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Gods of darkness, heed my words of warning.
When the worlds collide and skies fall down -
In a pit of hell we'll be.
When the worlds collide and skies fall down -
In a pit of hell we'll be.
Primary Magic: Death Titan
Secondary Magic: The Sight
Caster or Holder: Caster | Living | Lost
Description: Death Titan magic isn't a magic as it is an extension of her race. When Serapheal fell it was because of several serious reasons but namely it is because she had killed a god, becoming the first recorded occurrence of a god being slain which started the chain reaction that eventually lead to the creation of god slayer magic among numerous other side effects. A serious crime, as you might imagine. Archangels are very susceptible to "Profile shifts" or "Domain shifts" in which their sphere of influence is greatly impacted by their actions which changes their abilities and their very physical and energy makeup.
When Serapheal became the first god-murderer, she let the domain of death infuse her, becoming twisted and corrupt compared to the serene grace she once possessed. She became the first divine Reaper and opened up a world of possibilities in the universe, most of them bad or in opposition to the divine agendas.
This infusion of Death is where this 'magic' comes in. Death Titan. A Death Titan is a large humanoid being wielding a command over powers of unlife. They are akin to Shinigami or Reapers. As a Death Titan, Serapheal has increased size and influence over death. Using it's powers over death the Death Titan is capable of reaping souls, and commanding necrotic and spiritual energies to manipulate bone and soul. Death Titan heavily relies on the use of Bone to give it's effects a physical impact.
Such can often be seen as taking the form of bony growths or outcroppings projected as a means of damage or defense. An example of attack might be a fissure that tears open the ground with large skeletal hands opening from it as though they dug through the earth, each bone finger pointed like lethal spires, eerie green death flames dancing across it's surface and in the fissure below. Or a spell conjuring burning skulls that shatter on impact sending bone shards scattering out like a frag grenade.
Others might utilize death energies directly to manipulate billowing black banks of deathcloud that flicker with green flames internally, faces seemingly appearing within the clouds of smoke.
The magic works through a series of tags. They are:
"Death"- The death tag means it is a Death effect, utilizing the negative energy of death. Death is the basic tag applied to all the spells as the baseline for the magic, with bone being applied to most of them but not all.
"Bone"- The bone tag means the spell contains or utilizes bones in one form or another. Bone effects range from walls made from black bone, angry skulls that hover about through the air, skeletal hands that claw their way out from the ground or so on.
"Soul"- The soul tag means it utilizes souls in one way or another. Soul effects range from conjuring or binding spirits, to direct damage to souls, or to the manipulation of her own soul and the perceptions of other souls such as to produce horror effects. The least common of the three.
Strengths:
- Size: Death Titan grants great size. To work better with her race, this will use percentages. Max size increase is 50% +50% per character rank (To +300% size at H-rank). The same percentage, though +25 instead of 50, is added to strength and durability as a result of the greater size.
- Death: Death Titans have death magics. Death Magic deals extra damage to living creatures and the undead, and they ignore incorporeality (A death spell will still hit a ghost, for example, or someone who has taken the form of mist) and they are considered to be two ranks higher for the purposes of healing the damage caused- with the exception that H-rank (or greater) spells will always heal S/A rank spells regardless of this clause-, being outright immune to the first attempt to heal a wound caused by death- again, except for H+ rank spells, as well as A and S-rank spells in this case-.
For NPC or Plot concern only: It has a chance of instantly slaying those hit dependent on two factors: Rank. and if they're a player character or not. Generally, this means it will not kill a player unless they wish it or the topic is Death Enabled, in which case it depends on Rank. Each individual spell will have a "Death Chance" to give an idea of the likely hood of death, which assumes the victim is the SAME rank as the spell itself, the chance being greater the lower rank the victim is compared to the spell and also assumes it's not a faceless NPC ie; "Cannon Fodder". Cannon Fodder will always die as a result of coming in contact with death magic.
Player character version: Exposure to death magic causes fatigue and weariness. When exposed to death magic, the victim's Strength, Speed and Durability are reduced by 2.5% per spell rank, and +5% per rank Serapheal is greater than them. If this reaches 75%, they are rendered unconscious. At 100% they are in critical condition very likely to die but survivable. They retain the percentage as a weakness to sickness/disease/poison effects due to their damaged immune system and vitality for the rest of the topic, or until 1 week has passed IC within it.
