◆ Nɪᴄᴋɴᴀᴍᴇ(s)/Aʟɪᴀs(ᴇs): Aliases:The 10th Wizard Saint, Devils Saint Mathias, The Demon of Versai, The Blood Script, The Black Library, Mathias the Child Saint, No Face Nicknames:(Feel free to submit as you wish. I accept PM's)
◆ Aɢᴇ: 14
◆ Gᴇɴᴅᴇʀ: Male
◆ Rᴀᴄᴇ: Human
◆ Bɪʀᴛʜᴅᴀʏ: May 5th
◆ Oʀɪɢɪɴᴀᴛɪᴏɴ: Corcus
◆ Sᴀʏɪɴɢ: "Shhh..."
Posted: Wed Dec 07, 2016 6:20 pm
╠ ᴅ ᴇ ᴛ ᴀ ɪ ʟ x ɪ ɴ ғ ᴏ ╣
◆ Tᴀᴛᴛᴏᴏ / Mᴀʀᴋɪɴɢs: Blue Lines leading down the back of his neck and across his left shoulder blade. Heavy Scaring around the Right side of his face, predominantly the eye. Heavy Scaring across his right shoulder and upper body. Missing most of his right arm, retaining only a mangled stub about 22 cm. in length. Missing his right eye, seemingly destroyed in the socket. Missing three Ribs, two on from the left side (fairly high on his chest), one from the lower right.
◆ Hᴇɪɢʜᴛ: 132 cm
◆ Wᴇɪɢʜᴛ: 38 kg
◆ Pʜʏsɪǫᴜᴇ: Slender
◆ Eᴛʜɴɪᴄɪᴛʏ: Dutch/Irish
◆ Hᴀɪʀ Cᴏʟᴏʀ: White
◆ Eʏᴇ Cᴏʟᴏʀ: Golden
◆ Sᴇxᴜᴀʟ Oʀɪᴇɴᴛᴀᴛɪᴏɴ: Bisexual
◆ Rᴇʟᴀᴛɪᴏɴsʜɪᴘ Sᴛᴀᴛᴜs: Single
◆ Lɪᴋᴇs: ✓The Company of Older, Motherly Women ✓The Library ✓The Screams of Others in Pain ✓The Sight of His Own Blood ✓Bitter Candies ✓Cold Showers/Baths ✓Lizards ✓Owls
◆ Dɪsʟɪᴋᴇs: ✗Alcohol / Alcoholics ✗The Morning Sunrise ✗The color Orange ✗High Heat ✗Extremely Sweet Things ✗Disorder ✗Ditzy People ✗Forced Social Interaction
◆ Rᴀɴᴋɪɴɢ Sᴛᴀᴛᴜs: Saint Rank, Omega (Independent), 10th Wizard Saint
◆ Tᴇᴀᴍ: Team Ten Wizard Saints { Non-Guild, applicable when teamed with other Wizard Saints } Semi-Active Team Magic Council { Non-Guild, applicable when teamed with other Magic Council members } Semi-Active
◆ Bᴀsᴇ ᴏғ Oᴘᴇʀᴀᴛɪᴏɴs / Hᴇᴀᴅǫᴜᴀʀᴛᴇʀs: Library of Corcus, Magic Council Building, With Any Female Who Allows
◆ Gᴜɪʟᴅ Mᴀʀᴋ Bᴏᴅʏ Lᴏᴄᴀᴛɪᴏɴ: Retains a guild mark on his neck
◆ Mᴀɢɪᴄ/Aᴜʀᴀ Cᴏʟᴏʀ: Dark-Green, Bolts of Purple and Gold
◆ Sᴛʀᴇɴɢᴛʜs: His Intellect, His Unbreakable Body, An Immense source of Magical Power, the Low Energy Cost of his Spells, His Preparation for Numerable Scenarios, Ranged Combat, Combat Area Control, Tactical War Scenarios, Magical Research and Development, Practical Magic Application, Spatial Awareness, Threat Management, Resource Management and Intimidation
◆ Wᴇᴀᴋɴᴇssᴇs: Spontaneous Situations, Completely Unpredictable Circumstances, Hand to Hand Combat, Confined Spaces, Women, Fire Magic, Extreme Heat and Sensory Effecting Magic.
◆ Wᴇᴀᴘᴏɴ: Binding Chains Mind Locks Scroll Case "The Library"
◆ Aʀᴍᴏʀ: Mask of Versai Cloak, Librarians Spell Storing Locks Prosthetic Arm
◆ Eǫᴜɪᴘᴍᴇɴᴛ: Spatial Cubes Crystal Ball, Pocket Black Pen
◆ Fɪɢʜᴛɪɴɢ Tʏᴘᴇ(s): Methias Uses his premade scrolls and ability to control the battlefield so that he has the greatest advantage in combat. Attack from a far and using a mixture of spatial manipulation and deadly traps to maintain his distance. He is best suited for a war of attrition, capable of fighting for day, even weeks on end with out sign of fatigue. Should someone manage to close the distance, that still can not find him to be so easily beaten. His near indestructible body cable of surviving most any blow almost completely unscathed means he can withstand punishment till he retakes the upper hand.
◆ Sᴘᴇᴄɪᴀʟ Aʙɪʟɪᴛʏ: Mathias find himself capable of taking a high yield of pain, his tolerance reaching well into the echelons of the impossible. His resilient body expresses a near inability to be cut by material not of substantial strength, chipping and breaking blades before they find themselves able to cut his skin. Even still, the bludgeoning damage causes leave little notable effect, taking an immense blow to cause even the lightest of bruising. He also possesses an uncanny, almost unnatural, knack for reading and understanding others magic; while, he may not be able to gather the finer details at a gland, he does find it easy to discern the broader limitations of another's magical limitations. He further is blessed with a striking memory, capable of noting and recalling the more minute details weeks, even months, later.
◎ Similar to other "Letter Magic", Blood script involves written spells to create varying effects. Blood Script is particularly dark in its form of medium, requiring a mages blood, typically from the caster themselves though any blood of a mage can work. This Provides two significant advances to most caster magic or most magic in general. First, the required magical energy for casting a spell is greatly reduced in comparison to other forms of magic. Second, spells can be prepared ahead of time, ready to activate even by those with no magical energy at all. Further, it is capable of a wide range of effects, from the mundane to the fantastic, even going so far as being capable of mimicking other forms of magic. As powerful as this magic can be, it does have its drawbacks. Primarily, each spell is highly intricate and complex, requiring not only time but focus to craft. Also, the requirement that spells be scripted in blood can be taxing as a resource. It is completely possibly to threaten ones own life due to blood loss. Thus, this magic can easily be just as dangerous if not fatal to its user. The strength of the spells crafted by this magic is determined by both the quality of mage the blood used comes from, stronger mages yielding more powerful results, the skill of the mage constructing the spell, better learned mages having greater knowledge in creating more powerful spells, and the interaction of spells interweaved to create their effects.
BASIC SPELLS » Trigger A common trait that is shared with many spells in Blood Scripts magic is the ability to combined them for a greater array of effects. This is most prominently expressed in Trigger, a modification that can be applied to other spells with in blood script to that a predetermined event will automatically set off the interweaved spell. On its own, it is far more mundane, causing only the most mundane of effects{Ie. Opening/closing a door, Turning a knob, Flipping a switch.} (As such Damion often over uses this spell through out his residence to minimize effort for living comfortably.)
