User:Datwikiguy/Sandbox

WIP Character
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Madelen Helvegen

Madelen Helvegen (マデレン ヘルブジェン maderen herubujen) is a mage from Mys and a skilled and proficient user of Ring Magic. The younger twin sister to Oskar Helvegen, the two mages are nearly always seen together side by side, mainly because they have realised that they are much stronger when they are together rather than alone. Having been born without the love of her original parents, Madelen and Oskar had to survive by themselves in the Mystan city of Saurian, which was known for it's heavy criminal activity and population that desensitised the young mages from the realities of the world. Only just arriving in Ishgar in the year X801 after hitching a ride with slave traders who made a delivery for Saurian, both brother and sister Oskar and Madelen were ready to renew their chances at life and start a new, having a second go to redeem themselves and become something great in this new land that they have stumbled upon. Out of the two mages, Madelen proves to be the more intellectual and passive one, as she prefers to take out enemies with tactics and strategies instead of brute strength, something that Oskar is known for.

Since being always around Oskar, Madelen and her brother has established a sort of special ability between them whenever they may be around each other in the same area. This kind of ability allows them to locate each other quite easily as well as becoming stronger than usual, thus retaining an importance in their partnership and presence around each other. Combining both brain and brawn, combat and strategy, Madelen and Oskar become battle worthy despite their young age and their magics which may hot seem to do much at a first glance. Just as how this connection strengthens their relationship, it also does however weaken them as well with unique weaknesses that Madelen and Oskar display when they stray further from each other. In this pair, Madelen displays signs of uncomfort and a series of repeating headaches which reflects on the use of her brain. This will of course interfere with her magic and combat and will continue into strong migraines, which will then proceed to cause Madelen to pass out on the spot no matter where she is. The process can instantly be stopped once Madelen and Oskar get into a reasonable distance between each other.

Named The Bishop (ビショップ Bishoppu) after the chess piece that shares the same name, Madelen not only plans her moves with some sort of strategy, chooses a different direction when handling things but she is also the one out of the two who tries to stay closer to the two's superior/s. She has proven herself to be a loyal and worthy subordinate and partner to many, and tries to make use of her intelligence and presence whenever with a team. Madelen is also usually teased by her brother Oskar for being a suck-up to those with command over the two if they have any. She is also called Lavandula (レーバンドゥラ reebandura) because of the purple accents to her appearance that closely match the purple colour of a lavender, a flower which Madelen favours and adores as it has become a significant image and symbol for her childhood. She also sees the lavender as a beacon of hope as it was a flower she had always seen during those moments of her rough past which would also signal Madelen that there was going to be some good in that situation. Besides the past that the twins had to deal with, Madelen is the one staying strong so that she and her brother can get through with their lives.

Appearance
Mandelen is a small, petite teenager who has retained her innocent and young figure especially her face which still bears the eyes that belonged to her since her early days surviving Saurian. With skin just as light as the sun's soft white rays, Mandelen truly is a symbol of innocence and peace as everything about her look speaks of calming and soothing vibes. Her eyes are well rounded, and bare a strong bold purple colour for it's irises that are usually large to match the scale of her eyes, decorated with a noticeably strong use of mascara on her eyelashes as shown. Not too thin lines that are her eyebrows sit well above her purple eyes and start from the inner sides thick slowly becoming more and more thin when the eyebrows reach outwards from their position. Her hair is a silvery-white and is styled to flow down her head in all sorts of directions as many strands of hair can be seen pointing down in other directions from other strands. Because of this, her ears are hidden underneath the mess of hair she has and is barely even seen. Her hair is always cut to make sure that her hair always remains above or around her shoulders. Her bare body is definitely not that of a warriors, but more of a ballerina's as she has not built enough fat on her body as she retains a somewhat skinny body size. Though she does have muscle, Mandelen does not appear to be well built for combat of many types and has the body of someone that may choose to rely on her quick agile movements rather than taking on hits head on. Mandelen has been said to bare scars all over her torso and arms due to the kind of environment that they were placed in changing them, usually from the act of dangerous criminals who had tried to assault her.