Being a very embodiment of death herself, a reaper of the highest tiers, those slain by Samatheal will never resurrect, with the exception of the Phoenix itself, specifically, due to being a very cosmic deity representing life and resurrection. Player Characters as normal could return as normal but at the least they need to make valid IC reasons to do so, even more so than with normal resurrection and no small effort.
- Bone: Death Titan magic is usually supported by the manipulation of bone in order to produce physical influence. Bone is a great and sturdy tool to that allows for good attack and defense function. Bone is a very excellent element both in the attack and damage department.
Defensively, when a Bone effect takes damage, it immediately starts to regrow, marrow and bone splinters visibly molding and reforming over the wound to come back stronger than before. A bone spell that has a duration is capable of enduring damage equal to twice it's rank if it's a Defense spell, while simple duration spells can resist spells of the same rank. If they take damage but not enough to destroy it within 1 post, the bone will heal by the end of the next post to add the damage dealt to it as resistance. So if a C-rank bone wall took D-rank damage, it'd resist C and a half damage once mended. If on the following post it took 1 more D-rank, then it'd resist two C-ranks of damage until destroyed.
Offensively, when a Bone effect deals damage the bone will also fragment and splinter inside them, which is difficult to remove and may require surgical care to fully clear. The bone fragments remain within the victim and deal 1% +1%per spell rank's worth of their health as damage each post as damage over time. If healed, the bone fragments remain but now only deal .5% instead of 1%, and if healed a second time they deal .1% instead. The damage can be resisted by assuming an elemental body of some sort, such as Juvia's water body. But the damage continues once physical form is regained as the bone shards hitch a ride with the elemental form, but is reduced by 1% / .5% / .1% respectively per post they remain in such a form. Every 5 posts since acquired, 1/2 of this ongoing damage is eliminated from each application. This means after 10 posts, healing or no healing, the damage is zeroed out.
Weaknesses:
- Life Magic: Death Titans are damaged by life magic, a holy healing spell will damage her instead of healing her. The reverse is true for death effects. Life Magic is also directly opposed to Death Magic, and a life magic spell will always cancel out a death magic spell that isn't reinforced by bone wherever they meet of the same rank and vice versa, however the life magic spell will deal damage to the spell just like it would damage the death titan. Life magic will also cause bone shards to turn to mist, ending their ongoing damage. A Life Magic spell may also prevent bone from regrowing.
- Light Magic: Light Magic is considered 1 rank higher for the purposes of overcoming death effects but the light effect is them tainted, becoming corrupted and ineffectual after affecting the death effect. Bone can regrow from a light magic attack, but does not return stronger.
- Size: Size is self-limiting. The larger you are the more limited your options are. A giant cannot waltz around in a building neither can they function underground. Serapheal cannot access her full potential as a Death Titan when in buildings unless she does not mind destroying the building entirely, neither can she use it underground period unless it is not deep enough underground to prevent her size from growing (Breaking through the ground to stand tall.) If it's deeper unground however, then no. She would damage herself trying.
When scaled up, the Death Titan becomes much easier to hit due to the large amount of surface area present. Missing her would be comparable to missing the broad side of a barn if she is standing still, and even when in motion she is much easier to hit.
And of course, with size comes the an inglorious amount of attention crushing the idea of stealth beneath it's massive pinky toe.
- All in or all out: Death Titan magic cannot selectively grow or shrink. Either she grows wholly or not at all. Meaning that Serapheal's "Titan" is purely a change in whole size, and does not work like the pure "Titan Magic" seen in the cannon in which the user can change the size of anything specifically including the size of others.
- The non-living: Death magic effects that are not martial (her fists) or making use of Bone are weak against objects. Her deathclouds for example will deal no damage to a stone barrier, because they phase uselessly through them.
Abilities/Powers:
- Physical boosts: The Death Titan can also control her size to make herself larger at will, rapidly, as outlined previously. The Death Titan is extremely capable physically even outside of the influence of size, her body is packed with power and it shows as the Death Titan's strength, speed and durability are empowered making her 100% more physically capable than the standard mage of her rank, akin to a Slayer who are another type of physical mage.
