchemy is an Alchemy that focuses on transmuting humans. This form of Alchemy is capable of constructing living Alchemical Dolls, ranging from some being robotic to others resembling real people. The users can also make several dolls based on real people, having all the same mannerisms and abilities the original people possess. It has also been suggested that it can save lives by replacing lost body parts and is speculated by some to be related to resurrection.

    Skilled users have been shown to be able to perform an "Alchemy Merge", where the participants fuse themselves to form a completely new being, having the combined skills and power of those involved. The resulting fusion can appear vastly different from its composites, one example formed from two elderly men took the form of a beautiful young woman. The fusion is seemingly their own being, as Iruzala identifies herself as the combined form of her components.

    Zalam's Creations: -Athena -Iruha

    Concept Duke Barbaroa's Creations -Sai -God Serena (resurrected into an Alchemy Doll some time after his death in x792) -Gennai -Kotetsu -Fairy Tail Alchemical Dolls (A group of Dolls created by Duke based on many members of Fairy Tail) -Athena II

    Users: -Zalam -Duke Barbaroa (Concept)

  5. #5Bond Alchemy

    Keys: Love Bond, Alchemy, Material Bond, Bond Alchemy, Rival Bond, Sai, Weak Bond

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    Description: Bond Alchemy is an Alchemy that focuses on the transmutation of bonds.

    Users of this form of alchemy are able to transmute the abstract concept of Bonds, allowing them to transform their targets into another person and vice versa. The transmutation is done by the users grasping their own forearms and pulling them apart. Those transformed lose their abilities, but gain the powers of whoever they are transformed into. The effects of the transmutation would be undone, returning the people affected back to normal, if the user is knocked unconscious. The process can only be done by getting the targets to think of the specific person the user is attempting to them into. The same applies by getting them to think of inanimate objects.

    Transmutations: -Love Bond Love Bond is an Bond Alchemy Transmutation. An Alchemic ability that allows the user to transmute someone’s “bond” to turn them into the person they love, effectively swapping bodies with each other, no matter the distance between the lovers. This also grants them each other’s respective abilities but lose their original ones in the process.

    -Weak Bond Weak Bond is an Bond Alchemy Transmutation. A forbidden technique, enacted by having a target think about an individual they know to be weak, resulting in the user transmuting them into that person. However, this may prove ineffective against those who see themselves as weak, which can also undo any prior transmutation cast on them.

    -Material Bond Material Bond is an Bond Alchemy Transmutation. An Alchemic ability that allows the user to swap someone with materials, placing their consciousness within the item and their body in the place of the item. Those swapped with the item can seemingly still speak despite lacking the body parts necessary for speech.

    -Rival Bond Rival Bond is a Bond Alchemy Transmutation. Like other transmutations involving people's bonds, Rival Bond transmutes a person into someone they consider a rival, who is usually someone as strong as the first person. The transformation is done by having the target think of the one that they hate or at least are competitive with, those ill feelings towards said rival makes it difficult to use their powers and abilities when the bodies are swapped, especially if they are incompatible such as fire and ice-based magics.

    Users: -Sai

  6. #6Concept Alchemy

    Keys: Concept Alchemy, Duke, Duke Barbaroa (Concept), Viernes, Alchemy

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    Description: Concept Alchemy is a an Alchemy that focuses on creating, destroying, and transmuting abstract concepts. Viernes, The Gold Dragon God, is the only known user of Concept Alchemy. He is an alchemist of such potency that he has power over abstract concepts, being able to transform himself into one. Viernes can also create conceptual copies of individuals that exist and they retain all of the same abilities as the real versions of the individual.

    Creations: -Duke Barbaroa (Concept). A copy of Gold Owl's Guild Master that Viernes uses as his "voice".

    Users: Viernes, The Gold Dragon God

  7. #7Emotion Alchemy

    Keys: Alchemy, Emotion Alchemy, Athena

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    Description: Emotion Alchemy is an Alchemy that focuses on alchemizing emotions. The Alchemist in question is capable of transmute the emotions of other living beings, forcing them to experience and express different feelings the user wants to them to. Such as sadness, causing them forcefully cry out tears, or a combination of fear and pain to cause the targets to suffer in what appears to be the sensation of being burned. However, because this only targets others mentally, all the sensations are merely illusions, thus the weakness of this Alchemy is awareness which nullifies the hypnosis.

    Users: -Athena

  8. #8Fire Alchemy

    Keys: Flame Lock, Alchemy, Ennie, Alchemist Fire, Ennie Signario, Luso Signario, Luso, Fire Alchemy

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    Description: Fire Alchemy is an Alchemy that focuses on the transmutation of fire. This form of alchemy allows the user to transmute the element of fire; turning any substance or matter into fire, causing massive spontaneous combustion to burn targets. Fire can also be shaped by a Fire Alchemist, as well as used to counter other fire-based abilities, even those of Natsu Dragneel's Fire Dragon King Mode.

