
Powers
Nanoha, despite her lack of experience, has demonstrated considerable magical talent. Many of her techniques are taught by Yūno or improvised from already learned abilities. She specializes in shooting skills, but has a balanced set of abilities, with variations in both her defensive and offensive powers. Although she isn't as fast as Fate, she has higher defensive power and guided projectiles. Her command phrase for her shooting abilities is "Shoot!".
* Raising Heart Activation — Nanoha changes Raising Heart into Device Mode, and usually her Barrier Jacket is activated as well. The transformation was intended to be performed with a long passphrase, but Nanoha only uses this incantation in its entirety once before discarding it, replacing it with "Raising Heart onegai!" (Raising Heart, please!).
* Lyrical! Magical! — This is Nanoha's personal incantation for using Raising Heart. Although she calls this out to unlock abilities more complex than simple force fields (such as Raising Heart's Sealing Mode), once the ability is unlocked she seldom needs to use the incantation, except to seal Jewel Seeds. In A's she uses the phrase to kick off a training exercise.
* Jewel Seed Seal — Used to seal the Jewel Seeds so they will not fuse with anything.
* Area Search — This extends Nanoha's magical senses, helping her to find disturbances such as Jewel Seeds.
* Restrict Lock — Although it is not named in the animation, this is Nanoha's binding-type magic, meaning that it is analogous to Fate's Lightning Bind ability.
Defensive Abilities
* Barrier Jacket — Nanoha's Jacket is a blue and white school uniform-styled dress with a metal waist guard. Upon activation, she dons this costume, which is either shown as instantaneous or through a minute-long segment of stock footage. This Barrier Jacket is not just the flashy costume, but it also refers to an invisible defensive field generated by the costume, reducing or eliminating any serious injury from events such as an impact with a building.[9]
o Sacred Mode — An improved version of Nanoha's Barrier Jacket, including field generators on the shoulders, gloves, and other defensive enhancements. She can now use the Jacket with Raising Heart in Standby Mode.
o Aggressive Mode — The new improvement of Nanoha's Barrier Jacket seen in Strikers, design changes include the replacement of the long skirt for a mini-skirt and a waist-attached cape and the inclusion long white socks and gems (probably field generators) on the shoes.
o Exceed Mode — Debuted in the episode 12 of Strikers, Nanoha use this variation in set with the Raising Heart in Excelion Mode. Its design its more akin with the Sacred Mode, although bulkier.
* Protection — Nanoha's first spell, and Raising Heart's auto-guard magic. It can guard in every direction, but can be penetrated relatively easily.
o Protection Powered — A "harder" version of Protection, which Vita and Nanoha both discovered can resist an attack from a cartridge-enhanced Graf Eisen.
* Round Shield — A powerful shield that can withstand a prolonged attack, such as from Bardiche's Arc Saber. Unlike other barrier-type magics such as Protection, it can only guard in one direction.
* Flier Fin — Gives Nanoha the ability to fly, and increases her movement speed.
o Accel Fin — This is the upgrade to Flier Fin. It grants even greater speed at the cost of some maneuverability.
* Flash Move — Temporarily increases Nanoha's movement speed, similar to Fate's Blitz Action. If Nanoha uses this in conjunction with a melee attack, the resulting explosion is technically called a Flash Impact.
* Reactor Purge — This ability "detonates" Nanoha's outer Barrier Jacket to counteract an attack, similar in principle to reactive armor on modern tanks.
* Bind Break — This attempts to deactivate a binding spell, and the time required to do this depends on the complexity of the target magic.
* Active Guard— Similarly to the spells "Reactor Purge" and "Barrier Burst", this magic makes of the reactive armor's principle to repell another type of energy. Unlike the other two however, it can be casted upon an area away from the mage's location. In the episode 1 of StrikerS, it was used to decrease the kinetic force of Subaru's mad rush.
* Holding Net — This creates a net that can catch almost anything. It was used in the first episode of StrikerS along with the Active Guard to prevent Subaru from crashing into a wall.