Her usual outift consists of a navy blue coloured military uniform that is designed and fitted to her body structure, decorated with other colours of darker shades of blue as well as polar white to add detail. The coat reaches down to the middle of Mandelen's calves and do not stray too far from her waistline. Underneath her outer clothing, Mandelen wears a very dark grey dress shirt with a noticeable collar that is usually tucked down by the outside coat's own collar. Mandelen also wears a black tie around the collar to keep it neat and proffessional, also nicely tucked into the military overcoat. Her overjacket is always buttoned up all the way with all twelve golden buttons slipped through each hole to keep the jacket together. The jacket's collar is lined with the white threading that details the outline of the said piece, doing this each for the four parts that make up the jacket's collar. On her shoulders, Mandelen wears two military styled shoulderpads that do nothing but cosmetic uses as they are threaded with gold material in order to give it some sort of rope look. On her hands, Mandelen wears white gloves that have been decorated with gold that circle and wrap around the cuffs two times. She does wear big notable pieces of armour however, both coloured black as one heavy piece shields and acts as a pauldron for Mandelen's right shoulder with the other piece of metal acting as a wrist protector for Mandelen's left wrist. She wears many purple ribbons all over her armour in order to symbolise lavenders and their primary colour of purple, with one ribbon being special as it has been intertwined with a white ribbon and hung from the top left side of Mandelen's jacket down to the bottom right side.

Personality
Mandelen is the kinder soul of the duo, being willing to help anyone who comes to her and actually needs it as she tries to heal the world of it's injuries. Her kindness is only matched by her innocent look, being the younger sister she is also the most approachable for anyone coming to meet her as she is always going to be friendly no matter how dodgy a person may look or how bad their known reputation is to the world. Even if she does not quite have the magics to properly help with all the problems in the world, she will without a doubt try her best to do what she can do to help the situation at least. A sort of conscience to her older brother, Mandelen helps her brother Oskar in many situations so that she can keep him safe, as it is very apparent that she doesn't trust Oskar working by himself and knows that he may stumble into trouble if left unattended for too long. Though she does indeed care and love her brother as he is the only family that Mandelen has left to call as one, wanting only what is best for Oskar even if some of the things she does goes against her brother's wishes. This is what makes her ignorant at this point, as she will do nearly anything to keep her brother safe even if it means to use herself as a human shield to protect Oskar from incoming attacks. Being the smart one in the partnership, Mandelen is the one responsible for coming up with the strategies and tactics that would make up the attacks the twins would do. Both siblings share a strong feelings of trust on their capabilities between each other, with Mandelen trusting more on her brother's violent attitude and stronger abilities compared to her own to protect her. When her brain and her brother's strength combine, they both gracefully sway into a harmonic symphony of a display of great teamwork and fine showmanship. It is with her brother that Mandelen's true strengths and colours can really show on display for all to see.

She was not a born leader, choosing to follow others rather than lead as she feels uncomfortable handing out orders easily with no sympathy to how the others may feel about her. This is mainly because she lacks the confidence and leadership to command more than just one person under her command, and when left to do so will instantly freak out and become under pressure due to the embarrassment and feeling nervousness that Mandelen has been overwhelmed with. Anything to do with being in the spotlight in-fact is fair game for this wave of pressuring emotions to come flooding in and freezing Mandelen on the spot until all eyes are off her. This is quite the opposite to her brother who is someone who seeks attention, fame and glory for his identity, striking a contradiction in their relationship and making things difficult for one another as their morals and values differ greatly. Mandelen chooses only to aim to leave a long lasting legacy on the world, an act of great change that will go unknown besides the fact that it actually exists and works in the shadows in order to so. She has noted that she has tried on several occasions to find what the world needs for a change and continues to try and find a way to achieve her goal in the standards that she has placed for it. She has got the determination to do so and shows that even if the biggest obstacle may be planted in her way to completing her task, she will accept it and attempt to move forward with everything she's got no matter how hard it may be. This yet again is in conflict with her brother Oskar's ideals, who wants to achieve fame and fortune for a heroic act with his and his sister's name everywhere thus resulting in everyone looking at Mandelen yet again. Just like said before however, besides all this Mandelen and Oskar are proper role models on how a team should operate and show complete chemistry and full effort into their teamwork.

When Mandelen fights, she tries to avoid the attacks usually with her somewhat fast agility instead of blocking and taking in the damage which she knows is a more damaging choice due to her body structure. She is not quite a fan of fighting, sighing as she accepts the battle even if she doesn't want to as she knows that Oskar will force her into it. During battle, Mandelen tries to remain calm and concentrated on her opponent and the environment around her, taking everything into account to add to what kind of strategy she would come up with. She is not quite the best at strategy but she is somewhat better than normal, coming up with ideas that will make sure Oskar's and her powers blend well together where they can produce powerful attacks for their kind of power level. At appropriate times, Madelen can be creative when she wants to, figuring out how the environment works and what magics that Oskar and she can do with it to affect said environment. As she is someone who does not really like fighting face to face with her enemies, it can be quite a pain when handling Madelen solo, as the use of her Concealment Ring and the type of environment that she may be fighting in has proven to be quite the task and chase. Though in general, Madelen does not really like fighting itself and tries to find ways that lead to an alternative and more peaceful path with very little violence that could commence, showing a peaceful side to Madelen's nature. She is pacifist at heart but when the time calls for combat she will not shy away from drawing her blade and staring right into the heart of the enemy, ready to pounce and strike. She is not as violent and aggressive as her brother, as she uses her agility to really speed up the attacks of her sword, utilising swift blade strikes to cut down the opponent instead of using heavier and more bloodthirsty attacks which is used by her brothers. She can actually control whether the attacks she does with her sword can cut to be lethal or to apprehend which can still damage the target but not intentionally kill them.