    It can be used in conjunction with Armor Alchemy, such as with the Destruction Armor, to cause anything the armor's sword clashes with (such as another weapon and the enemy wielding it) to be engulfed in flames that spread to the surrounding area.

    Transmutations: -Flame Lock Flame Lock is a Fire Alchemy transmutation. Two users hold their hands up and towards each other, generating a ring of compressed flames which envelopes their opponent, trapping them in a fiery bubble in which their movement is restrained. It's even shown to be effective against a Fire Dragon Slayer.[1] However, the attack can be disrupted, releasing the trapped opponent, if the users who cast it are attacked while maintaining it.

    -Alchemist Fire Alchemist Fire is a Fire Alchemy transmutation. The user raises their left arm into the air, spontaneously combusting their opponents, who are burned and thrown upwards by the massive wall of flames that are conjured up.

    Users: -Ennie Signario -Luso Signario

  9. #9Gold Alchemy

    Keys: Gold Fist, Viernes, Alchemy, Gold Rush, Gold Rain, Gold Alchemy, Gold Arrow

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    Description: Gold Alchemy is an Alchemy that focuses on the transmutation of gold. This form of alchemy allows the user to transmute the element of gold. With it, the user can convert anything, even living things into gold, be it through physical contact or from a greater distance. Anything that's been turned to gold is also under the Alchemist's control, morphing its shape for whatever usage they want, even seemingly levitate gold turned targets and control its movements. A handful of these abilities appear to function via a series of hand signs and gestures.

    Transmutations: -Gold Rain Gold Rain is a Gold Alchemy Transmutation. The user creates heavy golden coins that crashes down from the sky causing great damage to its targets and surroundings.

    -Gold Rush Gold Rush is a Gold Alchemy Transmutation. The user turns the vast area around them into gold as well as being able to choose whether to turn a specific target into gold or not.

    -Gold Arrow Gold Arrow is a Gold Alchemy Transmutation. The user turns a bunch of birds into gold then shoots them at the target.

    -Gold Fist Gold Fist is a Gold Alchemy Transmutation. After turning a whole surface into gold, the user is able to instantly morph its mass into a giant fist as a surprise attack.

    Users: -Viernes, The Gold Dragon God

  10. #10Iron Alchemy

    Keys: Kotetsu, Transmutation Unison: Blind Iron Sickle, Duke, Duke Barbaroa (Concept), Alchemy, Sai, Destruction Chain, Iron Alchemy

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    Description: Iron Alchemy is an Alchemy that focuses on the transmutation of iron. This form of alchemy allows the user to transmute the element of iron. With it, the user can convert anything, even people into iron. This makes it difficult for the opponent whose body part has been converted into iron due to the extra weight it gained. The user can also take any iron weapon on hand to stretch and morph its shape, such as turning a sword into multiple massive sickles.

    Transmutations: -Destruction Chain Destruction Chain is an Iron Alchemy transmutation. The user transmutes metallic materials they have on hand to form a long chain with a hook for offensive means in a whip-like fashion.

    -Transmutation Unison: Blind Iron Sickle Transmutation Unison: Blind Iron Sickle is a combined transmutation incorporating Smoke Alchemy and Iron Alchemy. A smoke alchemist forms a massive smokescreen to blind the opponents while an iron alchemist morphs a metal weapon on hand into multiple large sickles to strike their enemies who are unable to see the attacks coming.

    Users: -Sai -Kotetsu -Duke Barbaroa (Concept)

  11. #11Machina Alchemy

    Keys: Wall Eehto, Weakness Creation, Super Long Distance Anti-Material Magic Cannon, Alchemy, Machias, Anti-Material Laser, Machina Alchemy, Etherion Blast, Missiles, Wall, Railgun, Vortex Assault

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    Description: Machina Alchemy is an Alchemy that focuses on the transmutation of machines. This form of alchemy allows the Alchemist to transmute any solid matter in question, even minerals from the into high-tech machinery such as cannons, ammunition and even robot soldiers. The transmutation process appears as glowing circuit-like bars spinning around the target the user is alchemizing. Users of this Alchemy who also practice Magic are capable of creating weapons powered by Magic, including notable Magic Items.

    Machias especially can make use of this Alchemy to alter and morph their metallic bodies for combat with weapons and gadgets built into their anatomy. This ability is also best utilized in tandem with Weakness, a Magic that scans for weak points, thus creating machines that exploit those flaws.