* ACS Driver -
Offensive Abilities
* Divine Shooter — Nanoha's rapid-reaction attack magic, creating a small number of magical energy balls. The balls can be guided in the air, and sometimes Nanoha will use this magic to attack the target from the rear.[11]
* Axel Shooter — This is the upgraded version of Divine Shooter, allowing Nanoha to guide about a dozen high-speed magic missiles.
o Snipe Shot - Seen in StrikerS, this is a variation on Accel Shooter, where Nanoha controls two missiles with great accuraccy.
* Crossfire Shoot - Identical to Teana's move of the same name, though Nanoha uses it without a device. Superficially similar to Accel Shooter.
* Divine Buster — Raising Heart's first attack. It can best be described as an anime-stereotypical particle beam shot.
o Divine Buster Extension — As Divine Buster, but with a longer range and a targeting reticle/scope.
* Excelion Buster — Available only in Raising Heart Excelion's less stable Excelion Mode, this is arguably Nanoha's most powerful ability to date, second only to the Starlight Breaker ex. Excelion Buster involves a few supporting magics, but is itself similar in principle to her Divine Buster with far more attack power. Unlike her Starlight Breaker ability, this does not require residual magic in the vicinity. The command phrase for Excelion Buster is "Break shoot!"
o Force Burst — In this method that requires four cartridges, she fires the shot much like the Divine Buster. Two variations exist for Force Burst: she may fire all arms of the shot at once, or delay the last one until after the others weaken the target's defenses.
o Barrel Shot — Nanoha may precede an attack in Excelion Mode with an invisible binding field to prevent the target from moving.
o Axel Charge System (ACS) Mode — Nanoha combines the energy bayonet on the tip of Raising Heart along with a burst of speed from the energy wings on the device to penetrate the target's magic defenses. Then, she unleashes a massive burst of energy inside the defenses. Two cartridges are spent for the first phase, three for the second.
* Starlight Breaker — Nanoha's own "variation" on Divine Buster and her ultimate attack, but in reality a very different magic. It involves the collection and reuse of the magical energy left over by previous attacks dispersed in the combat airspace for a new attack, creating the "light beam converging" effect seen in the anime. Two additional variants are recognized in the DVD booklets, but not explicitly named in the anime dialogue.
o Starlight Breaker Plus — This variant simply extends the time spent collecting magical energy, thereby increasing the overall attack power. Nanoha used this (despite the damage to her Linker Core midway) to break the force field deployed by the Wolkenritter and alert the TSAB.
o Starlight Breaker ex — This variant is used in Excelion Mode, and uses a full magazine of cartridges, thus meeting or exceeding the attack power of the "Plus" variant with less time.
* Barrier Burst — This detonates an active barrier (such as Protection). This is useful for countering a melee attack.
* Strike Flame — The energy bayonet that Nanoha produces from the tip of Raising Heart when in Excelion mode's ACS Mode.
* Stardust Fall — Classified as an accelerated material type shooting magic, Nanoha uses her magic to lift many rocks into the air and send them crashing down onto her enemies. First used in chapter 1 of the StrikerS manga to physically break through a group of Gadget Drones' AMF.
Blaster System
In StrikerS, Nanoha utilizes power-up system named Blaster. The cyborg Quattro explains it is an experimental booster that far surpasses the physical limits of the user's body. It greatly enhances Nanoha's offensive and defensive powers, at the cost of her and Raising Heart's lives. There are four levels of Blaster:
* Blaster One — A temporary booster for the next or the current attack. It gives Divine Buster enough power to break through walls in episode 1, or overcome Diece's S-class energy bullets with far less time it takes her IS: Enormous Cannon to charge up.
* Blaster Two — Also known as Blaster Second. Used to create two Blaster Bits, and hold Vivio within Nanoha's Crystal Cage attack.
* Blaster Three — Used by Nanoha and four Blaster Bits to fire the Divine Buster attack with enough power to blast through all the walls from the Saint's Cradle Throne room to its deepest area.
* Full Power — Used along with four Blaster Bits to fire five Starlight Breakers at the same time.