Ring Magic
Ring Magic (指輪魔法 Yubiwa Mahō) is a Holder Magic type and is the utilisation of magically enchanted or powered rings to be able to utilise their specified effects in order to help with combat or other things. It is a type of Magic that allows the caster to cast different Magics and spells with special rings. The rings are meant to enhance the wielder's Magic Power, granting them the ability to cast various spells for different purposes; some can be used for everyday use (generally speaking) or solely for combat. The properties in each ring are completely varied. In addition, while there are various types of Ring Magic that can be used, some are simply spells without a proper Magic for them to back it up. Though Mandelen only really has a total of two simple rings that can allow her to preform two supportive actions on the field as opposed to being offensive or defensive, Mandelen is very skilled in her use of the rings and utilise them for other things than their main purpose. Her complex knowledge and intense study of the Magic Rings allows her to identify and describe many of the common rings as well as a few rarer types on the spot, however rings that have been custom made to the person are not able to be identified by Mandelen who will remain clueless to the said ring. When using the rings however, the user is limited to the power of the rings themselves and can only prolong the effect of the ring by conducting her magical power into the lacrima/power of her rings. Though in some cases like the Luminescence Ring worn by Mandelen, it is shown that some rings have been created without this rule and only supply the effect to which the user must learn to enhance with their magical capabilities.

Equipment
Magic Rings (魔法の指輪 Mahō no Yubiwa) are that are primarily used by Ring Magic users, enchanted with unique capabilities that allow the user to cast these spells themselves with the use of the specific ring. With a lacrima making up it's magic properties, it is vital that a mage is learning Ring Magic in order to activate it as these are the mages with the knowledge and skill to activate said rings. With a variety of effects that many rings in Earth Land can do, Magic Rings act like any other kind of Holder Magic item due to it's nature and properties. Many Magic Rings are quite easy to obtain which can explain the amount of Ring Magic users in the world today, but there are also rings that are somewhat rarer or just completely impossible to find, setting a rarity level to put emphasis on the kind of power that they hold within the lacrimas that make up their power. The power of the lacrima within Magic Rings is usually independent, having a set power that can be available to all Ring Magic users no matter what kind of level of skill they have. Th duration of the magic though is totally dependent on the magician's magic power and how much power they are conducting into the ring for the effect to take place. Mandelen only has acquired two Magic Rings that act as a supportive to her actions, using the elements of Stealth and Light Magic in order to manoeuvre around the battlefield or anywhere in that matter. She wears the Magic Rings underneath her gloves so that she can hide their appearance and from the sight of enemies. This is also because the Magic Rings may act better because of their contact with her skin, especially with the use of her Luminescence Ring.
 * Concealment Ring (秘匿指輪 Hitoku Yubiwa): is a Magic Ring that allows the wielder to effectively render themselves invisible using a form of Stealth. In order to activate this spell, the wielder will need to channel their magical powers into it like any other Magic Ring, then their body will start to turn invisible after a short delay. Once this is done and in use, the Ring Mage will have the ability to walk around concealed from their targets view or infiltrate a building unseen, this concealment includes their clothes and whatever they may be holding onto at the time. This ring won't glow once in use and will like many other rings, start to drain the wielder's Magical Power for as long as the ring is active. One thing to note is that this spell doesn't in fact not allow the wielder to see other invisible people or objects, and would thus be at a clear disadvantage when up against a Stealth user. Mandelen acquired this ring after having stolen it off one of the Mystan slave traders just as she got off their boat and arrived into the land of Ishgar. The most prominent ring that she wears, Mandelen uses this ring to a great extent and uses it for most of her combat activity as it allows her to be unseen by her opponents. Just like said before, being able to be seen by actual users of the base magic Stealth, Mandelen finds it hard when battling against them the most and are seen as her truly greatest enemy. Although she does mimic that of an assassin, Mandelen is still only a young, little girl with very limited combat experience and some sort of talent within the world of magic. She wears the ring underneath her right glove on the ring finger.
 * Luminescence Ring (ルミネセンスリング Ruminesensuringu): is a Magic Ring that is unique to Madelen and allows her to use her magic power in order to light up the chosen finger with properties of Light Magic. Madelen like all the other Magic Rings first has to conduct the flow of ethernano energy into the Luminescence Ring, therefore activating the properties that the ring has to offer for the user. Whichever finger that the Luminescence Ring is worn on, that chosen finger's tip will begin to light up with whatever how much magic energy is currently being relayed to the ring. This is done by magic energy being pushed into the finger that the ring is bared on which causes the ethernano energy to try and escape, with it's main choice going to be the tip of the finger as this is one of the very popular choices for ethernano particles to pass out of the body. The Luminescence Ring is primarily made to illuminate dark areas and places or just act as a handy torch in general, as it produces around an average of 100-200 lumens which is enough to make someone shield their face or look away. The back-draw to this however is that the light may also affect the user's own sight as well so it is important that the user will have to adjust the power of the light to something that can both allow them to light up dark places but is also manageable for the user's sight. Found during her adventures within Mys, Madelen doesn't use this ring too much during combat due to it's supportive type of role, using the ring's power to temporarily blind incominh enemies or just it's original purpose as a torch. Madelen wears the Luminescence Ring on her left hand underneath her glove on the index finger.