    Transmutations: -Weakness Creation Weakness Creation is a Machina Alchemy transmutation. The user creates humanoid-type machines via Alchemy. With the use of Weakness, these constructs are given a type of Magic that counteracts the user's opponent's Magic, or if necessary; possesses a physical attribute instead. Examples of the abilities Weakness Creation soldiers can use include, but is not limited to: steam, fire, mist, and even White Arts. Physical attributes can include immense strength and durability, immense agility, and even the physical appearance of an individual.

    -Super Long Distance Anti-Material Magic Cannon Super Long Distance Anti-Material Magic Cannon is a Machina Alchemy transmutation. The user constructs an extremely large, long-barreled cannon, complete with a power core and energy-reading meters; the cannon comes with a magical targeting scope that allows the user to accurately aim no less than 400km away from their current location. The size of the beam is enormous (roughly half the size of the hull of the Christina), and it travels extremely fast. Although the beam did not hit its target, it proved itself powerful enough to completely destroy Blue Pegasus' Magic Bomber.

    -Railgun Railgun is a Machina Alchemy transmutation. The user alchemically creates a large, albeit slim, railgun that manifests itself and floats above their back. Said railgun is capable of firing a devastating payload of electricity at the target in question, however, the full extents of the damages it could have caused are unknown, as the payload was fired against a Lightning Dragon Slayer and immediately consumed.

    -Vortex Assault Vortex Assault is a Machina Alchemy transmutation and one of Wall Eehto's Assault Mode armaments. When using this function, the user can shoot a densely-packed heat orb that explodes and burns as it expands.

    -Missiles Missiles is an Machina Alchemy transmutation and one of Wall Eehto's Assault Mode armaments. When using this function, the user can fire numerous large homing missiles that explode on contact when they hit their target.

    -Anti-Material Laser Anti-Material Laser is a Machina Alchemy transmutation and one of Wall Eehto's Assault Mode armaments. When using this function, the user fires a laser beam from the cannon compartment on their wrist, heavily damaging their target on impact.

    -Etherion Blast Etherion blast is a Machina Alchemy transmutation and one of Wall Eehto's Assault Mode armaments. Wall has the capacity to fire a concentrated Etherion blast, which he describes as being able to completely eradicate his target. An Etherion Blast, once successfully prepared, fires an extremely large, destructive beam of Magic upon the desired location (said Magic contains Fire Magic, among other elements), that completely obliterates the target area, leaving only dust behind. Its energy is strong enough to reduce matter down to their smallest components.

    Users: -Wall Eehto

  12. #12Magic Alchemy

    Keys: Magic Alchemy, Alchemy, Viernes

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    Description: Magic Alchemy is an Alchemy that focuses on the transmutation of Magic. This form of alchemy allows the user to transmute Magic itself. The user can alchemize the very air itself and transmute it into magic-based constructs, such as a barrier that blocks Magic. The user can also use this to negate and cancel almost any Magic attacks targeting them, so long as they understand the nature of said type of Magic.

    Users: Viernes, The Gold Dragon God

  13. #13Plant Alchemy

    Keys: Duke, Duke Barbaroa (Concept), Guard Plants, Alchemy, Iruha, Plant Alchemy

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    Description: Plant Alchemy is an Alchemy that focuses on the transmutation of plants. This form of alchemy allows the user to alchemize the element of plants. Doing so allows the user to manipulate and control existing plant life, the plants themselves grow and extend and move similar to appendages. The plant Alchemist can also set the plants to move automatically when needed. When in a forest area, the user has a large mass of plants to control.

    Transmutations: -Guard Plants Guard Plants is a Plant Alchemy Transmutation. The user alchemizes various plants within an area to act as guards, these typically take the form of vines or branched appendages that move automatically and react to any unauthorized strangers approaching that which they're guarding, attacking and ensnaring the targets in question. When used in a forested area, the amount of plants seem nearly endless.

    Users: -Iruha -Duke Barbaroa (Concept)

  14. #14Smoke Alchemy

    Keys: Alchemy, Smoke Alchemy, Gennai, Transmutation Unison: Blind Iron Sickle

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    Description: Smoke Alchemy is an Alchemy that focuses on the transmutation of smoke. This distinct Alchemy allows the user to morph and transmute the element of smoke, initially confused with Smoke Magic at first impression. The user can also transmute almost anything within their vicinity into smoke, even other living beings, the people turned into smoke don’t necessarily die as they are instead "pushed away." The smoke alchemist can summon the people back to their present location with a snap of their fingers. The Alchemist can also utilize this Alchemy with a special smoke pipe that not only produces smoke but also transmutes anything solid it touches into smoke.

    Transmutations: -Transmutation Unison: Blind Iron Sickle Transmutation Unison: Blind Iron Sickle is a combined transmutation incorporating Smoke Alchemy and Iron Alchemy. A smoke alchemist forms a massive smokescreen to blind the opponents while an iron alchemist morphs a metal weapon on hand into multiple large sickles to strike their enemies who are unable to see the attacks coming.