- Death Sight: She can see the likely hood of someone dying, and a count down timer showing the end of their time, which is not necessarily an indicator of the date they will die so much as their natural allotted time after which they have no... karma, reinforcing their continued existence. This allows her to see the dead, identify undead, and identify those that try to cheat death. It also lets her see how someone had died, as though she were there. When she views someone's death she is actually present at the time of death she views and can be seen vaguely by those with spiritual related abilities, but she cannot influence the events there through this sight neither can she be influenced by those there. This also lets her see the spots where people have died. In a related manner, Serapheal can see any spirit/soul/ghost in her field of view even through objects. If the person is already in her view, this manifests as a fine glow outlining their body, while through objects she sees only their soul which looks different from their physical appearance in that it is their true appearance mixed with corruption or purity depending on their morality. She can sense souls out of sight within 10 meters*2/rank. But seeing a person's corrupt readily at hand, Serapheal can blend this with her Fate abilities to actually see all a person's sins.
- Death Empowerment: The Death Titan grows more powerful temporarily the more death occurs within 24 hours IC, within the same topic. Each stage is also gained if the percent on the left is used as expended MP used to cast death/spirit/necromancy magic by another, to which magics she has a 15% resistance to per her rank, up to 90% at H-rank. This resistance is boosted by 5% per rank lower than her the opposing spell is.
The percentage on the left is strength and durability while the left is passive health regeneration and mana regen per post, which is in addition to the natural regeneration occurring every 5 posts.
Random casualties are measured as this:
A few deaths- 10%/1% (A few people died in an accident or Batman's parents getting murdered)
A lot of deaths- 25%/2% (A dark mage shooting up an orphanage or theater).
Mass casualties- 50%/5% (Rampaging demons through a town, not yet overwhelmed)
Hundreds of lives lost- 100%/10% (What happened at Magnolia with Savage Skull)
Thousands of lives lost-200%/15% (What happened at Era with Acnologia for example). Millions+ lives lost- 500%/20% (Unlikely to ever occur).
Direct NPC deaths- are handled like this (If specific NPCs are described to be killed): 1%/.1% per death, INDIVIDUALLY. If it occurs in mass or in the background it instead uses the first method.
PC deaths- 15%/1.5% per player rank. 30%/3% per player rank of Serapheal herself killed them. This is obviously limited by Players choosing to kill the character off. If Serapheal herself killed a player, she gains 2.5%/1% per player rank (of the victim) permanently as a passive boon. If she views the death with her Death Sight, she gains .5%/.1% per player rank of the player killed.
Whenever Serapheal benefits from Death Empowerment it is because the soul was "Reaped" by her. Reaped souls are taken by her as a medium through which they are sent to the afterlife, auto-judging and shipping them off passively. This also means that if Serapheal is present, magic that relies on souls of sacrificed victims cannot function because Serapheal reaps the souls as they die.
Plot- Serapheal can sense the locations where death is on it's way, allowing her to know before hand in time to get there herself. Such as a bombing of a public building during an event, an attack on a city, or so on.
- Death Touch: Serapheal can touch someone and they can choose to die peacefully, without any pain or delay, to be immediately sent to the afterlife directly influenced by Serapheal and not auto-judging. This is fluffy IC thing and doesn't effect anyone who doesn't willingly give in to it, without any manipulation to force them into "Willingly" give in. It allows for merciful deaths to those who are suffering and would probably die anyway, as well as a way for her to ensure a better afterlife (If she would send them to hell, she wouldn't bother with Death's Touch anyway). Using Death's Touch, Serapheal can osteokinetically control Bone within 15*2/rank (15 D-rank, 30 C-rank, 60 B-rank and so on)meters away from her, which can deliver damage the same as though she threw a punch give or take, without factoring the boost from size. She cannot control living bone, aside from her own, but once dead it is fair game. When Form Corruption is in effect Death Touch becomes a Death Aura and effects everyone within 5 meters and is considered a user-ranked death effect, giving any living thing in the aura a chance to die upon entry or re-entry and coats any weapon and touch with the same giving a new chance to die when in physical contact with Serapheal. Additionally, with Form Corruption, Serapheal (Samatheal now) can effect living bone of Strong pets or weaker, or NPCs and minions summoned/called by spells 2-ranks less than her or more that have bones. Which can appear to subdue control, or can turn them into living bombs by causing the bone to burst. To make someone burst like that she has to focus some magic into them to enhance the effect though, requiring 5%mp per post she influences a living target. To cause a bone to explode (Which deals same damage as if she just hit someone with it, except to what she exploded) it has to be a part of a whole skeleton, in which the entire skeleton shatters. She can't do it to just any ole bone. The "Explosion" is only 5 meters in area but is quite a shock to witnesses.
