Spellbook

"A magical tome that allows the user to fire projectiles of ice, allowing them to easily outrange and lock down opposing forces." 
- Select ScreenThe Spellbook (also displayed as Spell Book) is a zoning weapon that also specializes in buffing allies and hindering enemies.
== Overview ==
A very oppressive zoning weapon, it fires chunks of ice out for its first two Normal Attacks, finishing with a blast of down on its third. Normally, these attacks cannot freeze or activate their special effects unless the user is in Boost. When the user is in Boost, they send out even more projectiles of ice for each Normal Attack, dealing even more damage to enemies, and each projectile has a small chance to freeze enemies with the ICE effect. Normal Attack 3, Mist Ball, can activate its effect in Boost where it can debuff enemies, decreasing their ATK for 30 seconds on hit.
As for the Spellbook's special moves, Hellish Spurt is a projectile that deals heavy damage to enemies that get hit by it and also deals damage to enemies in the area of effect, creating ice spikes that damage enemies, also having a chance to freeze them. The charging animation of Hellish Spurt can be canceled into another attack or action, but the projectile may not come out depending on the action performed. In Awakening, Hellish Spurt is powered up. It has an even bigger hitbox and does even more damage.
Icicle Spear (AIR CHANGE) fires an array of 3 projectiles that do a small amount of damage, but can easily be spammed to put more projectiles out on the field & deal more damage. Each projectile has a chance to freeze enemies, and this attack is this weapon's go-to attack for freezing enemies in the event that the user does not have enough meter to use Ice Beam. In Awakening, Icicle Spear is also powered up, firing a burst of multiple spears of ice. In the air, the attack is fired downwards, at a 45 degree angle.
Amp Attack #1 is Aurora Veil, which creates a veil of light for 30 seconds that buffs allied defense, and hinders enemy attack and defense as long as they remain inside of the veil. Leaving the veil removes the buffs and debuffs applied to enemy forces. Aurora Veil is extremely useful as bosses are not immune to its effects and setting it up can make boss fights slightly easier at times. Its effects do not stack on top of each other. In Awakening, the veil stays up for 1 minute.
Amp Attack #2 is Ice Beam, which creates a beam of ice shards that deals massive damage and is multi-hit, and it is especially useful for freezing enemies. It also creates a path of ice referred to as Eisbahn, which speeds up allied movement and decreases enemy movement as long as they are on the path. The effects of Eisbahn do not stack, and in Awakening, Eisbahn stays up for 1 minute.
Glacial Blast is this weapon's Hyper Attack, and it fires different amounts of ice blasts at enemies that home in on them, and on hit, it causes an explosion that deals damage to nearby enemies and has a high chance of freezing them. Although it is very useful, it is very difficult to combo into as the projectiles will usually target enemies very far away and will target random enemies usually.
In Awakening, this weapon can freeze enemies much easier and for much longer, and Hellish Spurt & Icicle Spear become powered up.
The Awakening Attack for this weapon causes the user to spin around, releasing a cold gust of air, surrounded by icicles, and it is best used when overwhelmed by enemies to attempt to freeze them. This Awakening Attack does not cause the user to lose their Trait.
This weapon's Awakening Hyper Attack is called "Cold World". It has an extremely massive hitbox and deals massive damage to enemies. Any enemy in the vicinity of the attack that is frozen at the end of it will be instantly killed.
Overall, the Spellbook is very oppressive and can be very useful to have on a team as it excels at many things at long range. This weapon is awful at close range as its attacks have a lot of wind-up time and usually have "dead zones" in front of the player. If the player gets hit by an enemy attack, their attack could get interrupted unless they have super armor, causing the attack to not come out entirely. It is best to stay away from enemies that can hurt you, and take them out from afar. In addition, this weapon's defense is very lacking, as enemies that have little to no trouble closing the gap between players can struggle greatly against this weapon. This weapon also suffers from low base damage, which can somewhat be mitigated in certain moves like Icicle Spear, by hitting one enemy with all of the projectiles.
Pros 	Cons
Oppressive: The Spellbook can easily control a lot of space with its projectiles. 	Deadzone: Enemies very close to the player won't get hit by projectiles as they will most likely spawn in front of them, meaning that this weapon is useless without any distance being created between the user and the enemy.