    Users: -Gennai

  15. #15World Alchemy

    Keys: Dancing Flower Show, Alchemy, Crazy World, Ennie, Ennie Signario, Luso, Luso Signario, Balloon Bombs, Dream Death World, World Alchemy, Purgatory, Merry-Go-Round

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    Description: World Alchemy is an Alchemy that focuses on the transmutation of the world. An Alchemic ability to transmute a specific area which is also referred to as the world. Having a large enough range, the users essentially morph the scenery around them, making use of all matter present, and having almost complete control over their surroundings, as well as the people within them.

    The only way for those caught in an alchemized world is either for a World Alchemist to make an exit or for the World Alchemist to be defeated. Multiple worlds can be created at once and worlds can be alchemized in a space where a world had already been alchemized.

    World Alchemists can also create alchemic items for others to use such as a camera that traps a target inside a photograph, where they're confined within a world of small cubic space.

    Styles: -Dream Death World Dream Death World is a type of World Alchemy that involves transmuting an area into an amusement park-themed world. The user instantly transmutes the area into a “Psychopop Amusement Park”, where the Alchemist has complete control, being able to create a variety of amusement park-inspired objects for offensive means. The entire scenery becomes warped with theme-relevant structures and large, doll-like figures whose movements are controlled by the Alchemist.

    -Purgatory Purgatory is a type of World Alchemy that involves transmuting an area into a hellish-themed world. The user instantly transmute an area into a nightmarish hell scape to trap people within, where the Alchemist has complete control. The world resembles a dark, crumbling rocky terrain with a flowing, burning river. The sky is full of black clouds and twisted, dead trees and bones are scattered throughout the area. According to the user, those who are trapped can not escape until they've been burned by the "flames of Hell."

    Dream Death World Transmutation's -Dancing Flower Show Dancing Flower Show is a Dream Death World Transmutation. With a wave of the user’s fingers, the Alchemist spontaneously sprouts giant dancing flowers with disturbing grins on their faces.

    -Merry-Go-Round Merry-Go-Round is a Dream Death World Transmutation. The user waves their fingers as they form several carousel horses, which spawn from the ground and circle around the targets, constantly ramming through them.

    -Balloon Bombs Balloon Bombs is a Dream Death World Transmutation. The users swings their finger and summons several balloons to emerge from the ground, before they detonate.

    -Crazy World Crazy World is a Dream Death World Transmutation. The user transmutes an area into deformed demonic creatures.

    Users: Luso Signario Ennie Signario

  16. #16Anti-Ethernano Tumor

    Keys: Anti-Ethernano Tumor

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    Description: An Anti-Ethernano Tumor is a malignant mass a Mage can develop through constant overexertion of their Magic Power.

    An Anti-Ethernano Tumor develops over time, after years of consistent Magic abuse; the symptoms appear to be acute despite the time required for the mass to develop to a detrimental size. Said symptoms appear to be deadly, as very shortly after the tumor had festered long enough inside its victim, they fall comatose and their heartbeat can no longer be heard. The only known way to remove the tumor is via immediate surgery, however, it has been said that no surgeon in Ishgar has the required skill, and even Magic the likes of Sky Dragon Slayer Magic and Sky God Slayer Magic are ineffective at mitigating the malign effects the tumor causes. However, a Magic that manipulates mass (like Command T) can be used to shrink the tumor to a size so miniscule that it would render it benign.

    Etherious-based energies implanted inside a human can be mistaken for an Anti-Ethernano Tumor.

  17. #17Archaeologist

    Keys: archaeology, Archaeology, historian, Archaeologist, Magic Library, archaeologist, Historian

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    Description: Archaeologists are historians who explore lost cultures and civilizations.

    Archaeologists venture out into the world to find and explore ancient civilizations, working to uncover things lost beneath the earth from a time long forgotten, always eager to discover more about the past. They also work to preserve the ruins and artefacts of archaeological sites, even those excavated by someone else, getting in the way of those who would interfere with the sites.

    Archaeologists discover a wide variety of things, be it knowledge, hidden locations and artefacts, including Magic Items. Some Archaeologists also donate some of their findings to Archaeological institutions such as the Magic Library.

    While it’s unclear if Archaeologists also form Guilds, they do band together and establish teams and groups where they work together to achieve their shared Archaeological goals.

    Abilities: Archaeologists abilities mainly focuses on their extensive and valuable knowledge of lost history that is known little to humanity. They are also capable of deciphering old writing that is written with secret information. They also come equipped with archaeological equipment for excavating the aforementioned ruins.

    Archaeologists have also shown to utilize Magic specifically for their profession, typically for the use of neutralizing any Magical artefacts that have been unearthed, handling them with care in case they pose potential danger.

