Koope Amah Veatargo

Koope Amah Veatargo Is a noble man (Royal) of the Spade Kingdom, coming from the House Veatargo, Koope is a experienced fighter and strategic thinker when active. Sadly, never able to stand still when there is something for him to do. Koope is a lone mage who initially worked with the Spade Kingdom Magic Defense corp with her older sister Atarum Syver Veatargo.
==Personality==
Koope is a very lonely person, ultimately making him one of the most self centered Veatargo's, but not in a bad way. Koope sees every allies he would have ever known as one of his own soul. Protecting it if harm is done. Making Koope the second most caring Veatargo. Koope gives fondness over history and strategy, yet doesn't care enough about killing any of his competitors for he sees no fun in it. Koope is a mastermind in strategy and war methods, though keeps himself in a humble tone. Yet still gets into fits of frustration.
==History==
==Battle Prowess==
Master Swordsmanship: Being one of the least known Veatargo's in the four kingdoms, Koope has been able to master many swordsmanship styles. These being Baroque, stick-fighting, mastery in polearm combat, and dagger to dagger combat. This is all because he doesn't have to run as much.
Mastery in Archery: Though this does not limit him to only weaponry, as Koope is a experience archer and marksman. Being a notable enforcer of ballista bolts and cannons.
Heightened Reflexes: Given the fact that Koope doesn't fight as much as Dante Le Veatargo or Lyutsifer Perun. Koope still finds time to train with Lyutsifer and Dante, giving him heightened reflexes in owed to the extra training.
Untold Magic Control: Though never proven as a fact or myth. Koope is told to have the greatest magic control in the Veatargo Family. Enabling this skill into his own fighting style and grimoire.
===Magic.===
Fire Magic: Like any Veatargo, Koope has Fire Maigc. For Koope's situation, he is able to generate Fire all around his body to move at higher speeds and propel himself in such directions if needed. Known as Total Element Control - Fire Magic.
*Scortching Talon: By joining fire around his hand, Koope will attack the opponent with his strength and striking the opponent cause extensive damage.
*Fireborn Rush: This spell consists of Koope launching at incredible speed. When Koope approaches the opponent he can attack the opponent head or quickly use his sword to send a wave of fire towards the opponent.
*Fire Burst Crush: 
*Flame’s Technique: Flame Dragon's Technique is not a directly put spell, but a set of different spells and a spell that allowed the user to control their Fire Magic easier than normal (though this doesn't limit Koope if not active). Each named and connected to different stances of swordsmanship. Going on with such a theme, Koope Veatargo, decided to revise and collect several basic spells of Fire Magic. In which the utilization of the user's styles of swordsmanship is necessary.
**Burning Claw : The user ignites their sword in putred flames. The user is able to attack the target with a flame line released from the leg, this line can stretch out into three separate lines if needed.
**Flaming Iron Strike: With Flame's Technique active and a oepn Grimoire, Koope engulfs his blade in flames and then strikes their opponent. Despite being a very simple action, this spell causes heavy blunt damage with additional burnings, which in its turn causes great troubles. The power of this spell is so high, that Mage can even send their target flying with a simple strike. The degree of destruction, which can be delivered with Iron Strike is very high, as the user can destroy not only big things but several layered defenses, great walls made of hard and durable material, etc.
**Flaming Elbow: The user ignites the middle of their arm (the elbow), then reverse grips their sword. After this. It can be used in order to strengthen their initial strength of Iron Strike, or slash behind themselves for defensive purposes. when the user hits the opponent(s), combining the blunt and burning damage in an effective unison. Then again, this can be used to strike behind the user and/or swiftly move their body.
**Sacred Flame: With Flame's Technique active and a open Grimoire, Koope condenses high amounts of fire magic into his sword hilt, after what he hurls himself over a long distance. The sword itself displays a combined effect of simultaneous usage of burning and piercing properties, copying the real bladed weapon and saving the momentum of FireMagic’s nature. The user then takes the blade and grips it tight, only before swinging it down to the opponent with great blunt force.
*Heated Commandment: Koope amasses flames around his body, usually by swinging his outstretched hands around him as the first step, thus summoning the flame itself, then he awaits for his target's next step, in preparation for an attack. In general, Flame Commandment Spell is apparently the prerequisite spell before Koope is able to utilize his Flash Pillar Spell.
*Flash Pillar: With a open grimoire and Heated Commandment active, Koope shoots the collected flames straight upward, destroying a target above him. Of course, such utilization is not the only one, as it can follow the movement of his sword downwards to clear any enemies. Such a simple creation of column of flames can be very useful in different situations, be it a fight or other things. Though Koope is also known to use daggers in this example and send a flurry of highly volatile amounts of flaming daggers at the opponent. This would obscure vision as they would glow brighter than normal fire.
*Big Bang Axle: The strongest Fire Magic spell in Koope's arsenal. Koope concentrates all flames within a 5 mile radius into his fist, after what they deliver a vortex like punch. I say vortex as it would have to spiral at high speeds to swing and give it a suction like effect to it. This is the only spell that has never been shown and somebody could openly tell the tale of such a attack. Even being considered a forbidden spell by the Clover Kingdom Magic Counsel and Diamond Kingdom Shinning Generals, but not for having negative mana.
*Magnum Opis:
===Equipment===
Grimoire: Koope's Grimoire is very complex, but very short.
Gallendale: Koope's claymore based blade, Gallendale, was the most known of his arsenal. As it is what Koope would use in serious fights. Gallendale is a very odd weapon. As when it was created, it had several seals, permanent rune arrays, and even magic stones sealed into the sword hilt, blade, fuller, and guard. Gallendale is known for its glorious looks, but also the fact that it can generate into a even more glorious blade named Checkston. Gallendale would enter this form as it would take 50% of all magic forced through and onto this blade and store it into the sword. Once at it's own 200%, the sword would transform into a much stronger version of itself.
Something to note about Gallendale, is the fact it has a tendency to glow around any Sword Magic user. In this case, Himiko Fubushi. Luckily, this has only happened twice.
Checkston: Checkston is a evolution of sorts for the claymore famed as Gallendale. With Checkston, Koope could use his normal spells to a higher degree, even boosting a much higher amount of fire out the sword than put into it. Granting him the ability to light a large area to flames by a swing to the floor, or sending a tornado of flames with the thrust of a arm. Very powerful.