» Modifier This simple spell holds the simple use of setting parameters with in a spell. Area of effect, Predetermined Targets, even capable of setting durations, this spell is used as a fine tuning of the magic it is weaved into. While it is unable to empower the spell or making it more effective directly; it does create a far greater control over the effects and scenarios in which spells can be used, giving a wide array of options that many other forms of magic lack. Many uses for this particular spell include: Delayed Triggering, Mutable Area of Effect, Mutable Duration, Selective Targeting and a Greater Array of Options that may be set as Triggering events.
» Explosion This spell causes a heavily energetic result, most often easily described as an explosion. On its own it creates the kinetic force of such an event, emanating outward from the script, an effect that can cause some stunning of severe bruising, though serious damage is unlikely. Modified by other spells, it can become far more dangerous, from a blazing fireball to a deadly blast of concussive force. It can also become more tame, resulting in a spark to start a fire or snap that echoes afar.
» Element This spell Creates the simplest form of a element selected from: Fire, Lighting, Wind, Water, Ice, Earth, Metal, Wood. On its own it simply creates the most basic form of the element {Ie. A flame, a Discharged of electricity, some rocks or a little bark.} In many ways it is similar to the most basic maker magic. Though many of the effects are little more then harmless tools; modified, it can create effects just as spectacular if not more so: Blazing infernos, Torrential Storms or Summoned Golems of Ice and stone.
» Status This spell creates an effect in the target of the spell, varying from minor discomfort to a relief from pain. Modified or used to modify another spell, it can create effects of plague or increase ones ability to recover from significant damage. Beyond even these and possibly more interesting, it can alter the sensation and normal effects a spell would normally have on a target, making fire feel cool to the touch or ice burn the skin. At its greatest, it can completely decommission someone from combat or have them up and ready to go in minutes.
» Link This spell creates a connection between two or moreinstances of this spell, both of which requiring to be linked at the point of creation. This allows for minor interaction between the two or more spells no matter the distance they are. On its own it is useless, and linked it can do little more then send a message in Morse code; however, modified by other spells, it has limitless potential. Useful as a tool for subterfuge or creating a more devastating and unpredictable battle field. It can weave together spells so that they effect multiple people in the same casting, even over great distances and much more. Link is a spell that holds great versatility, capable of connecting any number of spells. So long as the caster is capable of supplying the magical energy and blood to craft them.
» Teleport This spell causes a target to blink out of existence momentarily before returning as it was before the spell activated. Modified, it can cause the target to return at a different location with in the spells sphere of influence or alter the facing and momentum of the object under its effect. In tangent with the Link Spell it can even be used for long distance travel that does leave those who use this transportation feeling less the stellar, akin to sever motion sickness.
» Empower/Dampen This spell increased or reduces the effectiveness of a target, spell or event. It can cause blows to strike with greater or reduced force, walls to have greater or reduced resilience or make it so a spell becomes far more devastating or completely underwhelming. Much of this is applied to how it modifies other forms of blood script, increasing or reducing certain effect or restriction of a spell from: Over all damage potential, area of effect or duration it remains in effect. It is even capable of making spells more difficult or much easier to avoid. While this spell can be applied multiple times through-out a spell, it can only be applied to any component a single time.
ADVANCED SPELLS » Clone Spell Easily considered most powerful ability of Blood script but also by far the least compatible with active combat, Cloning a spell is something no other magic can truly manage. While some mimic or create similar but diminished effects, this application perfectly copies a spell to it absolute potential; however, it takes a long time to prepare and requires a constant reference to manage the recreation. It is not enough to simply witness a spell once or twice, not even in the greatest mastery of blood script, to recreate it, as every detail that exists with in the magic to be recreated must be painstakingly made accurate. Depending on the spell being recreated, it can take hours or months to properly recreate it, using vast amounts of blood to scribe the spell. On top of this, a reference of the spell must be available in such that every detail can be properly made with absolute accuracy. The greatest benefit to this form of magic, however, is the spell to be cloned can further be modified more easily by the other spells of Blood script. Creating even more powerful and devastating effects. Utilized to its fullest, spells recreated and modified can be of such a level that no other magic can come close to the results; though, such spells become a rare commodity that consume a great amount of time and blood to create.
» Restrict Magic (Area) This spell creates an area in which the use of magic become more demanding on those who cast with in its sphere of influence. In its base form this spell is only temporary, limited to a duration of 10 minutes of effect before burning out. Mages caught with in its area of effect find themselves fatiguing far quicker and having to expend greater reserves of the magical energy to achieve reduced effects. Modified, this spell can be selective of those it effects, extend its area of effect/duration or increase the restriction of magic. Properly prepared, it can completely negate specific, predetermined, forms of magic entirely.
» Jail (Area) This spell creates an area where those entrapped can not leave or those beyond can not enter. In its base form, this spell is only temporary, limited to only 10 minutes of effect before burning out. Modified, it can be made to only contain or restrict select individuals or increase its duration or area of effect.
» Reflect Spell This spell is capable of redirecting a different targeted spell in a random direction. Modified, the direction the spell is redirected can be controlled, the effects of the redirected spell can be manipulated or the reflect spell can be set to trigger on its own when a spell is cast with in its area of influence.
» Illusionary Image This spell creates a basic illusionary copy of a person or object. On its own, it is just a stationary image with no physical existence and a duration of 10 minutes. Modified, it can express movement, sound, a greater duration or even a physical form. Even further, it can be made as a controlled illusion or set with predetermined actions.
◎◎ Ancient Script ◎◎
◎ Similar to other "Letter Magic", Ancient Script used written spells to create varying effects. Ancient Script is particularly beneficial in its ease of use and quick application. Using Magical energy itself as the writing medium, it becomes more readily available for casting. Also, do to the archaic nature of the language involved, it is both difficult to master and difficult to decipher. The language also allows for more complex spells to be constructed, providing a much greater arsenal of effects. This does mean, due to its heavy reliance on Magical energy, it can be more demanding then other forms of "Letter Magic". Also, due to the complexity of the language, a greater attention to detail is required for this form of magic, else unexpected results can happen.
BASIC SPELLS » Reduce/Intensify Gravity This spells causes the alteration of gravity with in its sphere of influence, doubling its effects or reducing them by half. While the area of effect can be reduced with minor alteration to the casting parameters of the spell, its maximum radius is no grater then 18 m., effecting an area 36 m. in diameter in a cylindrical effect, to a maximum height of 60 m.. (About a 120 ft. Diameter x 200 ft. height.)
» Inferno This spell causes a blazing fire to erupt and consume the area with in its' sphere of influence. While both the intensity of the fire, area of effect and duration of the spell can be reduced with minor alterations to the casting parameters of the spell, its maximum in each stand as follows: A Temperature of 200 *C. (400 * F.), A Spherical Radius of 18 m. (60 ft.){Diameter of 36 m. (120 ft.)} and a duration of 90 seconds.
» Blizzard This spell causes a freezing blizzard to flurry and encompassed the area with in its' sphere of influence. While both the intensity of the cold, area of effect and duration of the spell can be reduced with minor alterations to the casting parameters of the spell, its maximum in each stand as follows: A Temperature of -80 *C. (-110 * F.), A Spherical Radius of 18 m. (60 ft.){Diameter of 36 m. (120 ft.)} and a duration of 90 seconds. (It is pertinent to note that the average human is reasonably capable of being able to survive such extremes for approximately 180 seconds with out protection from the cold with out significant adverse effects.)