  18. #18Assassins

    Keys: Assassin, assassin, Dark Guild

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    Description: Assassins are individuals who are hired to kill.

    Assassins are those whose profession it is to hunt and kill someone under their job request. Most shown so far show little remorse for killing others for money, best described as cold-hearted, professional killers. Traditionally, Assassins typically work in stealth, sneaking around in the dark to silently eliminate their targets, but there are some individuals who prefer a more direct and open approach, for various reasons such as confidence in their powers.

    Some even take pleasure in killing and others claim to do so in the name of “justice”. Assassination jobs have long since been banned by the Magic Council, any Guild that doesn’t comply are ordered to be disbanded or be branded a Dark Guild. Exceptions to this would be when the Assassin in question works directly under someone in a position of power like a ruler of a nation and taking part in wars when requested.

    Interestingly, some Assassins, few as they may be, have shown some degree of compassion for their respective teammates, showcasing a sense of loyalty. Some may even act more professional and act in a more respectful and dignified manner even towards enemies and targets.

    Abilities While abilities may vary between individuals, Assassins use any kind of skill that’ll assist in their missions, be it Magic, natural skill or various forms of weaponry. Specifically weapons used for the purposes of killing such as swords, scythes, and guns etc. The Magic Assassins employ typically have immoral uses, such as controlling another’s will, or even consuming a living person to obtain their abilities. Some types of Magic are even tailor-made for assassination such as Stealth, which conceals one’s presence and any weapons on hand, giving the user a strategic advantage.

    Much like Mercenaries, a few notable Assassins are shown to be skilled in melee combat while possessing impressive physical strength and durability, capable of fending off multiple strong Wizards without any weapons or Magic while skillfully countering their moves and spells.

  19. #19Bandits

    Keys: bandit guild, Bandits

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    Description: Bandits are a type of organized criminals. Bandits are essentially petty criminals and outlaws, robbing and pillaging anything of value, overall causing trouble to normal civilians. Bandits regularly form groups of large numbers with a clear leader at the top of the hierarchy. These groups also have an HQ or a base, usually within an abandoned location such as ruins near a town.

    Bandits are often the target of Guild Wizards who’ve been given a job by a local client to subjugate and get rid of said criminals and take them to the proper authorities.

    Likewise, Bandits also form Guilds of their own to take on request jobs, typically for the purposes of theft and kidnapping. Despite being crooks, Bandits do have some degree of loyalty, often refusing to divulge the location of one of their members and keeping the identity of their clients a secret. Some may even willingly save their enemies, simply to have them be in debt to them next they meet.

    Abilities The majority of Bandits don’t seem to possess any form of Magic, instead relying on normal weapons and equipment such as swords, firearms etc. The minority that do possess some form of Magic tend to focus on types conducive to gaining sudden advantages such as escaping apprehension or avoiding detection.

  20. #20Black Arts

    Keys: Mavis Vermillion, Zeref, Zeref Dragneel, forbidden magic, Mavis, The Black Arts, Faris, Immobilization Magic, Living Magic, Hades, Ankhseram Black Magic

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    Description: The Black Arts are a series of different kinds of forbidden Magic. This type of magic consist of different forms of Magic that have the capacity to manipulate life. Not much is known about them, but it is said that a wizard using the Black Arts can bring forth calamity. Zeref has been said to have used the Black Arts in order to make the world a dark place for years.

    Known Black Arts: -Ankhseram Black Magic -Living Magic -Immobilization Magic

    Users: Zeref Dragneel Mavis Vermillion Hades (via Demon's Eye) Faris

  21. #21Bonds

    Keys: bond, Maguilty Sense, Bond Alchemist, Bond Alchemy, Dragon Slayers, Unison Raid, Bonds, relationship, Sensory Link

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    Description: Bonds are a recurring concept throughout the Fairy Tail series. Bonds are evidenced throughout the series as a connection between several individuals. Bonds are formed via the relationships people make with each other. An interesting phenomenon occurs when a bond between two or more is strong enough, that is they are able to hear each other’s thoughts and emotions even throughout great distances across the world, this seems to be a natural occurrence that transcends words or existence, even going beyond Magic such as Telepathy, even unaffected by any Magic negation effects, communicating via consciousness to consciousness. In all recorded history, most of those who’ve used Unison Raid are said to have had a strong enough bond that they could hear each other’s thoughts, indicating one’s bond with another determines their compatibility to use Unison Raid together. Guilds are said to be an ideal place where those bonds can be forged, being a form of community and home for those who have none, for those so lonely that have no family to call their own. These connections can act as source of encouragement, motivating others through difficult trials by thinking of those dear to them. The connection appears to be more apparent when someone is currently thinking about another they care deeply for. Only then during which one uses their power to manipulate that specific bond. This occurrence allows users of Maguilty Sense to place a Sensory Link between the target and the one occupying their thoughts that forces them to share each other’s senses. This is also apparent for Bond Alchemists who can alchemize the bonds of others, doing so allows the user to transmute their bodies, effectively swapping them including their abilities. Interestingly, the Alchemist can determine the type of bond the target has with the person in their mind as they transmute it, be it a rival or someone they love. Bonds vary between everyone depending on the type or relationships, not all are necessarily positives, as even a bond between enemies with a close history can still form a strong connection. Strong enough bonds are said to be thicker than blood.