Short-Bladed Katana (短翼カターナ Tan tsubasa katāna): a shorter scaled blade compared to that of the traditional katana sword, Madelen wields this Short-Bladed Katana as one of the main weapons that she uses to take down her opponents. With the blade made from part steel variant Tamahagane, part Kinesium and other traditional materials (such as Carbon) in order to enhance it's strength, Madelen's Short-Bladed Katana was professionally crafted to fit her style of fighting and is noticeably more shorter than her older brother Oskar's sword. With a handle that allows the use of either one or two hands, Madelen favours this sword as she can control how deep she can cut with the blade as opposed to just cutting and slashing without a care in the world. An ordinary sword that is only designed differently, Madelen's Short-Bladed Katana's hilt and handle is made with golden designs that decorate the body, adding another layer to it's hilt as well as enforcing the density of said part. The blade is etched in with another unknown design that matches that of a sort of serpent. It doesn't seem that this sword costs too much to make as well because of it's many repairs and remakes by Jack Trofast, the person that Madelen and Oskar go back to whenever they seem to break and/or damage their katanas. Despite it's artisan design, it only takes a few days for Jack to make and perfect as it will always look the same when the sword is given back to Madelen or Oskar. The sword however does show good enough strength to deflect many incoming blade attacks as well as cut through many things as if they were butter to a hot knife. Compared to other blades, this Short-Bladed Katana is much like a dagger and matches Madelen's small combat experience and knife handling skills.

Magic Prowess
Lex Duo (法律、2 Hōritsu, 2) is a sort of Magic Phenomenon that only happens when two magically sensitive offspring is produced on the same day, meaning that this kind of thing only happens to twin mages. The possibility and chance that Lex Duo can happen to magical twins is one out of a million so it is very rare to actually see a pair of twins that is affected with Lex Duo at all. Lex Duo actually happens when the twins are within the womb of the mother as this is where the two are kept and contained for ethernano particles to come and form what is known as the magical origin or the container for their magic power. As they form, ethernano particles can somehow create some sort of link by 'splitting themselves in half' as both halves enter the twins each, establishing a kind of connection that is made when the ethernano particles have departed from themselves and enter the two bodies. This kind of function is not normal is most likely a malfunction in the programming and nature in the ethernano from the atmosphere as this is quite unnatural even though this has occurred for thousands of years. When the connection is created and the magic origin has developed within the infant inside the womb, Lex Duo has been complete and now the twins must face the punishment of eachother's company due to the affinity based pain that will overwhelm the twins if they stray too far from one another. The ethernano particles that has blossomed the magic container is still very much active, and will remain active until the person's organs fail and give out. Because of this, that means that their connection is still active and will remain strong at a reasonable distance but when stretched out too far apart the magic container and the body will face some sort of pain of aching to tell that the connection is getting weaker and their bodies will at the cost of this.