- Form Corruption: Serapheal keeps the corruption sealed away from influencing her completely, but she can open that seal and let the influence of the death domain twist her [url=https://i.imgur.com/83elUJd.jpg]appearance[/url], growing skeletal horns, small bony wings, sometimes a tail, and larger skeletal hands. It stains her white hair black and her vibrant blue eyes green. Doing so puts her closer to her death affiliations and allows her to benefit x1.5* as much from Death Empowerment aka: Reaping. While under the influence of Form Corruption, any weapon of hers is superimposed (Replaced-ish) with a Scythe of black bone that amounts to the weapon rank of the highest ranked item it replaced, but has the abilities and utilities of the weapons it replaced. In this case, it'd be Serapheal's bow. Instead of firing arrows, the Scythe would replace it and fire bony spines or skulls which function exactly the same as the weapon in question, just with a new appearance and theme and Serapheal looks hella' awesome. In a similar manner, her clothing and armor are all replaced as well with different black clothing, usually dresses, or cloaks.
Serapheal's Archangel form is similarly corrupted, her wings become comprised of deathcloud and soulfire, two burning eyes being visible through the blackness of her hood, and causing spikes to grow out of the ground beneath her taking up an area half as wide in diameter as she is tall. These spikes are as tall as the average human and grow gradually making it hard for them to damage anyone unless pushed into them or they fall onto them in which case the damage depend on the external factor. Mostly they just make it very difficult to walk through the area. The spikes never destroy buildings or the like, but grow over them and retract once she leaves the area. Unlike in her pure archangel form, her corrupted archangel form now regains her halo she had when she was in the high heavens... but it is a halo of burning soulfire that emits deathcloud as smoke which builds up around her in a subtle swirl in which one gazing into it can see the souls of the unliving.
This is the leftover Secondary magic. It is being relisted here because of changes to the character demanding revision to the magic itself. Only the description and references have been changed, such as replacing Silent Night with Serapheal/Samatheal or "dragon" with "fate" and so on.
Caster or Holder: Caster
Description:
The Sight is all that remains of Serapheal's prior grace as the Archangel of Fate as a remnant of Serapheal's past, when she was the Archangel of Fate before her Fall. As the Archangel of Fate Samatheal was charged with defending the heavens as a high oracle who's sight encompassed all, and by who's hand fates were sorted out and the chains of fate were managed. Such was her task, her duty, which she carried out for eons until she saw something she shouldn't have seen. Something that had to be avoided but the costs for negating this vision would be great, and it resulted in her Fall.
The Sight can allow such things such as the slowing and speeding of time or the outright stopping of time. These effects can be applied to people, to objects, or to whole areas such as reversing the movement of a thrown dagger along it's initial flight path, or speeding up an arrow. Due to the way time works this is limited in some ways which is better described in weaknesses. It's effects are essentially effects geared around slow debuffs and haste buffs, and "Time heals all wounds"- it can both accelerate the healing process or reverse the damage dealt, depending.
It's main use use is in seeing the stream of time and tapping into it at times. If the Sight were to have two words to describe it , it would be Time, and Truth. They go hand in hand with the Sight. Using these elements it reveals the truth of the world around her. The Sight is used to track people through value chains, sensing the links between items and those that hold value in that item. It can reveal secrets and hidden things readily before her eyes as hidden doors are displayed prominently. Trap wires otherwise difficult to see light up. Invisible fields of magic take on visible form, and time unfolds in front of her as ghostly shadows.
Strengths:
- The Sight is the inverse of The Silence. The Silence alters perceptions, while the Sight gives them. The Sight allows Serapheal to see what most others cannot.
- The Sight allows Serapheal access to information about the world around her, seeing value, the links connecting value to those that hold the value, and through that be a very effective means of tracking. World information reveals to her hidden secrets and efficient ways of travel.
- The Sight allows Serapheal to see and influence the stream of time to perform short jumps forward and backward in time but only as plot allows or within the topic. Typically, this is just skipping backwards a few moments. Skipping forwards would be the same as teleporting, except time passes during which time Serapheal is missing. Less drastic, Serapheal can slow down or speed up time to mimic the effects of speed enhancements or speed penalties with added cognitive enhancement to improve reaction times and thinking speed.
Weaknesses:
- The Sight has no effects that harm anyone directly. The Sight can make it easier to harm people, but it doesn't have the capacity to inflict harm itself. It doesn't even do something like make an attack more damaging, the most direct it gets is in the ability to show trajectories but this doesn't actually effect the target or even the projectile in question. Just shows the path.