» Typhoon This spell causes powerful, gale force winds to batter and blanket the area with in its' sphere of influence. While both the intensity of the wind, area of effect and duration of the spell can be reduced with minor alterations to the casting parameters of the spell, its maximum in each stand as follows: A Wind speed of 150 kph. (90 mph.), A Spherical Radius of 18 m. (60 ft.){Diameter of 36 m. (120 ft.)} and a duration of 90 seconds.
» Push/Pull This spell causes a Target with in its sphere of influence to be pulled toward or pushed away from the origination of the spell. This spell has a max range of 18m. (60f.) from its point or origin, capable of effect a single target, pushing away from or pulling them toward the origin of the spell a distance no greater then 18m. (60f.). While overwhelming strength can counteract the spell, this is not the common case. Even among races of substantial strength, this spell still shows notable and even unhampered effect.
» Echo This spell causes a distinct effect with sound with in its sphere of influence. Most commonly, this spell causes the sounds made with in its area of effect to echo endlessly and unnaturally; however, it is also capable of creating and repeating an predetermined message imprinted into the spell to repeat and echo with in its area of effect. Those standing beyond the effected area can not hear these effects or any other sounds from within the effected area. Nor can the sounds they make penetrate into the are effected. While this spells area can be reduced, the maximum area it can effect is a spherical radius of 18m. (60 f.) {A Diameter of 36 m. (120 f.)}.
ADVANCED SPELLS » Reflect Magic This spells causes any other magic to reflect off from it into a different direction determined by the angle of this spell, like a mirror reflecting light. Capable of effortlessly reflecting most "Sub Magics" of mages one rank below the caster and most any "Magics" of those two ranks below the caster, this magic can show difficulty in managing mages who are on equal or superior footing. While not incapable of reflecting such spells, it is more possible for such spells to overpower the spell and retain their intended path; though, their impact with show diminished results in this case.
» Copy Spell This Spell allows for the quick replication of any spell the caster witnesses with reasonably attentive focus on the caster of the spell being copied and the casting of the spell. While a spell copied does result in diminished effects compared to what a natural caster would mange (And effect on par with a rank 1-3 lower then the user of this spells current rank.) It does provide a great versatility and access to a wide array of options.
» Jail (Area) This spell crates an area with in its sphere of influence that may only be entered to and retreated from by those predetermined at its casting. While alteration to these parameters can be made after the spells casting, this is particularly difficult unless done by a mage with either an understanding of "Ancient Script" and no more then 1 rank below the original caster, a mage with an understand of any script no less the 1 rank higher then the original caster or a mage of no less then 2 ranks higher then the caster. While those who do not these criteria can still attempt alteration to the spell, it will prove notably more difficult. Also, while both the duration and area of effect can be reduced with minor alterations to its' parameters at casting, the maximum in each is as follows: A radius is no grater then 18 m., effecting an area 36 m. in diameter in a cylindrical effect, to a maximum height of 60 m. (About a 120 ft. Diameter x 200 ft. height.) and a duration of 1,800 s. (30 min.)
» Modifier This spell creates in other "Ancient Script" spells minor alterations with in its triggering parameters. It allows for spells to be precast and set as traps or set on a timer before triggering. It also allows for minor alterations in their area of effect(Though not capable of increasing the area) or duration (Though not capable of increasing the duration) {Ie. Creating safe areas with in spells, allowing certain things to enter or escape its area that normally would not be allows or stagger the duration so it is only in effect for intervals of its full duration spread over a longer time.}
» Empower This spell creates in other "Ancient Script" spells an increase in the resulting effects. Applied, it can double the maximum effect of any single trait of an effected spell, or increase by half two effect (one forth the effects of 4 and so on). This Spell can be applied multiple times to any single casting, though doing so requires an increasing amount of magical power. (Reasonably, the user may only apply this spell to other spells a number of times = the total number of spells known, and can reasonable apply its effects to any single spell a number of times = the number of magic's they can cast.) A mage can push beyond this and cast this spell additional times beyond their reasonable limit; however, spells cast this way have a chance of failing in spectacular and unplanned ways and increased uses beyond exponentially increase the chance of such an event happening. Similar, a mage may over cast this spell onto a single spell, resulting in much the same as was aforementioned. Particular Spell Effects of note 1. Copy Spell/Reflect Spell/Jail: Can Increase effective Rank of the user by 1 2. Echo: Can Increase the audible Volume of sounds echoed, doubling their volume with each application.
◎◎ Magic Items ◎◎
◎ Significant items from Mundane to extraordinary that are in Damion's Possession.
BASIC SPELLS » Binding Chains Like snakes, these chains, at the beck and call of their users, bind and constrict their target, restraining and lifting the entity with out pressing that weight onto their user. These chain are also capable of acting a whips or tendrils, moving freely though still at the direction of their user.
» Scroll Case, Library This magical case is capable of holding stores of scrolls with in its confines with out pressing the weight or mass upon those who carry it. Coming in a 30 grams, this case of ornate leather and gold is capable of holding no more then 44,000 scrolls at any given time. Below will comprise a common list of scrolls kept constant, along with any particular additions made. ►▷i. Elemental Burst: 20 Each Element ►▷ii. Greater Elemental Burst: 5 Each Element ►▷iii. Maximum Elemental Burst: 1 Each Element ►▷iv. Teleportation: 15 Linked Pairs. ►▷v. Manipulate Element: 3 Each Element ►▷vi. Maximized Personal Prison: 15 ►▷vii. Maximized Area of Magical Restriction: 5 ►▷viii. Greater Reflect spell: 25 ►▷ix. Illusionary Image "Form and Sound": 5 ►▷x. Maximum Fatal Elemental Strike: 4 Each ►▷xi. Draining, Sickening Greater Area of Magical Restriction: 2 ►▷xii. Greater Darkness: 3 ►▷xiii. Maximized Nightmare: 2 ►▷xiv. Greater Feast of Ash & Dust: 1 ►▷xv. Empowered Replicate Object: 15 ►▷xvi. Maximized Torment: 3 ►▷xvii. Remote Connection (Viewing and Interaction) "Council Archives": 1 Permanent
» Cloak, Librarians This cloak allows the user pass more silently through his surroundings, as well as provide him is a more reliable knowledge of his surrounding area. In a Library, if has the added gift of guiding the user towards what second, book, or knowledge they seek, should it be available, however this particular perk requires 1 hour of attunement with the library being searched.
» Locks, Spell Storing These locks, hanging from around the collar of the Librarians Cloak are made specifically to store and retain magical energy so long as they remain locked. So long as they remain full and locked, they also cause the user to have his magic repressed and spell effects in the area immediately around him(12 cm.) to be diminished minutely. At full capacity, each Lock retains enough magical energy equivalent to 1/8ths Damion's full capacity.(10 locks)
» Black Pen The black pen is a very dark magic, drawing blood from the one who uses it with out damaging the skin, drinking the blood and putting its mark to paper. Not only this, but the pen drains from its uses stores of magic so that it may be powered. This is especially useful for Damion as it is rather difficult to puncture his skin.
» Crystal Ball, Pocket A divination focus primarily used for communication between selected parties with in a group. This allows Damion to easily be contacted by the Magic Council, The Wizard Saint and has a primary line with Athena Orlov. Beyond such, it can also be used in casting divination spells that require a focus.