However there is some strength to this connection that counters this consequence, as the twins can theoretically become stronger due to the stronger connection that their bodies now have as they are close to eachother. With a strong connection now found, the twins at will can activate their bodies to send a dose of Epinephrine into their blood stream in order to strengthen their bodies as well as combining their force in order to become magically stronger. This will keep them active and energetic for a good period of time which can help them tip the scales of the fight into their favour if the situation is just right. However, this kind of energy doesn't last too long and only gives the twins a burst of power to fight with as they try to take down their opponents. One will be able to tell that this ability is being used by the aura that shows up radiating off the twins' bodies in the same colour as opposed to two different auras that are unique to the twins separately. The aura will depend on various things that involve the relationship between the twin siblings and will point of a sort of affinity that describes the two's relationship overall as it comes naturally due to it an act of the same ethernano magic power being 'joined together'. This is most helpful during team fights that have the twins fighting on the same side, as shown by the work of Mandelen and Oskar Helvegen whose primary strengths have only been lifted by this burst of energy provided by the Lex Duo connection. One should note that the burst isn't quite as powerful as such to say the Dragon Slayers, but it does have it's times where it may be sufficient enough to overpower normal mages when the twins unite and blend their strengths together.

Mandelen seems to suffer the most out of the partnership with her brother Oskar, as she seems to suffer pain that is towards her head and mind due to her primary use of wits and smarts to take on the problems that block her path. When her connection from her brother gets weaker the further Oskar and Mandelen stray far apart, ethernano energy that seemed to hold the connection stream towards her head and sort of 'invade' her mind in an attempt to use the body's resources to help establish or strengthen the connection of Lex Duo. This sort of issue however causes the muscles and structures of the head to become overwhelmed with overactivity that she may suffer from light headaches that may not seem to do much at the moment. When straying apart for too long or the connection is stretched out more due to Oskar and Mandelen moving too far from one another, these ethernano particles begin to really work at trying to fix the connection as they move fast in order to come up with a quick solution to their problem. This now furthers and intensifies the headaches that Mandelen suffers from and gradually turns into migraines that will make life more difficult for Mandelen to go through. This can then proceed to Mandelen eventually sufering from an extreme migraine which becomes unberable to the point of fainting from the pain, passing out with the migraine still active. The pain of migraines and headaches however will be suppressed and faded once Mandelen comes back to Oskar as their connection becomes strong once again they are back fully functional as the ethernano particles instantly recognise that the connection is back up and running and can return to their normal flow.

Magical Aura (魔力の霊気 Maryoku no Reiki; Literally meaning Aura of Magical Power) is the term given to the ability that mages have in exerting their magical power into physical forms outside of their body, which when concentrated can be formed into various forms that is only limited to the imagination of the caster mage. A user's Magical Aura is a very common method of intimidation as it represents the power and strength of the mage's magical capabiltiies, as the generation and manipulation of ethernano magic is a very big thing when preforming one's Magical Aura. There is many things a user can do to their magic aura, from not only designing the form at the ethernano particles radiating off them take but also change the density and body of the ethernano to make them actually physical to harm the enviornment or even change the colour of the aura which is usually akin to the person's affinity. A Magical Aura can actually be used in combat by conducting the ethernano particles into the weapon or as a magic spell itself, giving this kind of ability a variety of different things to identify with. Mandelen uses her Magical aura to form small flowers that can start radiating off her person in the colour of blue, and can control how much she can emit with her magical power. Though she also does use her Magical Aura with ehr sword to give it a decorative look as well as powering the strength and magical propeties of the blade. She can also strengthen the blade by soldifying and hardening the ethernano particles by compacting them tightly around the blade and hitting incoming magical projectiles head on to deflect them or break them as the Magical Aura takes in the damage itself.
 * Magic Signal (魔法衛星放送, マジックシグナル, Majikku Shigunaru Literally meaning "Magic Satellite Broadcasting") is an ability most mages have in order to help them identify and sense other magicians within the vicinity around them. Through the use of one's Magical Aura, a ethernano sensitive being can be capable of sensing and feeling the ethernano particles that are currently in the area that they are in. They also have the ability to differentiate what kind of ethernano energy is around them if they are talented enough to do so, being able to focus more on ethernano energy that is in the atmosphere to describe how rich and powerful the area is or on a magical art user to describe what kind of magic they may be using or how powerful they are by the amount of energy that is buzzing off them. Mandelen has shown that she seems to be more magically sensitive than other mages, with promising skill in detecting ethernano particles within the area with great skill as she can identify what kind of magic power a mage can cast with enough focus on the person or even describing how powerful an incoming magic spell really is by sensing the ethernano enery making up the said spell. This is one of the many abilities that Mandelen uses in order to aid with her strategies, studying the power that can be emitted by a magical source and taking into account the strength of the effects. She also shows skill in idtentifying seperate beings of magic power, as she can easily describe the power from several units on the field and avoid confusion from misidentifying a whole group of mages emitting large amounts of power for a single mage capable of extreme levels of magic talent.