    Notable Examples -While Juvia was under the control of Vidaldus Taka and forced to attack Lucy, the Celestial Spirit Wizard could still hear Juvia's genuine thoughts. All before the two Wizards performed a Unison Raid against Vidaldus. -In the aftermath of the Tower of Heaven incident, Erza was able to hear Jellal’s thoughts despite the mass distance between them at the beach and ocean. -As Natsu fights with Zero, he claimed to feel the voices and emotions of his allies counting on him to succeed which further his resolve to defeat his enemy. -After Makarov’s loss to Hades on Tenrou Island, with his thoughts he calls for the help of his “successor”, which then shows Laxus in the middle of a desert who apparently heard his grandfather’s voice. -While in prison, Jellal was able to sense Erza’s struggle while battling Azuma on Tenrou Island, as he whispered to not to give up which she could hear and regain her resolve to continue fighting. -Using Juvia’s bond with Gray, Meredy used her Magic to like their senses together, forcing them experience the same pain. -During Gray’s fight with Ultear, upon falling into the water, she was able to view her mother’s memories as the water itself continued remnants of Ur’s Iced Shell formed from her body. -During their time apart, Kinana would often hear Cobra’s voice wanting to hear her’s, all while she lacked any memories of them together. Eventually, his voice led her right to him. -During his battle with the Twin Dragons of Sabertooth, Natsu declared to them that he’ll his power for the friend they laughed at, which Lucy all the way in the medic room having seemingly heard this. -Upon Mavis’ Thought Projection meeting with Zeref, despite not being able to see or hear her, Zeref was able to tell she was nearby and have a full conversation with her. -As the seven Dragon Slayers (Natsu, Wendy, Gajeel, Laxus, Sting, Rogue, and Cobra) prepares to fight Acnologia, they claimed to have heard the voices of their allies even while within the dimension of the Rift in Space and Time. -Wraith's bond with Makarov made the Synchro Rate to possess him much higher than he would with a blood relative. -Sai, a Bond Alchemist, specializes in an Alchemy that transmute the bonds of others, effectively swapping their bodies.

  22. #22Celestial Spirits

    Keys: Virgo, Caelum, Pisces, Gate Keys, Karen, Aries, Horologium, Angel, Polaris, Lyra, Capricorn, Yukino, Golden Gate Key, Celestial Wizard, Zodiac, Leo, Celestial Spirits, Celestial Spirit World, Nikola, Deneb, Cancer, Celestial Gate, Libra, Silver Gate Key, Taurus, Crux, Scorpio, Layla, Lucy, Gemini, Sagittarius, Celestial Spirit King, Zodiac Spirit, Pyxis, Ophiuchus, Aquarius

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    Description: Celestial Spirits are magical beings from their own separate universe, the Celestial Spirit World. Some Wizards, called Celestial Wizards due to their specialization in Celestial Spirit Magic, are able to summon Spirits by opening their Gates via the use of Celestial Spirit Gate Keys. These Keys are separated into two classes: the more common Silver Keys and the extremely rare Gold Keys. All Celestial Spirits are each named after a different astronomical constellation. Out of the twelve Gold Keys, nine are currently owned by Lucy Heartfilia, two are currently owned by Yukino Agria, who also holds the key to the "13th Gate" of the Zodiac. The one Golden Key not owed by anyone is for Aquarius. Lucy broke Aquarius' Key in order to summon the Celestial Spirit King during the war with Tartaros. A new key for Aquarius will eventually form somewhere in the world, it is Lucy's long term goal to find it.

    Contracts and Rules When a Celestial Spirit Wizard receives a key and opens its Celestial Gate for the first time, they have to set up a contract with the respective Spirit. This contract consists of asking the Spirit which days it can be summoned by the Wizard. This simple agreement forms a dedicated and serious bond between the Spirit and summoner. However, under certain circumstances, i.e. during a battle, a contract can be asked to be completed later.