» Book of Notes This small magical note book always has another page, flipping endlessly through its bindings. Those who right in it can, with a though, flip to the notes the require or explore through the logs of their writings.
» Knife, Adamantine A mundane knife made of Adamantine, the strongest non magical metal known to exists. Due to Damions heavy durability, most mundane blade would break in attempt to puncture his skin, while this one, with enough force, can at least draw blood.
» Ring of Mirror Self This Magical ring is capable of casting the effects of "Mirror Self" a spell that creates an illusionary clone of the user that acts as the user would. This is often difficult for an outsider to distinguish the illusion from the user, as it reacts to damage and has some vague semblance of mass to its existence, even recreating the sounds, smells and other basic sensations of their existence. While it can not cast magic itself, it will mimic the user of this spell when they cast, making it more difficult to tell the real from the façade. The magical energies employed also, to a limited degree, show what one would in casting magic and being the mage in question. This magic only lasts for 180 sec. and the illusion can not exist more then 18 m. (60 ft.) away from the user of this spell.
» Lacrima Recorder A Lacrima that records sounds, smells and a three-dimensional rendering of the area around it. It can only pick up the aromas and visuals with in 3 m. (10ft.) of it, though any sound that can be heard from its location is also recorded.
ADVANCED SPELLS » Locks, Mind This lock protects the mind of those attuned to it, creating for those that would invade or delve into the memories of its user False or distorted memories for them to explore. Further, the user is aware of their activation, capable of manipulating the memories directly or allowing the lock to simply distort the information gathered by the intruder. These do not actually effect the users memory however, simply being a safe guard against unwanted invasion. (2 Locks.) They were a gift from Athena Orlov, She is currently the only one, he is aware of, that can bypass them at will.
» Mask of Versia The Mask of Versia Cloaks Damions face and restores some blurred vision to his right eye; though, visually it hides the socket from others. It also restrains the black entity that exists where his eye once was. This was a Gift from Athena Orlov.
» Prosthetic Arm A magical prosthetic giving Damion full range and motion, as he would have with his real arm. Heavily durable, an immense griping and lifting strength, this arm is nearly as indestructible as the rest of Damion's body. This arm also has the added benefit of being within Damion's full control out to a range of 9 m. (30ft.).
◎◎ Blood Script {Lost} ◎◎
◎ Lost Magic Spells that Exist with in Blood Script. Many require a much greater deal of blood to craft, but all of them result in for more substantial effects.
BASIC SPELLS » Curse This Spell creates an alteration in other "Blood Script" spell. In such, the effect must only target a single entity and the spell must make an alteration to them in some way. Curse permanently, often detrimentally, causes that effect to persist to its' maximum potential, with out the control of either the spells caster or the user of the effect. The Removal of effects placed by effect as exceptionally difficult to remove, even by those of grater rank then the caster, often taking years, even lifetimes to find and enact magics that can remove them. Some, of particular power, prove beyond any mortal ability to remove.
» Sensation This spell creates in its' targets an effect of the senses. This can be either an alteration to physical stimulation, or create an entirely non physical sensation in the target. On its own, this effect is neither permanent nor particularly dominating of the effected.
» Drain This spell drains from its' target physical staminal or magical reserves. On its own, this spell is neither dominant nor particularly dominating of the effected. Alone, the spell does not make use of energy drained, letting it dissipate to the ether.
» Consume This Spell causes the total consumption of a predetermined entity in its area of effect: Organic, Magic, Inorganic. It can be more or less specific, though it is limited in how much the spell can consume before burning out.
» Sicken Similar in many ways sit Sensation, This Spell causes a target to be afflicted by a terrible sickness through its duration. Capable of inducing discomfort, mild nausea and dizziness on its own.
ADVANCED SPELLS » Feast of Dust and Ash This spell grips the target with an all consuming hunger and/or thirst that can not be satiated through its duration. Even beyond the duration of the spell, the effected must consume sustenance to break its adverse effects. Prolonged exposure to the effects of this spell can result in sever if not irreparable effects(Even death) due to starvation and/or dehydration.
» Nightmare This spell induced in its targets an altered awareness of the surroundings, perceptions, and feelings as well as sensations and images that seem real though they are not. These Hallucinations are nightmarish in perception, often to a crippling effect, even for those of particular bravery, throughout the duration of the spell. Though some of exceptionally strong will can counteract this spell cast on its own, this is not the common case. Prolonged exposure to the effect of this spell can cause sever damage to ones perception of reality, even capable of inducing madness onto victims.
» Darkness (Area) This spell causes the area with in its sphere of influence to become pitch black. No light exists with in its area, consumed by the magic itself. This does not negate other effects of such items, spells, effects or events that emit light.
» Gehenna's Gate This spell is a summoning spell, opening a screaming portal to a domain of pain and suffering. From it, beings twisted and mangled scream and plea for release in such unnerving manors that those who witness it often become consumed by the fear and sense of anguish the portal emits. Though this gate does allow for the summoning of beings of great power from that world, this spell does not allow for the control of such beings on its own. Such Entities it can call upon include: Arcanaloth: Jackal or dog-headed fiends dress in fine robes and resemble individual manifestations of a gestalt of the concept of twisted sorcerery. Some of the greatest wielders of arcane magic in the multiverse, they mass within Gehenna's Tower Arcane under the leadership of Helekanalaith, the "Keeper of the Tower," where they record the progress of the Blood War, craft contracts with mortals and fiends alike, and endlessly study the intricacies of abstract evil. Mezzoloth: Making up the vast bulk of yugoloth armies and represent the baseline of their race's hierarchy. Mezzoloths form directly from the raw essence of the Gray Waste and Gehenna, either naturally or artificially drawn up from the plane by the engines and spawned pools beneath the Wasting Tower of Khin-Oin, the Tower Arcane, and eventually from the Reflective Chasm in Carceri's Tower of Incarnate Pain. These bipedal, beetle-like fiends wield huge tridents, stand seven feet tall and have four insect-like arms. Nycaloth: These arrogant commanders of the yugoloth armies have green skin, four muscular arms, a doglike head and a pair of large bat-like wings. Ultroloth: The highest, most pure of the greater yugoloths and the undisputed rulers of the yugoloth race, the ultroloths, look like gray skinned humanoids, with enlarged, glowing eyes flickering with malignant color. Their blank faces are devoid of emotion, and their attitude is one of cold, sterile, distant evil. They constantly backstab and betray one another, and are renowned throughout the multiverse for their unbridled cruelty and malice. Canoloth: When a yugoloth angers its superiors, whether through acts of betrayal or desertion, it is punished in a way so terrifying that prospect of such a fate keeps most yugoloths in line. Criminals are transformed into canoloths, the blind war hounds of the yugoloth armies. Forever wracked with pain, the canoloths sense their surroundings by means of a long, thorny tongue. They hate all things and relish the chance to maim and destroy. Or Possibly Worse
» Greater This spell cause a similar but more substantial effect to the empower "Blood Script" spell, increased the effectiveness of a spell far beyond its normal limitations. Creating even greater range, impact and duration the spells altered by the more basic empowered, this spell can also be stacked with empowered to create even more spectacular effects. While this spell can be applied multiple times through-out a spell, it can only be applied to any component a single time.
» Replicate This spell recreates a mundane object it targets. Empowered to varying degrees, it can even replicate magical objects to varying degrees of effect, with particularly powerful versions capable of making even more powerful versions of the object replicated. Theses Powerful versions of this spell are even capable of recreating other entities beyond objects, such as people, beasts or magical beings, though they require additional spells weaved for the user to hold control over the replicated being. The spell also is under a limited duration.