- Tracking usually requires either having met someone before or having an item connected to them or that they desire. So to track a King, you would have to steal something of his in the first place. Or, you'd have to find out what the king greatly desires and steal that. Which would in all likely hood be harder than finding the king himself. Alternatively, if Serapheal already ran into the king in the past, she could then track him based on how she impacted him. If there was a squabble for example, she could then track the king as though she had an item of his.
- Most non-personal effects work in bubbles, spheres of influence. The effects only effect those within the bubble and not outside of it. Interaction is impossible between the bubbles. So to effect someone or some thing she'd have to either A) Burst the bubble or B) Extend the bubble. Doing either of these things would of course end the benefit or at least end the benefit/advantage over the target.
- The Sight is not effective against other practitioners of The Sight. For example, Fate Sight would be entirely useless against another user of the Sight since they see you just as you see them. Meanwhile, using active techniques of the Sight is useless against others because they'll hitch along and benefit as well rendering it pointless to use against enemy Seers.
- Whenever any effect related to The Sight is in use, her eyes will burn like smoldering embers or a molten core, though being either an intense blue or an intense green. These two smoldering eyes can even be seen through the darkness of her hood when she is in her Archangel true form. This includes if she is making use of a passive effect more intently.
Abilities/Powers:
- Golden Sight : Serapheal can gauge the net wealth of an individual and how much they have on their person. Similarly, she knows the value of an object and if it has any strong ties to individuals (Value per person). If it has a tie to a person, she is capable of tracing that tie to find the person who is connected with the item. If the tie to an item is small, it has to have actually been in their possession. If it's an item someone greatly desires, she can use the item to find them through the desire despite not having come in contact with the item before. The stronger the desire weighed against how long or how often they've been in contact with the object influences how strong the tie is and how easy it is to lose or not. Weaker ties can take a day or so to pick up, while strong ties can be seen very quickly. Almost instantly depending. A crown of a king, for example, would have a very strong tie. Someone's hairbrush, however, would have a weaker tie.
- Prying Sight : Serapheal automatically detects a person's rank and magic as well as learn things about the individual as though reading the Likes/Dislikes/Fear/Motivation section of their app. The magic detection is as though reading the description, strengths, weaknesses, and the first three abilities. She can tell how alert they are to her presence and if they're suspicious at all, and alert her to lies. Similarly, she can detect if they have ever been effected by her in the past and if so, how so. Along the lines of that, she can see the ties between herself and such individuals. The stronger she has effected them, the further she can see the ties. These ties get more visible and clear if the person tied is thinking about her, but only if she has effected them with an ability in the past.
Prying Sight can, as mentioned but here explained, see magic. This reveals magical effects to her eyes and allows her to analyze it. If there is an unseen barrier or effect waiting to be triggered, she can see it and determine it's effects. This is an invaluable talent that allows her to avoid triggering magical alarms or traps and figure out how to counter or disarm them.
- Eagle Sight : Serapheal can automatically sense and detect hidden items, objects, doors, secret panels/doors and traps. They are sort of highlighted to her on a mental level. Similarly, people are highlighted based on their threat and intelligence. It can also link with Fate's Sight to pry deeper and make strong guesses about the future in order to judge someone's disposition towards her even if they have not yet formed a disposition. This means she can pick out guards who would try to stop her out from stray pedestrians. It can also help her identify people who could be beneficial towards her in some way. Eagle Sight using a similar method just described can trace routes and highlight the most efficient way to get to an objective. Similarly, it also paths trajectories to greatly enhance aim ("Eagle Eye"). Eagle Sight also has the benefit of providing a darkvision, in which areas of darkness appear in ghostly white shadowy forms of varying intensity depending on just how dark it is (Less intense as it fades into normal vision).
- Fate Sight : Fate Sight is the most strongly connected ability to Serapheal's past as the Archangel of Fate. With it, Serapheal immune to being trapped as she can foresee them similar to the Dragon Spirit lineage but she can also actively see the future unfold before her eyes. This results in blue misty "echos" appearing in the path of movement a person or object is going to take. The path of objects is seen with a 3 second delay while the path of magic is scene with a 2 second delay, and the path of people with a 1 second delay. Nonmagical people are seen with a 3 second delay. This may sound better than it is, but it is in effect having good reflexes and masterful reading of body language. The echos only show the present course of action and is subject to change as people react to her. Though as she plans her own reaction, she can see their reaction to her reaction. This is difficult, of course, because it takes time out her precious few seconds. In short. Serapheal has extremely high evasion, but can be caught off guard or presented with situations where the second delay is not beneficial. If people have a way to detect her movements before hand, then it actively changes what Serapheal sees through the adding of multiple echos until they are useless.