    Contracts can be broken if the Wizard is arrested, releases the Spirit by themselves, or dies. When a Celestial Wizard summons a Spirit, it appears directly next to them, as that's where the Gates to the Spirit World are 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 in Fairy Tail so far is that a Spirit may not directly or indirectly kill its summoner under any circumstances. When the Gates are closed, it is required from both the summoner and the Spirit to agree upon the Gate's closure. However, Spirits can also be "forced closed" in battle, which means they can be forced back into the Celestial World by the summoner's will, though not every Celestial Wizard is capable of doing that.

    Celestial Spirits also have different categories of sorts, which fall under the basic summoning conditions from their owner. For example, Loke passes through the Gate using his own magic most of the time without Lucy doing so herself, Virgo also has passed through the Gate using her own magic, as have Gemini and Horologium and if trust between the Celestial Spirit and the owner is not an issue, contracts can be temporarily dissolved. It also seems that if the Celestial Spirit is strong enough, they can use their own Magic to stay in the Human World, when or if the contract is not in action. The strength of the Celestial Spirits is affected by the Magic Power of their summoner.

    Known Celestial Spirits -Celestial Spirit King (No Key, requires a Celestial Wizard to break a Golden Zodiac Key to be Summoned)

    -Aquarius (Golden Zodiac Key) -Taurus (Golden Zodiac Key) -Cancer (Golden Zodiac Key) -Virgo (Golden Zodiac Key) -Sagittarius (Golden Zodiac Key) -Leo (Golden Zodiac Key) -Aries (Golden Zodiac Key) -Scorpio (Golden Zodiac Key) -Gemini (Golden Zodiac Key) -Capricorn (Golden Zodiac Key) -Pisces (Golden Zodiac Key) -Libra (Golden Zodiac Key)

    -Ophiuchus (Black 13th Zodiac Key)

    -Crux (Silver Key) -Horologium (Silver Key) -Lyra (Silver Key) -Nikola (Silver Key) -Caelum (Silver Key) -Pyxis (Silver Key) -Polaris (Silver Key) -Deneb (Silver Key)

  23. #23Celestial Spirit Gate Keys

    Keys: Forced Closure Key, Gate of the Little Bear, Gate of the Maiden, Gate of the Giant Crab, Virgo, Gate of the Two Fish, Gate Keys, Pisces, Caelum, Aries, Gate of the Ram, Black Key, Gate of the Southern Cross, Gate of the Lion, Horologium, Angel, Gate of the Compass, Polaris, Gate of the Canis Minor, Zodiac Key, Lyra, Capricorn, Silver Key, Gate of the Lyre, Gate of the Chisel, Spirit Gate, Yukino, Gate of the Clock, Gold Key, Eclipse Zodiac Gate, Celestial Wizard, Gate of the Sea Goat, Gate of the Balance, Gate of the Water Bearer, Hisui, Leo, Nikola, Deneb, Cancer, Libra, Taurus, Crux, Scorpio, Eclipse Gate, Magic Items, Celestial Spirit, Lucy, Gemini, Sagittarius, Celestial Spirit King, Gate of the White Swan, Gate of the Snake Charmer, Gate of the Archer, Zodiac Spirit, Gate of the Twins, Pyxis, Gate of the Golden Bull, Gate of the Scorpion, Celestial Spirit Gate Keys, Ophiuchus, Aquarius

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    Description: Celestial Spirit Gate Keys (aka Gate Keys) are Magic Items used by Celestial Wizards to summon Celestial Spirits.

    These Magic Items are magical keys that can be used to summon Celestial Spirits, beings from another dimension through their Gates that can be used to fight their contract holder's opponents, to do chores or just to hang around with. There are four different types of Gate Keys: the Silver Keys, the Gold Keys, the Black Key, and the Forced Closure Keys. The Silver Keys are common keys that can be bought from stores while the Gold Keys are very rare keys that can be used to summon the Zodiac Spirits. According to Yukino, it is said that when all twelve Zodiac Keys are gathered, one is able to "open the gate to changing the world", referring to the Eclipse Gate.

    The Black Key (aka the Gate of the Snake Charmer Key) is a Gate Key used by Celestial Wizards to summon the Snake Charmer, Ophiuchus. Forced Closure Keys are gate keys created by Hisui E. Fiore that can force the 12 Eclipse Golden Gates to close.

    It is possible for a Celestial Wizard 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 the ability to summon at least three Celestial Spirits at once. The second is that a Zodiac Key must be sacrificed to do so. The final condition is that the Wizard and the Zodiac Spirit of the Key must have a high level of trust between them. Whichever Zodiac Key is sacrificed to summon the King will then crumble to pieces, and will henceforth be unusable. As such, the Spirit of the Key will no longer be able to pass through their Spirit Gate. Therefore breaking a Zodiac Key is only considered the very last resort.

    It is possible for the sacrificed key to reforge into a new key once again in one year, which will appear at a random location somewhere in the world.