» Unending This spell alters other "Blood Script" spells that do not target, removing the duration from their effect, making them permanent. This is similar in many ways to the "Curse" spell, though it does not have the negative nature of the effect beyond out of the users or effected control.
» Fatal This spell causes other "Blood Script" spells to be more accurate on their target, increasing there effective potential of dealing a wounding blow. Easily described as refining the point of impact for greater and more substantial effect.
» Torment This spell causes in its target pain, unbridled pain that perpetuates through the body and into the soul throughout its' duration. While there is no physical damage caused to the body, the pain is still felt with all the intensity that would exist where the target to take substantial, crippling damage. Prolonged exposure to this effect can cause the body to shut down, eventually resulting in sever traumatic damage or death.
» Erase This spell eases the effects of a spell or event from a target or area. Though, alone, it can only repair or undo minor effects caused by an event or spell, empowered versions of this spell show exponentially increasing results.
◎◎ Script Spells {Layered} ◎◎
◎ While Most "Letter Magic" involves a single spell or effect coming to fruition and then ending, Layered Script instead uses multiple spells weaved together in complex and intricate forms to create spectacular results. No one is easy to construct, requiring time to build up and properly cast. The also can not be prepared ahead of time as their complexity is to difficult to properly maintain.
ADVANCED SPELLS » 3 Layer, Catastrophe This spell creates in its' effect a massive explosion that shakes the earth and splits the sky. This spell requires, at its fastest, 30 sec. to cast, each of the 3 layers interweaved before the user, reflecting and arcing their magical energies as they expand and begin to consume all elements out to a radius of 3 m.(10 ft.) until, upon completing the spell, a blinding light explodes from the epicenter, the immediate area enveloped in a blinding light radiating outward until reaching its peak radius of 100m.(330ft.), creating perfect sphere of destruction with a single pillar of earth standing to where the caster of this spell remains.
» 3 Layer, Restrain This spell creates in its' effect a blinding upon a target, shackling them to the earth and restraining them from the freedoms of their magic or movement. Taking 30 sec. to cast, each of its three layers interweaved before the users, fluctuating in size as they are cast. Upon completion, the spell convulsive, constricts, them blink out of existence in a sparkling of glinting light, as if failed. Then, from the sky, pillars of light crash upon the earth, encaging the target so that any attempt to escape is blockaded by the next pillar of light. Upon being completely enshrouded with in this cage, the light constricts inward, until is bears down upon the target and binds them in shackles of light. Blinding chains wrapped around their body and vanishing deep into the ground beneath them, or suspending them up, the chains vanishing off into the sky above. This spell is particularly strong against those deemed as evil, as the restraints further restrict such by draining them of their physical strength in addition to their magical reserves. It should be noted, this spell is not permanent, lasting only a duration of 4 hours before the bound break and the target is freed of all effects caused by the spell.
» 5 Layer, Prison This spell, requiring 50 sec. to properly weave the 5 layers of this spell together, it creates, in its' effect, an area of restrain upon all those captured with in. A Spell predominantly build to combat mass armies, this spell shows its strength covering and managing a large area of possible threats. In its casting, the spells spin and revolve around one another as they are constructed, the magical energy seeming to transfer gracefully between. Upon completion, the spell seems to tick on through its duration like clockwork, a flaw that makes the spell capable of being dismantled should someone mange to find its origin. Beyond this, the effect creates an area in which those inside can not escape. A blinding wall of interlaced light shrouds across an area up to 5 km. in radius. Those inside this area find themselves unable to use their blessings of magic, and feel drained of their strength, through they are still free to move with in the area of its effect. This spell is particularly harsh, as it does not deem difference between friend or for, effecting all with in its area the same. This spell also is not permanent, only lasting a duration of 9 hours before the spells weaved shatter and loose effect on their own. (Of note, it should be specified that the origin of this spell does not have to be with in the area it effects.)
» 5 Layer, Armageddon This spell requires 50 sec. to properly weave the 5 layers of this spell together, creating in its' effect a gyroscope in the magic weaved, spinning with in one another. Upon completion, the magics spin faster and faster, drawing in from the bottom and top that surrounding air and casting out from its edge a disk of light. At the precipice, the magic seems a solid ball of light, the disk stretching out to its full radius of 10 m. (30 ft.). Suddenly, it blinds out, a blinding darkness, a silence before the sky rains down from above. Fire balls, large as cars or houses hurtling down to the ground, crashing into the earth with destructive force to blast away the land scape. This spell pays no heed to friend or foe, damning an area 10 km. wide with its chaotic wrath through out its duration of 60 sec..
» 6 Layer, Damnation This spell, requiring 60 sec. to properly weave the 6 layers of this spell together, creating in its' effect a blackness darkened with each recessing layer into the empty void at its center. Upon completion flaming jets erupt from the void, fires hot and unyielding spread through the area of its casting. The smell of ash and brimstone consumes the air before, tearing the ground apart, a black mass rises from the cracks in the earth. An area 1 km. wide becomes ensnared in the blade goo, those standing find it a struggled to move, their breath quickly taken away by the strong smell of decay. The goo writhes and shifts across its' surface and with in its' depths, crawling up, grasping and pulling those caught in its' hold under. It attempts to seep into their mouths nostrils and eyes, the dark goop draining them of their will to fight as it erodes them away from the inside. This spell only lasts for 180 sec. before the goo draws itself away, sinking back into the earth and dissipating entirely.
» 8 Layer, Crush This spell, requiring 80 sec. to prepare, weaving the 8 layers of this spell together, creating in its' effect a plane of winding spell interlaced with one another as they lock into place. Upon completion the spell collects around the caster then expands outward to its effected area of 10 m. (30 ft.) A Pressure is placed upon the area, avoiding only the caster and his immediate vicinity. Those caught in this area find their weight ever increased, feeling as though their weight doubles every 6 sec. through out the spells 60 sec duration. Though this does now cause physical damage to them from the weight, it does restrict their movement, even pinning them down to the ground upon reaching a weight beyond their threshold to keep on their feet.
» 12 layer, Rupture This spell, requiring 120 sec. to prepare, weaving the 12 layers of this spell together, creating in its' effect a splitting in the air as the spells extend to either side of this divide. Greater and greater the split grows, glowing hot white until the spell reaches completion. Then, from the point cast, the ground fractures into a deep ravine out 100 m. in length splitting the ground 30 m. wide to a depth in fathomable. A blast of hot rock and earth casting into the air like ash, then the fires boil up, magma bubbling to the surface until it crests to maw made into the earth and spills out across the land. Almost at random, from its bowels, rocks of fire will spit up into the sky and fall upon the area around, as this continues for hours, or until the volcanic eruption is quelled my other means.
» 15 Layer, The End This spell, requiring 150 min. to prepare, weaving the 15 layers of this spell together, creating in its' effect a depression and branding of the spell onto the targets forehead, the magic stretching beyond in its radiance. This spell is particular in its target must be restrained through out the casting, else it will fail. In casting this spell, the target feels their eyes burning, the pains of life etching into their body, burning into their stomach and eating away at their soul. The Magic begins as soon as the casting starts, consuming their mind, recording and providing all that is with in their memory to the user of this spell. As the spell etches from their forehead and down across their body, they begin to convulse and require significant restrain for the spell not to fail, and memories and gaze upon from deeper and deeper with in the mind, and weighed upon them their truth. In such, this magic finds most tampering and adjustment to memories and corrects them, recording both the truth and altered mind. Upon completion, those who find embrace in their final moment are consumed, their body eroded to the dust and ash it once was. Those that survive find their body scared by the magic, mind twisted in the pain of such a violent intrusion.