If Serapheal makes physical contact with a person, she can see their future roughly. The future can always be changed, however. The clarity of the future she sees depends on the individual. Some people don't have clear futures at all, while other's futures are bright as day. The future comes more into focus if someone asks questions of her, in which case by them thinking and having asked the question they themselves help shape the future she sees.
With Fate Sight, Serapheal is capable of automatically syncing with anomalies in time. So while this ability can't do anything with time on it's own except the small advantage in seeing a little bit ahead of the present, it is capable of latching onto the time anomalies of others. If someone were to stop time, Fate Sight would latch on and Serapheal would be able to move freely despite the time stop. Likewise with slown down time. To do so however, Serapheal would have to expend MP equal to 1/4th the MP the enemy spent and of course she has no control over when the effect ends as it is not her own. She just hitches a ride.
Plot- Fate Sight allows Samatheal to predict major events related to evil such as the potential death of an ally, an assault on a city, the creation or summoning of major demons, ect.
Name: (Name of your race)
Rank: (It's user-ranked)
Type: (What type of creature you are, serpents, canine, ect. Also include "Racial" here).
Description: (You have to give a full description of the form here including appearance and biology)
Strengths: (What are the strengths of the form? Include capabilities of the race, such as the werewolves claws or vampire's drain)
Weakness: (What are the weaknesses of the race? MUST include at least one more than you have strengths. Example: Vampire burning in sunlight).
Name: (Fallen) Archangel
Rank: (It's user-ranked)
Type: Angel(Arch)(Fallen)
Description: http://packo-mx.deviantart.com/art/Malthael-438902016 | http://forge-t.deviantart.com/art/Reaper-of-Souls-440099554
Archangels are celestial beings born from cosmic energies. They are massive beings of light, with wings that look like multiple ribbons of light and are prehensile. Their bodies are as masses of energy and are bound to armor like frames to give them form and better physical influence over the worlds they preside over. Archangels differ from normal angels in this regard, as Angels are the product of human ascendancy, bearing a human body and angelic wings of feathers. An Archangel without their suit of armor that serves as their body is pure energy and radiation and is unbound, unable to be seen or influence the world effectively though their perception becomes great and encompasses vast areas because their essence is spread out. All the Archangels have a hood within which all that is seen is black emptiness.
Samatheal is such an archangel, though in falling her glory has been greatly diminished compared to her celestial relatives. She is depicted in the above image, using Malthael as a visual representation of her, though she has more of a feminine figure even through the armor-body. Her wings are no longer ribbons of light, but are misty ethereal ribbons that remind one of souls and instead of remaining separate, they seem to fuse together to resemble skeletal wings of ghostly energy.
Strengths:
- Archangel's Might: Serapheal may be fallen, but she is still of the Archangel race. She is 10%*2/Rank(Max: H-rank 320%) stronger, faster, and more durable as well as very wise and insightful in being. Her senses are also greatly expanded, allowing her to hear a pin drop from across a city block and see it from a a mile away -though doing so is as though zooming in and lowers visual perception otherwise- and the mental acuity to sort through all this excess sensory input. Archangels normally stand like mountains, or even planets, but having Fallen Serapheal's glory is stiffled and her maximum size is 3 meters*2/rank (Max: H-rank=96). Without actually assuming her archangel form, these benefits are halved, half the size, half the sense, half it all.
- Archangel's Armor: As an archangel, Serapheal's true body is pure unbridled energy, of the cosmic variety. In her true archangel form this energy is bound to a suit of armor as depicted in the link above. This suit of armor makes her more resistant to harm than covered in Might. This armor negates the damage from spells 3 ranks less than the archangel, and halves the damage of spells 1 or 2 ranks less, while simply resisting excess effects (Such as the lingering burn of a fire) of other spells. She does not have a heart or a brain, or anything such as that. Meaning an arrow to the forehead is as effective as an arrow to the leg and she has no nervous system to influence. When damaged she does "Bleed" a starry white liquid however, but isn't in danger due to it's loss. She bleeds this even in human form. Note: an archangel's armor is not considered "metal" for the purpose of any effects, but is concentrated cosmic energy (As well as you know, being her body and all.)