Combat Prowess
Skilled Swordsmanship: Trained with her brother Oskar, Mandelen was well trained to use her blade for combat and primarily uses it as a way to dealing with harder situations she cannot fix with her Magic Rings. Because she had trained at the same time and sessions as Oskar, she and her brother share the same kind of skill and experience which puts them at the same level of expertise when pit against eachother. However, they both primarily utilise this kind of training very differently from eachother for Mandelen uses her skill in order to apprehend and severely injure her targets without any lethal means. She uses her precision and strength in order to help guide her blade into the the target's body, using her skill in order to cut into them without killing them, timing her attacks just right with the right strength and the right speed for her to complete her attacks. Though this is more complex and obviously harder to do as opposed to Oskar who strikes to actually intentionally injure, Mandelen sees this as the payment and way when choosing to care more about a human being. She also is very proficient with any kind of blade due to her training and can wield blades ranging from the smallest of daggers to the lengthiest of longswords, making her even more dangerous when left with any kind of blade in her possession. With her blade and capabilities, Mandelen is able to utilise the blade to it's full potential as she combines her natural advanced agility with her blade skills in order to strike dwon enemies quickly or even deflect physical projectiles. Her attacks however mostly rely on unsuspecting targets who will not put up much of a struggle, taking on the form of attack an assassin would use.

Physical Prowess
Average Strength:

Notable Agility:

Notable Stamina:

Better Durability:

Subpar Endurance:

Trivia

 * Character is Honebami Toushirou from Touken Ranbu.


 * }

WIP Character
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Arcan Magics

Black Arcane Arts
Black Arcane Arts (ブラック・アーケイン・アーツ Burakku ākein āt) otherwise known as Corrupted Mana (コルプテッド マナ koruputeddo mana) is a type of Arcane Magic (妖怪魔法, Yōkai Mahō; lit. "Demon Magic") that originiated from the lands of Yehuda and specialises in the manipulation and generation of black energy, including things such as elements concerning shadows and darkness. The Black Arcane Arts is considered the ultimate Arcane Art to be casting these magics in as it involves several uses to how the user can preform them in battle, acting besides as being a casted magic as a moulding magic which is one of it's more notable capabilities. Compared to it's opposite White Arcane Arts, the Black Arcane Arts has a more violent and destructive nature, which all it's spells and creations are created to do as it acts as the mage's main form of attack, with effects varying among users depending on how skilled they are at the Arcane Art. Being able to manipulate the forces of darkness and anything that is black, the Black Arcane Arts allows full control and influence over the shadows with more notable users of Black Arcane Arts known for using the shadows to strike their victims and can almost be seen as the true source of their power besides other known factors to their strength. Besides the shadows which they can mould and manipulate, just like it's presumed Ishgarian variant Darkness Magic, the Black Arcane Arts also are powered and generated by the negative emotions that are produced by the Arcane mage themselves, involving the use of emotions in their magic capability though not to forget to mention that it is also using one of the more powerful and most used kinds of emotions to the human race. Because of this, the Black Arcane Arts remains as one of the most mysterious yet dangerous kinds of Arcane Magics that a Yehuda mage could learn in their lifetime as the sacrifices that many would have to make since it's an Arcane Magic would soon be worth it once they apply it to the field. The two forms of attack in both Moulding and Caster use can be separated into their own groups, respectively called Black Arcane-Make and Great Mortality.

This kind of magic is very special as it not only needs actual magic energy but emotional energy like said before, as the Black Arcane Arts gets its powers and strengths from negative energy that the caster mage produces and generates within their mind. Being able to use Black Arcane Arts is a special gift indeed, as with just enough skill the Black Arcane Arts user or Warlock/Witch can convert their negative energy into magical energy for their magic supply in order to fuel their magic container, known as the mage's Magic Origin. Speaking in simpler terms, the Black Arcane Arts user can continue to intake and literally generate their own magical energy for their own magic use just as long as they continue to generate negative emotions for it to source from. For Alagad, he is one of the more powerful Arcane magic users as he dual wields both the Black Arcane Arts and the White Arcane Arts, powered by both positive and negative emotions his ability as an Arcane Mage is quite unique. The power of the spells that can be casted by Alagad can also be affected by his emotions alone, not by the magic that is generated from converted emotions by Alagad's raw emotions which he uses to shape his spells. For example, with him being more angry or sad his spells can look more terrifying as the shape and aura they release become more violent or the troops that he creates can look much more deadly and demonic as to match the nature of Black Arcane Arts. As one could tell, Black Arcane Arts is possibly one of the more emotionally affected magics that can also affect how much power it can deal, where users like Alagad can be able to effectively power up their power through different emotions that can be labelled simply as negative or positive.