» 20 Layer, Stop This spell, requiring 200 sec. to prepare, weaving the 20 layers of this spell together, creating in its' effect a winding clockwork with in the spells, slowly ticking down as it reaches completion. Each passing second seeming long then the last until the spell reaches is final and comes to be. The user and those selected with in 3 m. (10 ft.) of them find the world at a stop, frozen in time for what, to them, passes as 90 sec. In their heads, a clock slowly ticking down through out the duration, an inner vision of the c**k face ticking through the seconds, slower and slower until it comes to a stop at the end of the spell. While under the effects, they may interact with the world as they choose, finding the results of their actions to come to full fruition after the duration of the spell.
» 50 Layer, ??? This spell, requiring 6 weeks to prepare over a coarse of 2 years (6 months of which much be spent collecting energy from the world), weaving the 50 layers of this spell together, creating in its' effect a massive door way, framed in the weavings of this spell and built from countless hours of casting and work. Upon casting, this spell drains from the world and its' user a vast amount of energy beyond what had been collected in its creation. In its' effect it creates a doorway between worlds that would otherwise be unable to connect; however, it is not so simple to cast this spell successfully. Beyond this magic, one must know and understand the magical energies of the world, and how to manipulate them as to allow the doorway to be opened from that side. They must know the relation between the two worlds they wish to connect, and of two points with in each that hold great wellsprings of magic energy. The spell must be cast with in one of these well springs, and the spell caster must have a vast amount of energy, far beyond what any would have under normal circumstances. Most often this energy is provided from a secondary source, such so that the drain does not kill the caster and so that the spell does not simply fail do to a lack of the needed magical power.
◎◎ Spatial Magic ◎◎
◎ (Holder Magic: {Spacial Cubes})Spatial Magic controls and manipulates an area with in the casters sphere of influence. Much of the magic deals with shifting the layout or terrain of the area with in their influence; however, it can also bend the space within that area to create impressive effects. Manipulating distances and orientations can to make things seem to teleport around with in their influence or attacks and effects seem to redirect themselves in strange ways.
BASIC SPELLS » Rearrange This spell causes the immediate area to be subject to alterations in its current layout. It is capable of shifting multiple objects, people or even spells around, all at once or independently, within the magic's sphere of influence. This movement does not alter the objects momentum, and does not hold the object in place once moved to its destination. It also can not force mater to take up the same space, though walls and other such blockades can be bypassed entirely with it.
» Elevate This spell causes terrain alterations within the immediate area: raising, lowering or altering the gradient of the ground with in its sphere of influence. This can be quite detrimental to the surrounding area and any foundations, building or features on or near the targeted area, causing minor earth tremors and other similar disturbances during the alterations.
» Twist This spell causes the immediate area to warp and twist in strange ways, some visually stunning, other completely hidden to the eye. Capable a twisting and turning the layout in '4th dimensional ways" so that running straight might result in a sharp left turn or flipping upside down. Distinct to this spell, it does not alter the area such that a distance becomes closer or farther, nor does it manipulate the structures physical form. Instead, it manipulates the orientation and relation objects, or parts of objects, have to one another. {Ie. A flat wall could warped to contain an area on all sides, a strait ally way could be twisted to have any number of winds and turns, or a straight, unimpeded path could abruptly turn left in a fashion that those walking would not notice.) These alterations can only exist with in this magic's sphere of influence, returning to normal if the original effected area goes beyond that. (Where the manipulated structure was before the spell was cast)
» Hide This spell causes a small pocket warp with in the magic's sphere of influence, Making it so anything with in the effect pocket can not be seen or manipulated. From inside this pocket, one can see what is going on around them as though they were there; though, they can not interact with the area outside their pocket. Escaping from this pocket takes a great deal of strength and effort. The pocket also can only exist with in the magic's sphere of influence, returning to normal should it go beyond that.
» Distort This spell causes the area with in the magic's sphere of influence to become sensationally distorted. Visions becomes cracked and jarred, sounds echo around in odd ways going and coming in unnatural directions, distance becomes difficult-impossible to make out and the tactile sensations are unnerving and disingenuous to the other senses. Even small and taste feel off, as different parts of the tongue feel over and under stimulated and the aromas come in strange wafts that make even pleasant flavors distressing. This spell can be limited to only targeted areas with in the effected area, as the distortion is not visible from beyond it.
ADVANCED SPELLS » Skip This spell manipulates the distance between areas with in this magic's sphere of influence, constricting the area so that one might travel the entire distance of this magic's influence in one step. From an outside perspective this can look like teleportation or the use of a portal, but that would be an inaccurate description of the spell and its function.
» Stretch This spell manipulates the distance between areas with in this magic's sphere of influence, stretching the area so that distances minute become vast to over come. Inches become yards, yards become miles, however this does not push these areas beyond the magic's sphere of influence, nor does effect what is beyond that limitation. These alterations can only exist with in this magic's sphere of influence, returning to normal if the original effected area goes beyond that. (Where the manipulated structure was before the spell was cast)
» Warp This spell manipulates space in a purely '4th dimensional fashion". Causing areas to overlap, connect even when separated by great distance or warp in impossible ways. While under the effects direction, orientation, relation and distance are all subject to alterations. Two points that once exist on the most distance edges of this magic's effect can converge into a single space. A straight path that looks to go forward could loop on itself endlessly with out any sign of progress though out. Looking forward could be seeing what is behind you, stepping left could move you to the right. These alterations can only exist with in this magic's sphere of influence, returning to normal if the original effected area goes beyond that. (Where the manipulated structure was before the spell was cast)
◎◎ Adamantine Body ◎◎
◎ Adamantine body is a permanent magical effect that has been placed on Damion's Body. More like a curse in nature, this effect causes his body to be unyielding and near indestructible. While he still can be cute and bruised, the damage is only skin deep and can not cause him any serious injury beyond mild discomfort. This is not to say he is totally impervious to damage, as a strong enough blow to jar the brain can knock him out. He also still does have a pain threshold however high that may be.
BASIC SPELLS » Lock This spell causes Damion's body to lock tight in place. In malleable to outside force, even more indestructible to assault then its normal durability. This makes it so he form remains in place like stone. This spell does not effect his prosthetic arm, nor does he have any freedom of motion while it is active.
Posted: Wed Dec 07, 2016 6:57 pm
◎◎ Ultimate Magic Attacks ◎◎
◎ Babylon Script` ◎
◎ This letter magic is a combinations of both "Ancient Script" and "Blood Script", bringing together their strengths to create a vastly more powerful form of magic, while mitigating their individual weakness. Faster to cast and craft then "Blood Script", this magic does still requires the medium of blood and magic to be involved, making it just as energy demanding as "Ancient Script". It benefits beyond this in that is may use and manipulate the many spells of both magics, capable of interweaving them and it's own spells to create effect well beyond either of the two individually. In doing so, it does retain the draw back of even greater catastrophic failure should a spell be miss cast, creating an often dramatic effect dangerous to the user and those around them. Even so, this magic has grate power in the spells it can weave together for amazing effect. From it, amazing and impossible feats can be brought to reality.