    Known Keys:

    Gold Keys (aka Zodiac Keys): Each of the Gold Zodiac Keys has the symbol of the constellation for their respective Zodiac Spirits on the handle. -Gate of the Water Bearer Key. This key summons the Water Bearer, Aquarius. -Gate of the Golden Bull Key. This key summons the Golden Bull, Taurus. -Gate of the Giant Crab Key. This key summons the Giant Crab, Cancer. -Gate of the Maiden Key. This key summons the Maiden, Virgo. -Gate of the Archer Key. This key summons the Archer, Sagittarius. -Gate of the Lion Key. This key summons the Lion, Leo. -Gate of the Twins Key. This key summons the Twins, Gemini. -Gate of the Ram Key. This key summons the Ram, Aries. -Gate of the Scorpion Key. This key summons the Scorpion, Scorpio. -Gate of the Sea Goat Key. This key summons the Sea Goat, Capricorn. -Gate of the Two Fish Key. This key summons the Two Fish, Pisces. -Gate of the Balance Key. This key summons the Balance, Libra.

    Black Key (the 13th Zodiac Key): The one Black Key has the symbol of the constellation for Ophiuchus on the handle. -Gate of the Snake Charmer Key. This key summons the Snake Charmer, Ophiuchus.

    Silver Keys: Each of the Silver Keys has a symbol representing the Celestial Spirit it summons, -Gate of the Southern Cross Key. This key summons the Southern Cross, Crux. -Gate of the Clock Key. This key summons the Clock, Horologium. -Gate of the Canis Minor Key. This key summons the Canis Minor, Nikola. -Gate of the Lyre Key. This key summons the Lyre, Lyra. -Gate of the Chisel Key. This key summons the Chisel, Caelum. -Gate of the Compass Key. This key summons the Compass, Pyxis. -Gate of the Little Bear Key. This key summons the Little Bear, Polaris. -Gate of the White Swan Key. This key summons the White Swan, Deneb.

    Forced Closure Keys: Each of the Forced Closure Keys have the Royal Emblem of Fiore on the handle. The Royal Emblem of Fiore is a golden crown positioned on top of a large, seven-pointed star. -Forced Closure Keys. These keys are able to forcefully close the 12 Eclipse Zodiac Gates.

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  31. #31Jewel

    Keys: money, Currency, currency, Money, Jewel

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    Jewel is the non-denominational unit of the monetary currency of Fiore.

    For comparison purposes, 100 Jewels is approximately USD $1.

    Known Prices -Lucy's posing service (By Happy): 100 Jewel per pose -Lucy's swimsuit photo: 500 Jewel -Fairy Tail mug: 500 Jewel -Fairy Tail wristband: 600 Jewel -Fairy Tail face towel: 700 Jewel -A big meal: 1,000 Jewel -Weekly Sorcerer Special Feature (Gray photo album): 3,000 Jewel -Fairy Tail action figures (Natsu, Lucy, Gray, Erza, Makarov and others): 3,000 Jewel -Ticket to Wakuwaku Land: 3,500 Jewel -Fantasia Cake: 4,500 Jewel -Natsu fanclub annual membership fee: 5,000 Jewel -Fairy Tail Lacrima crystal: 10,000 Jewel -High heels: 18,000 Jewel -Plue's silver gate key: 20,000 Jewel -Snowglobe Lacrima: 50,000 Jewel -Magic Feeling Potion: 60,000 Jewel -Lucy's Monthly Rent: 70,000 Jewel (later increased to 80,000 Jewel) -Fairy Hills' Monthly Rent: 100,000 Jewel -Juvia's Swimsuit: 20,000 Jewel -Crystal Bombs: 5,000 Jewel

    Job Rewards -Pet Care: 20,000 Jewel -Teaching at Magic School for kids: 30,000 Jewel -Mining for Crystals: 40,000 Jewel -Hunting a Tiger: 50,000 Jewel -Subdue of Monster: 70,000 Jewel -Magic Show: 100,000 Jewel -Treasure Hunt: 150,000 Jewel -Thief Subdue: 160,000 Jewel -Treasure Hunt: 180,000 Jewel -Monster Hunt: 200,000 Jewel -Destroy the novel Daybreak (Natsu, Happy, and Lucy's first job as a team): 200,000 Jewel (later on increased to 2,000,000 Jewel) -Subdue Illegal Magic school: 500,000 Jewel -Subjugation job: Around 2,000,000 Jewel -Capture the escaped convict and guild hunter Velveno: 2,000,000 Jewel (later increased to 4,000,000 Jewel) -Save Galuna Island (S-Class Job): 7,000,000 Jewel and a Gold Gate Key (Sagittarius, The Archer)

    Prizes -Miss Fairy Tail contest (victory prize): 500,000 Jewel -Grand Magic Games (victory prize for a guild): 30,000,000

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