Half of Alagad's power as a General, Alagad has shown that he can masterfully control the magic without any kind of recoil or flaw to his spells, as he has devoted much of his time and skill to perfecting and mastering Black Arcane Arts after having been taught by his father. When learning Black Arcane Arts, one will have to choose to either spend their time learning Black Arcane-Make or Great Mortality as training to do both can almost seem impossible if left to learn by themselves or through the hard way, making Black Arcane Magic users who have learned both ways pretty hard to find. With this kind of skill and having been able to successfully learn both ways by training in Alakitacia, Alagad doesn't really need to move a muscle when casting his Black Arcane-Make Magic and the limit of beings he can create from it has drastically faded which allows him to make as many soldiers as he wants in place for those within his military. A simple click of the fingers can summon up to five or ten Black Soldiers to his side as everything that is needed for them to attack is all done in just seconds of their creation. His mastery over the Arcane Arts is also seen through the power that they have compared to other users of Black Arcane Arts, as so far Alagad has been the only one that has wielded Black Arcane Arts with so much skill that they can easily over power other people's magic creations. When someone of Alagad's ability has been able to master the Black Arcane Arts, they are free and recognised to access all known abilities that Black Arcane Arts have to offer to whoever learns the mystical magic arts that can prove helpful. One of these advantages is the near immunity to all kinds of Black coloured magics like the latter Shadow Magic and Darkness Magic sort of like how Slayers are immune to their own elements though the thing with Black Arcane Arts masters is that when confronted with more powerful Black spells like Alagad's own 'Dark Judgement, Spherical Purgatory'. With master black spells being the only same element spells that will actually bring damage to the master Black Arcane Arts user, they are still going to be quite the difficult one to combat against.
 * Great Mortality (偉大な死亡率 Idaina shibō-ritsu) is the 'Caster Magic' side of Black Arcane Arts and the magic form that users go to so that they can deliver devastating attacks themselves, which do turn out to be extremely dangerous when wielded by the wrong minded mages. Great Mortality allows the Black Arcane Arts user to generate Black energy in the form of attacks that can bring great harm and destruction to the environment around them, and are focused more on offensive manoeuvres rather than defensive or supportive which can be done in the opposite of Black Arcane Arts: White Arcane Arts. The magic from Great Mortality is attacks and spells that are put to the user's own use who uses them alone, not by their creations who have a programmed mind and use attacks that they can use alone. Great Mortality reflects on how dangerous the spells in it's arsenal can be used and that it reminds them that most of the spells that can be casted by the user will surely end with devastation and casualties when used, making this only those responsible enough to handle and practise this kind of magic. Alagad doesn't use this magic often as most of his tactics and strength come from the numbers of soldiers that he can create with the click of his fingers, but when left without troops to carry out his orders he becomes a weapon of destruction himself. Having mastered both types of the Black Arcane Arts, Alagad wields the powers taught to him with skill and strength, utilising them to their maximum potential when a fight becomes more than something he can handle. Some spells can be brought forth with minimal action and effort only just showing how skilled he is to wield such magic.
 * DarkJudgementSphericalPurgatory.pngDark Judgement, Spherical Purgatory (ダーク・ジャッジメント、球状 Dāku jajjimento, kyūjō) Is a powerful spell that allows the Black Arcane Arts user to generate a huge powerful black orb from just their hands, capable of massive destruction when colliding with a target as due to the nature of the Black Arcane Arts. A spell that was actually formulated by Alagad's father and later improved by his son Alagad, the Dark Judgement, Spherical Purgatory is Alagad's most notable Great Mortality spell that he has in his known arsenal and uses it to take down large numbers of foes or just larger foes in size. One of the many spells that Alagad has to exemplify his own magical power as a General, Dark Judgement takes up mass amounts of magic energy and Black energy produced from Alagad's body, as well as having a unique energy from Alagad's person that makes the Dark Judgement, Spherical Purgatory unique to Alagad and Alagad alone. Sticking his hand out to the side, open with all fingers spread out so that Alagad can have some sort of 'grip' or control over the ball of mass destruction, energy begins to stream from Alagad's hand and out of his palm where it is collected into a pitch black orb, with literally no sign of light present as the darkness of the black that makes up the ball immediately absorbs any light that is shone upon it, as shown by Light spells instantly being sucked into the blackness of the growing ball. It is unknown how large the Dark Judgement, Spherical Purgatory can get but what has been seen so far which is that the ball can get nearly as tall as Alagad himself will be as big as the ball will get. Since it is Black Arcane Arts, Alagad is immune to the effects and destruction that is his Spherical Purgatory and can effortlessly catch and stop the ball with just his bare hands to do the trick, though it's more natural effects such as heavy presence and destructive aura can be used