Powers
Fate's magical abilities developed at an astonishing rate, according to Rinis. She learned electricity-based attacks faster than other magical types, something that her mother Precia also specialized in. At the age of seven, she had already mastered several abilities to the point of not requiring the incantations. Behind her tutor Rinis' back, she also studied how to create and handle familiars. Her command phrase for her shooting abilities is "Fire!".
Fate specializes in mid-range and melee attacks, preferring speed to power and endurance. This was a result of the training that her mother demanded, which sacrificed the flexibility of a wide range of abilities for raw speed. After the events of Nanoha, she trained with Chrono to address the gaps in her initial training.
* Transformation — Fate transforms Bardiche into Device Form and her Barrier Jacket is activated as well.
* Arcus Cultus Aegeas — This is Fate's personal incantation for Bardiche. Generally she uses this to concentrate her energies, especially before unleashing a powerful attack.
* Jewel Seed Seal — Used to seal the Jewel Seeds so they will not fuse with anything.
* Lightning Bind — A powerful, but difficult to maintain, spell that prevents its target from moving.
* Recovery — Fate can restore Bardiche in seconds, even after he is heavily damaged.
Defensive Abilities
* Barrier Jacket — Fate activates her defensive outfit. After Bardiche is upgraded in A's, her Barrier Jacket gains two variations: Lightning Form and Sonic Form.
o Lightning Form — This is similar to her original Barrier Jacket, with more protective power and some armor plates on her shoes and left glove.
o Sonic Form — This lighter variation of Fate's Barrier Jacket dispenses with the cloak and instead puts Sonic Sails, Flier Fin-like wings on Fate's boots and arms, greatly increasing her movement speed.
+ Sonic Drive — In episode 24 of Strikers, Fate activates this variation of Sonic Form. Her speed and magic powers greatly increases in this form. Incantation to activate this form is Overdrive, New Sonic Form.
o Impulse Form — The new Barrier Jacket variation seen in StrikerS, it sports a complete new design that holds little resemblance with any of the other variations seen until then.
* Blitz Action — Fate's movement speed is increased dramatically (if temporarily), to the point where human eyes cannot track her easily. In A's, this is upgraded to Sonic Move; in Sonic Form, she does not need to activate the ability.
* Defenser — Bardiche's Auto-Guard magic. It can guard in every direction, but can be broken easily, as Signum's cartridge-loaded Device proves.
o Defenser Plus — Used in the second episode of StrikerS, it is essentially a more powerful form of Defenser, and capable of being cast over a larger area to protect more than one person.
* Bind Break — Attempts to deactivate a binding or imprisoning spell. The amount of time required to deactivate depends on the complexity of the target magic.
* Jacket Purge — Fate "unravels" the magic power that comprises her Jacket, causing it to explode. This has significant attack power, and can disrupt binding magics. However, she is vulnerable for a few moments after purging the Jacket, and she requires magic power to recreate a new one.
* Thunder Arm — A lightning defense on her left arm (use in Nanoha StrikerS Episode 22).
Offensive Abilities
* Arc Saber — Fate's melee attack, consisting of a blade of light from the Bardiche in Scythe form. It is powerful enough to neutralize Nanoha's Divine Shooter missiles. The blade itself can be thrown, spinning it much like a shuriken.
o Scythe Slash — A variation of the Arc Saber where the blade is enhanced in order to penetrate barrier-type magics such as Barrier Jackets.
* Haken Saber — As Arc Saber, except with Bardiche Assault in Haken form.
o Haken Slash — The Scythe Slash-like variation of Fate's Haken Saber.
* Photon Lancer — Fate's basic ranged attack, fired from a small collection of energy called a "Photon Sphere". Fate's shots are faster, but unlike Nanoha's Divine Shooter, they are unguided.
o Photon Lancer Phalanx Shift — A variation of Photon Lancer (and Fate's most powerful attack in season 1), this spell amasses several large Photon Spheres and unleashes a storm of Photon Lancer shots on the target.