When not in her true full archangel form, she does not benefit from the armor- since she isn't armored with it. This archangel armor superimposes itself with whatever armor she is already wearing which has the benefit of making her items scale with her in size.
- Archangel's Influence: An archangel is still an archangel, even when fallen. As an Archangel, Serapheal has an influence over celestial creatures -This also means that she is less effected by demon slaying, a holy magic to slay demons, since she is a holy being- and can go as far as to command them to do things on her behalf. She cannot, however, summon them. She does not summon celestial beings, only command them. Summoned celestial beings will merely desummon themselves if their owner is of a lesser rank than her, while same or greater ranked owners can make them fight anyway, though they would be shaken and not as effective against her. This influence effects unholy creatures as well, but not as a command but as a turning, making them cower. Same ranked unholy beings are "Shaken", 1 rank less and they are frightened. 2 ranks less and they attempt to flee. 3, and they cower in fear. 4, and they are in a state of frozen panic... and 5 (D-rank vs H-rank) they lose consciousness instantly. By sharing the white starry liquid that she bleeds with an individual, she instills them with grace and transfigures them into a celestial creature themselves. This doesn't effect player characters unless plot demands it, at the other player's leisure. By using her blood as a medium, she can draw blood to make her magic or weapons more effective against unholy creatures.
- Archangel's Domain: All Archangel's have a domain of influence, such as the Archangel of Hope, of Justice, of Valor, or so on. Samatheal was the Archangel of Fate, the original user of time magics and the first seer. Any time related magics are more powerful than normal (Just having more leeway for abilities to be a bit more than they might otherwise have been), and she can see the future if plot demands it, as well as seeing a few seconds into the future which effectively boosts her evasiveness. She has lost most of her abilities regarding this, however. She cannot accurately see all things as she once did.
Weakness:
- God Slayers: Serapheal is an Archangel, as such she is the very definition of a god slayer's intended victims. God Slaying is much more effective towards her. Even if she is fallen. God Slayers may even be able to sense her even through disguise, as the influence an Archangel has is not easily masked especially towards those who were given the magic to slay them.
- Detection: As god slayers can detect them, an Archangel cannot hide it's presence from Demons, Devils, Angels, Demon slayers, or those with holy magic. They will automatically sense her presence if she is nearby, within 10 meters, or if they see her regardless of disguise.
- Forced Summons: Being a high being, Serapheal can be forcibly summoned through ritual and rite. If someone knows the proper rituals and/OR has obtained a vial's worth of her blood, they can forcibly summon her wherever they are. Serapheal can attempt to leave once summoned, but those who summoned her could easily (and are supposed to, as said in any text containing the rituals) create wards and bindings before hand to prevent this. They have to be knowledgeable in such things and have experience in casting such rituals. Some jumped up occultist aint got the mojo. (And an appropriate magic to reinforce their claim to have the ability). This is in the same manner one might summon a demon, or an Outsider.
- Banished: Serapheal is a Fallen Archangel. She cannot set foot in any holy plane of existence, such as the seven heavens. It is physically impossible for her to do so. This doesn't effect Consecrated or Hallowed grounds, such is still material and not a holy plane. Though Serapheal feels uncomfortable when on holy ground in general, when said holy ground is connected to another archangel or god.
- Rarity / Unique: There are numerous lores and fantasies attached to the idea of an archangel, and anyone with any amount of greed or desire would want to use one in one way or another. Just as she hunts evil, the more aware the world gets to her existence the more people will inevitably start to hunt her in kind or at least seek to use her.
Name: ( Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Description: ( How the spell is cast, what it looks like, what it does, extra info. Make sure to get into detail. You are required to list a given Speed, Range, Area of Effect, and any applicable measurements (such as the size of a created barrier). All of these are as appropriate. Some spells wont have a speed, some wont have an AoE. But include all that apply.)
Strengths: ( List all the positive aspects of the spell Like above, list all of the strengths of the spell. You must have at least three strengths. Remember to separate each individually and bullet point them.)
Weaknesses: ( List all the negative aspects of the spell + THE DURATION AND COOLDOWN list all the weaknesses like above as well. You must have at least one more weakness than strengths. Remember to separate them individually and bullet point them.)
Last edited by Serapheal on 25th May 2014, 11:23 am; edited 18 times in total