» Babylon Script` Demon Seed This spell holds a great, dark magic, bringing unnatural life to things that should otherwise go with out. Giving movement and deforming into monstrosities, golems that hold some resemblance to their forming state of being. Empowering their form and casting them out to the bidding of their new master, the user of this spell. They are nothing more then muscle capable of grunt labor and the most basic of tasks. In combat, they lumber through the fields of battle hulking their bodies at those deemed their enemy. Their unnatural resiliency and strength making them formidable opponents against many foes. Capable, even in broken states, to continue their attack until rendered down to the most harmless fragments, or until the magic that gives them life comes to an end. Capable of being manipulated by the spells with in "Blood Script" and "Ancient Script" this spell on its own only holds a duration of 9 hours and effecting no more then 10 objects in a single casting.
» Babylon Script` Pillars of Heaven This spell calls from the sky a pillar of light to burn away those deemed as evil, and those who a truly tainted by evil in their hearts. Affecting a area 18 m. (60 ft.) round and up to the heavens above, this spell sets fire to their body and soul. Blinding to those who look upon it, deafening to those trapped within, this magic consumes its area in its blinding light in an instant that seems an eternity. Those that meet death with in its grasp find their bodies cindered to dust and ash, cast onto the wind. While those who survive find not a burn on their body but feels its effect and all the pain through out their being.
» Babylon Script` Disaster This spell causes a great effect across the land scape. Alone, if brings about the eerie sensation of death and demise to those with in. Altered by an element, it can bring about plague, flood, hurricanes, firestorms, drought or worse. This magic is capable of effect great masses of lands, entire country sides meet at its mercy. Capable of lasting months on end, the effects coming across the land in a flash, and vanishing with out a trace just as quickly.
» Babylon Script' Revoke This spell causes in its effect the complete negation, rejection or expelling of an effect, on its own, it is only good for denying feeling or memories from taking root as they begin to truly form, but altered it is capable of staying entire elements and denying the magics that utilize such.
» Shell Drop This spell is the ultimate spell of Spatial Magic, creating in its' effect an increase in momentum in a target to beyond terminal vilocity. Done so through the warping and bending of space around them, creating this inertia in moments before releasing, in such a way that the target find difficulty in even being aware of the effect. In tandem with the "Warp" or "Skip" spells, this effect results in the target flying off in a random direction from a random point of origin.
» The Wall An ultimate spell of Spatial Magic, creating in its' effect a flat, impenetrable blade with in the users sphere of influence. This plane is unmoving when cast, invisible to the naked eye, though detectable upon close inspections or the keen eye. A strike upon this plane is met with the strike itself, physical magical effect are blown back from the point they connect; though, some ranges spells can reach the other side. This spell crates a wall that may span a width of 9 m. (30 ft.).
» Blood Script` Memory This ultimate spell with in blood magic allows for the manipulation of memories. While on its own it only allows for the viewing of a memory, altered version can allow one to manipulate, erase, create or even experience memories in there entirety.
◎ Mark of the Hellion ◎
◎ The Mark of the Hellion, a Curse branded upon those who survive its fury and wrath. Damning them to the core of their soul, almost a poison, a disease that consumes them so that their life beyond the Hellion's Wrath is short and wracked with pain and woe. Naturally, the mark festers with in their wound, beating, growing, feasting upon its host and it grows until it has full consumed them and itself to nothing but the chard remains that should have been. A writhing pool of black, almost tentacle like as it pulses and grows with the passing hours. Quickly it weakens the host to near death, slowly it drains them of life. Then, in the days after death, it consumes the remains like fire and burns itself out. Damion is beyond lucky to survive a Hellion attack, saved by another who managed their escape from the beast of pure rage. At notice of the affliction, Damion's savior further bound the taint so that it could not consume him or prove itself great hindrance to his life. Also, in doing so, giving Damion som semblance of a connection to the entity itself. Now it lives with in Damion, expressed as a blackness filling the remnants of his eye and the depths of the scars across his body. Existing for the soul purpose of consuming Damion as it was meant to, it fights against the magic restraining it and against those that may threat Damion's life and take away the one reason for which it exists.
» Sense The Entity has an innate taste for magic, sensing it on the air. The Palpable pressures and flavor of it, an instinctual understanding of the magic as a feeling, in both its most basic of purposes and its grandeur. This ability is expressed to Damion in much the same; though, it is expressed more visually with in his perception.
» Drain A constant apart of the entity's existent is to drain on the world and its host. Restricted so that is can not drain from its host, it instead focuses solely on draining from the world around it. This Produces a great excess of energy that it can contain, shunting much of it off to Damion, the reason behind his immense magical reserves. Further, in times that something poses significant threat to Damion, the entity is capable of reaching out with its black tendrils and drain the energies of those near Damion with no mind as to who is friend or foe.
» Mimic While normally the energy drained is used to continue its' existence or passed to its host, In times of need it can draw from the powers instilled with in that energies nature. Capable of the most basic feats common to the ones drained, it does so in spectacular effects. With little control or regard, lashing out as any around, it expresses this powered to the fullest of its capability till the threat is no longer posed to Damion, or it depletes itself to the last of its own reserves.
» Wrath In final death throws, burning out as much energy as it can expend before fading away into death, the entity lashes out against those who threaten Damion, draining from them and casting out the most basic essence of their magic. In this, the entity casts out all the energy it drains, lashing continuously until it simply no longer has the power to do so and is left on the edge of death.
▅▅OTHER SKILLS▅▅ » Advanced Intellect Damion has a great intellect, vastly superior to those who would be viewed as his seniors. Capable of effortlessly solving complex puzzles, deciphering difficult code and creating strategies to build and create a more advantageous situation.
» Keen Magical Awareness Damion has a strong awareness of the magical energies around him, capable of discerning alterations made present around him.
» Unbridled Durability Damion's body is near indestructible, able to sustain significant amount of damage with no adverse effect, to the point that many mundane weapons easily brake when struck against him.
» Immense Magical Power Damion posses a vast reserve of magical energy, contained with in him and expressed in moments of great demand as a shroud flaming out from his form. Hair raising, those around under its pressure feel a cold sweat build across their skin. The immediate area, under the full strain of his energies, falters under the strain, cracking and concaving down under his feet out to a range of 3m. (10 ft.) In restraint, this effect can be expressed in its smallest under moments of duress or extreme emotion, escaping from his form in small bursts and gusts.
» Greater Strength Damion, as a child, is significantly strong for a boy of his age. Capable of restraining a full grown man under his own physical strength.
» Language "Dark Scripture" Damion can read and wright in the dark, dead language of his worlds history.
» Language "Kahndoran" Damion can speak, write and understand the Language of Kahndor, a language incomprehensible to most humans as it is comprised of hisses, clicks and other guttural and insectoid sounds.
» Language "Babble" Damion and read and write in the ancient, dead language of Babble, a language of humans and the long dead country of Babylon in the world shared by Kahndor.
» Language "Aklo" Damion can speak, write and understand the ancient Language of deamonic Gehenna, and impossible language often described as ever changing with no static base.
» Thought Projection Used by Damion to mange multiple tasks, events or meetings that are to far or to closely scheduled for him to attend otherwise. When using a Thought Projection, it has all of his abilities and skills. Both his and the Projection's levels are equal to a Guild Ace, since their true power is cut in half.