* Plasma Lancer — A more powerful version of Photon Lancer, with increased attack power and the ability to turn at Fate's command should it miss.
* Thunder Smasher — Fate's siege-type attack, analogous to Nanoha's Divine Buster. It was called "Thunder Buster" in episode 12 of season 1, but the DVD booklet indicates that the attack was actually Thunder Smasher.
* Plasma Smasher — Thunder Smasher's upgrade, used when Bardiche Assault is in Assault Form.
* Trident Smasher — The third upgraded magic of the Thunder Smasher line, three beams are shot simultaneously from the same firing-point, creating the illusion of a trident's blade. Debuted on the episode 12 of StrikerS.
* Thunder Rage — Fate's multitarget attack, activated with Bardiche in Sealing Form. Together with Nanoha's Divine Buster, Fate used this to seal six Jewel Seeds at once.
o Thunder Blade — An enhanced version of Thunder Rage, Fate focuses each attack into individual swords that can detonate on the command "Break!". Chrono Harlaown has a similar attack called Stinger Blade.
* Blitz Rush — Fate can increase the speed of her magic missiles such as Plasma Lancer.
* Sprite Zamber — This ability is designed to destroy force fields, binding magics, and illusions. Fate, after transforming Bardiche Assault to Zamber form, uses this to break out of the Book of Darkness' prison.
* Jet Zamber — Fate's ultimate melee attack (thus far), she first throws a shockwave at the target, then swings Bardiche Assault in Zamber form. The energy blade of the Zamber grows to many times its typical size, so Fate can slash through a target that would ordinarily be out of range.
* Plasma Zamber Breaker — Bardiche Assault in Zamber form unleashes a powerful energy blast.
* Riot Zamber — Bardiche Assault in a sabre like form. Riot Zamber is able to cut away magical binding strings with ease.
o Riot Zamber (Sonic Drive Form) — In Sonic Drive Form, Bardiche Assault split into two Riot Zamber. A magical string at the end of each hilt connects both of them. Fate can combine both Riot Zamber to form a bigger version of Zamber form.

Powers
* Hayate, possessed by the Book when she fights Nanoha and Fate, knows and can use all the power of those whose Linker Cores it has absorbed, partially or fully. This includes those of Nanoha, Fate, Vita, Signum, Shamal and Zafira.
* Transformation: Hayate transforms into an able-bodied blonde mage, Reinforce into her staff. Activated with the phrase "Blessed wind, Reinforce! Set up!"
* Knight Armour: Her costume consists of a black and white battle jacket over a black and yellow minidress, with a white balmoral, and three pairs of black wings. As she does not use the Mid-Childa magic system, it is not called a Barrier Jacket, but the purpose is largely the same. Hayate simply refers to this as her "armor (甲冑, kacchū?)".
Offensive abilities (attack magics)
* Atem des Eis - An ice magic attack, creating four icy-blue cubes that shoot against targets, creating a wide area freezing effect. In StrikerS episode 2 (flashback), it is used to put out the fire. It was classified as an S-Class technique and even Hayate admitted she cannot fully control it.
* Diabolic Emission - This Area-of-Effect type magic attack creates a dark-colored globe of concentrated magic that progressively expands, thus destroying everything in its way. Originally used by the first Reinforce near the end of A's, during episode 12 of StrikerS, Hayate is shown also to be capable of using this spell.
* Hræsvelgr - Hayate conjures multiple Mid-Childan sigils in front of her and use them to fire powerful energy beams. Once the beams reach a designated area, their energy compacts itself and explodes. This spell can be used to take down multiple enemies in different and distant locations. Though this is a Ancient Belkan spell, the Midchildan magical sigil was used in episode 11 & 12. This is believed to be an effect of the Long Arch team's control over its aiming.
* Mistilteinn - Hayate's first attack in A's, an area of effect that rains down seven light spears on her target and petrifies it.
* Ragnarok - Hayate's final attack in A's, in the same area of strength as Nanoha's Starlight Breaker and Fate's Plasma Zanber Breaker. A triple buster, firing at the three tip points of the Belkan Triangle.