Boost/Awakening Damage Output: The Spellbook really shines in Boost & Awakening. With its Awakening Trait, it bolsters the damage that its special attacks do, and as a result, Icicle Spear can deal massive damage due to the sheer amount of projectiles being shot out. In addition, freezing enemies becomes easier which allows this weapon to deal even more damage.	Low Defense: This weapon takes 1.15x more damage from enemy attacks. Easily getting surrounded by enemies can definitely lead to being downed.
Aurora Veil & Eisbahn: This move in and of itself is what makes the Spellbook really stand out. The ability to support your allies whilst hindering your enemies can definitely prove useful. Aurora Veil also works on bosses, which can make fights easier for a limited amount of time. 	Slow Attacks: This weapon's attacks have a bit of wind-up time that can easily be interrupted if the user does not have super armor, causing the attack to not come out entirely.
High Burst Damage/Instant Kill: When in Boost or Awakening, the Spellbook shines brightest, dealing extremely high damage to enemies with a chance to freeze with its Hyper Attack, in addition to Cold World, a highly damaging shockwave that has a chance to instantly kill any enemy frozen at the end of the attack. 	No Good Defensive Options: Besides Yellow Rhythm Shift, this weapon's defensive options are severely lacking. This is exactly why staying away from enemies is key, as the player will literally be unable to do anything if they are overcome with multiple enemies and cannot get away.
== Move List ==
NA1 - Bufu - Fires 3 projectiles of ice at enemies.
NA2 - Mabufu - Fires multiple projectiles of ice at enemies.
NA3 - Mist Ball - Fires a blast of down at enemies. In Boost/Awakening, this also lowers their Attack.
SA - Hellish Spurt - Fires a blast of water that freezes the area around enemies if they are hit, and knocks them upwards.
EX - Icicle Spear - Fires an array of 3 spears of ice that has a chance to freeze enemies. In the air, the spears are fired downwards.
AMP1 - Aurora Veil - Creates a veil of light that hinders enemies and buffs allies. Allied defense is increased, and enemy attack and defense are decreased. Stays up for 30 seconds, but in Awakening, it stays up for 1 minute.
AMP2 - Ice Beam; and, Eisbahn - Fires a beam of crystallized ice that hits enemies multiple times and has a very high chance to freeze them due to the amount of hits. Also creates a pathway of ice that increases allied walkspeed and decreases enemy walkspeed. The pathway stays up for 30 seconds, but in Awakening, it stays up for 1 minute.
HA - Glacial Blast - Creates a massive blast of cold air, that quickly bursts and expands, dealing massive damage to enemies surrounded by it. In addition, enemies hit also explode with cold air, leading to more damage being done. Lastly, this attack has the ability to freeze any enemy that is hit. 
Awakening - Diamond Dust
The chance of freezing enemies increases greatly. Enemies are frozen for a drastically increased duration.
Awakening Attack - Diamond Dust - Finish - Spins around, surrounded by ice crystals, and deals damage to enemies. Has a chance to freeze.
Awakening Hyper Attack - Cold World - Creates a massive crystal of ice and then shatters it, causing the surrounding area to drop to below-zero temperatures. Deals massive damage to enemies, and any enemy that is already frozen during this attack will be instantly killed at the end of it.
== Trivia ==
* The Spellbook initially was not going to be released as a part of the first wave of weapons, however, Spirit noticed that the inital plan for the first wave all had close-range weapons, and wanted to spice things up a bit.
* "Cold World" is the name of a song from American rapper GZA from the album Liquid Swords.
* If Tripturn himself uses the Awakening Attack for this weapon, it will play a special sound effect.
* This weapon's moveset references the following franchises:
** Shin Megami Tensei - Bufu, Mabufu, Hellish Spurt, Glacial Blast, & Cold World are all Ice magic spells from this series. Similarly enough, Cold World also has a chance to instantly kill enemies in this series.
*** Pokémon - Mist Ball, Aurora Veil, and Ice Beam come from this series. Mist Ball is a Psychic-type move that is the signature move of the Pokémon Latias, and it has a chance to reduce the enemy's Special Attack. Aurora Veil and Ice Beam also have similar effects to their referenced counterparts, but Aurora Veil in Pokémon requires it to be currently hailing in order to set it up. 
*** Kingdom Hearts - Diamond Dust, Diamond Dust - Finish are the names of a Command Style and the name of that Command Style's Finish command, respectively. Diamond Dust can be activated by using ice magical attacks such as Blizzard, Blizzara, Blizzaga, and many others.
***Yu-Gi-Oh! - Eisbahn is a Trap card that changes all non-WATER monsters on the field into Defense Position.