» Blood Scribe, Rapid Damion can, even under great stress, quickly transcribe his spells. Capable of quickly and effortlessly creating even complex spells on the run or under great distraction. This does not make their preparation instant; however, it is a skill that allows for more spontaneous with his options of magic.
» Not of This World Damion is not native to the world of Earthland, a status that has some peculiar results. Many Magics that effect this world and the things with in hold lesser, in some cases, entirely negated effect in regards to him. Some spells find it more difficult to maintain him as a target due to his unnatural existence with in earthland. Even certain powerful forms of magic find him to be beyond their ability to effect. (Specifically noted: Spells and magic in question as ones that alter the state of this world, or those that target Damion as a human, mage or living being.)
» Hellion's Blessing The Hellion is a creature immense and powerful, a realization of natures blind rage brought to life. Capable of destroying countries in its wake, to survive one is to be beyond blessed in itself. To survive the after math of ones attack is even more so. This aftermath proceeds to create in its host an effective blessing of nature, in many ways quelling the wrath and fury it would naturally have in its presence. This does not provide clear skies at all times; instead, making it so those natural examples of natures rather are far less intense then they otherwise would be.
» Mark of Kahndor Etched into his skin, this mark bars the branded from sharing the secrets and knowledges of Kahndor and its people. It does not restrict them from speaking of their knowledge, instead create a tick with in them so any information deemed so may only be expressed or remembered in the language of Kahndoran. Even Visual memories are altered to exist instead as detailed descriptions in the language of Kahndoran
◆ Pᴇʀsᴏɴᴀʟɪᴛʏ: Damion has always shown himself as more comfortable around woman older then himself; though, he is somewhat overbearing and protective with such relationships. Forming an often awkward mother-child like bond where he doesn't seem to grasp a full understanding of how he imprints on them. Sometimes coming off at "Too Childlike" one moment, and the next being the most adult in the room. Often with such relationships he tends to go out of his way seeking recognition and praise, showing his companion what he has accomplished with a childlike expectation of praise that he failed to understand if it isn't given. This sort of bond rarely forms with other men, instead having him come of as obsessively objective to the world. A very cold lack of emotion is put into his thought; though, they are never illogical or with out reason. This Is a side of Damion that is further expressed in his research, and, while his own person emotions never seem to express themselves here, he shows a strong understanding and recognition for the feelings of others. Often manipulating them to further his own personal goals. It is difficult to say weather Damion is a good person or evil, but it is clear that he does care about others on some level and has difficulty expressing those feelings. It is also certain that he does not take anything lightly, often to a fault taking things to seriously.
◆ Bɪᴏɢʀᴀᴘʜʏ: Under Repair Early Childhood
Damion recalls his youth under the name of Timothy Anderson. A name he has not taken since his departure from Bohemian Khatru and a life he can hardly recall as more the dark days and sleepless nights. His farther was mad, driven by dark research that lead him through the depth of hell and back. All while dragging his family along. In some ways, Damion can't recall perfectly what all happened during these years. A mix of tireless study with his father for what answers he sought. The witness and exposure to cruel experiments in the hopes to discover something new.
Sometimes he can recall the faintest memory of his mother having been there as a comfort, suffering the same tragedies he did. Other times he questions if he was an only child, or if he had an older sister whos name is just on the tip of his tongue. It is hard to be certain what is reality and what is the delusions of a child under duress. In either case, it wasn't to many years before his father had been punished for his crimes and Damion was left an orphan to fend for himself. If there was a bit of good that did come from this period in his life, it was here, through all his study and strife, that Damion learned the art of magic in the craft of Blood Script. (5 yo.)
Bohemian Khatru
Post Traumatic experience, Damion found a home that in time he would call his own. He joined a small guild and became close friends with one of their prominent members, Terra Holiday. It is hard for him to recall his mother with out thinking of her face. During his time as a member of the guild, his home was with her. She kept him attached to the world he would often abandon. Reminded him the dangers of his magic and care he should take so he can grow up strong. Thinking back, he is almost certain she saw him as a little brother, but, to him, she was an angel.
He would often push himself to far in making his blood soaked scrolls so she might have the little bit more to protect herself while on a quest. Even at home he grew to be very defensive of even the slightest insult through her way. Something that grew to be a joke among the members. Something Damion now feels a fondness and longing for. Even beyond Terra, he looked up to many of his fellow guild members as mentors and guides in life. In his time among them he grew to be more honest and loving as a person. One who felt a connection with those he considered his family and worked very hard to protect and make proud. (5 yo.)
The Paradox
2 years was all the time Damion had been given to enjoy with his new family. Such a small amount of time when he thinks back on it. It was his first mission alone. Simple, quick, It shouldn't have been any trouble to complete, especially for him. Aid in deciphering text, something he had a great deal of practice in already, and other would be there to support him while working on this task. Nothing difficult at all. He can remember being excited on the day her left. So much so that he left early, only telling his Guild master good by before departing. He remembers clearly his Guild Master Wishing him luck as he left.
The job is never so simple. There is always a complication. Something he expected but not to the degree of what came. He wasn't even the trigger. Another Wizard, much older, delved through the ancient notes with out any sense of caution. The ancient spell triggers as he read those pages. Screams. Heat. A beating sun the likes of which Damion had never known. More screams. Something hot and sticky on his face. A roar. Then the black clasp of unconsciousness intermixed with the feeling of hot grit dragging against his face and his legs being tugged out of socket.(7 yo.)
Another World
Damion awoke in a cave. No solid memory of what had happen. Head bandaged, body in shambles. His right arm was lost, and his right eye destroyed in the socket. Both legs were broken and bruised so he was restricted to bed while he recovered. His Savior was an Insect, some sort of beetle unable to speak any language they could both understand, making much of his recovery either silence or a mixture of buzzing and click met with words that were likely both the same one-sided conversation.
Once recovered no much changed. While some basic communication could be made, it was understood that Damion shouldn't leave the cave due to the dangers of this new land he was in. It didn't matter though. For a long time he was defeated as a person. He survived only on the minimum, being unable to stomach any more. He recalls the absolute despair and emptiness of loosing his family. The over whelming dread that consumed him for nearly a year in this world. He wanted to die. He felt he should have died. He grew to hate the quest he went on. The person who cause the misshap. His Guild Master for not being able to stop this from happening. This his savior saved him again, this time with words of wisdom. "You Live. You Remember. You Move. You Be Happy."(7 yo.)
Journey Home
◆A New Script◆ ◆Travel to Kahndor◆ ◆The King◆ ◆Battle the Hellion◆ ◆The Library of Kolt◆ ◆Door Home◆ (10 yo.)
Found in Fiore
Establishing a Mage
The Magic Council
A New Wizard Saint
◆ Rᴇʟᴀᴛɪᴏɴsʜɪᴘ(s): ❥ Terra Holliday ~ Guild Mate, Mother Figure, Friend ~ Unknown ❥ Guild Members of Bohemian Khatru ~ Friends ~ Unknown ❥ Cataegis Caeles ~ Fellow Saint/Council member ~ Alive ❥ Alesandra McCaskill ~ Fellow Saint ~ Alive ❥ Athena Orlov ~ Fellow Saint/Council Chairman ~ Alive
✖ Edward James Anderson ~ Father ~ Deceased ✖ Carnagie Tomson ~ Bohemian Khatru Enemy ~ Unknown
◆ Gᴏᴀʟ(s)/Aᴍʙɪᴛɪᴏɴ(s): Damion wants nothing more then to go home.