against Alagad if one is able to use it against him somehow. The more the orb gets bigger the more destructive it will get, with it's heavy presence being able to crush and crack earth that is underneath it whenever, leaving a trail of cracked ground and rock underneath when ever thrown at an opponent. What is great about this orb is that it can be manipulated so that different effects can be accomplished just with a simple flick of the wrist if the Black Arcane Arts user wishes to do so. One popular effect is the simple explosion that can be produced by a bland throw at the target without any sort of movement done on the giant black ball, as all that Alagad needs to do is throw the ball right at the target once summoned and moulded forth. Upon impact with a target, the orb will explode with mass amounts of destructive energy that it can leave a gaping crater in the ground if enough magic energy has been pressured into the giant orb. Because of this pent up energy that is ready to blow within the inside, it isn't a surprise to why a simple throw of the orb is all that is needed in order for the Dark Judgement, Spherical Purgatory to blow up the environment and target it is in. Stronger opponents that want to deal with Dark Judgement head on can try their luck with their defences which at this point will decide their fate, of either facing heavy damage to the front as well as internal damage and being thrown god knows how many metres away, or facing the explosion and being disintegrated into nothing once the blast fades away, only to reveal that nothing would have survived it's hunger. Another way that Alagad has been seen using Dark Judgement is simply spinning the orb in a direction whilst still 'holding' onto it before throwing it at a target to face it's might. Instead of a explosion this time, the density of the ball becomes greater and the particles begin rapidly spinning in a direction sort of forming the orb into a kind of drill. Now when colliding with a target, the orb will drill through their enemy until they finally get through and proceed to attack whatever is on the other side of the opponent. This is a good way to take out a row of enemies with a single projectile and to even take out hiding enemies inside buildings as the orbs won't stop until it has run out of energy to make up it's body as the more it drills the smaller it gets. Dark Judgement will destroy anything that gets in it's way indiscriminately and so is a hazard and danger to anyone who comes near it, where they should take extra and the up most precaution when dealing with things like this.
 * BlackShuriken.png Black Shuriken (ブラックシュリッケン Burakkushurikken) By holding their palms out to the sides of their body, the user of Black Arcane Arts is able to generate and form their Black energy into four pointed projectiles that are immediately sent into a spinning motion once they are fully formed by the mage. With such minimal effort and energy to conjure up this is the most basic of all attacks that a Black Arcane Arts user can learn by themselves thanks to how simplistic the attack really is. Once the Black Shuriken has been formed right by the side of the user, the Black Arcane Arts mage will simply throw the shurkin and arm in the direction of the target as if they just tossed the shuriken. The Black Shuriken will begin spinning a rapid pace that will allow the Black Shuriken to cut through the air and only improve the speed that it will move in. This speed also allows the Shuriken projectile to cut with it's razor sharp body with even the ability to slice through enemies without remorse, even continuing to cut them in half before dissipating into thin air after much of it's ethernano has been used up to make it spin. The shurikens will always have a target to go two and will continue to strike at the target until they have been used up or dispelled making them even more dangerous to handle as they will relentlessly continue to strike the target until they die. The Black Shuriken projectiles will always have a black trail following behind them will emit dark smoke from their body as if it belonged to Shadow Magic. There is not really a limit to how many shurikens one can summon to their side so a mage using the Black Arcane Arts can literally becoming a machine-gun that shoots continuous rounds of black shurikens at the enemy.
 * Black Fist (ブラックフィスト Burakkufisuto)
 * Unholy Arrow of Malevolent Darkness (悪意のある闇の神聖な矢 Akui no aru yami no shinseina ya)
 * Circles of Hell (地獄の輪 Jigoku no wa) The Circles of Hell is a special Black Arcane Arts spell that lets the user to enter certain modes that allows their body to cast different spells that are unique to these latter modes. With nine in total in the series, only one to two circles can be learned in total as the determination and skill to learn and successfully wield these powers are very rare among the Arcane Magic users. The direct opposite to the Levels of Heaven, the Circles of Hell deliver devastating and destructive effects as to comply with the nature of Black Arcane Arts, with many of the Circles of Hell being notorious and infamous for causing mayhem in the many lands of Yehuda, the land in which Arcane Magics has been known in. The Circles of Hell is considered ancient due to it's past, with some circles having been known to exist by early Black Arcane Arts users during the early years of Yehuda's colonisation, and so have been used by many as a way to try and conquer the land over many periods of time. Though has been considered a taboo to even try and learn these types of spells, only recently has it been labelled as a normality and passable to use the Circles of Hell because of it's use by Alagad Hinangin, a prominent Arcane Magics user who utilises both Black and White Arcane Arts. It seems that the Circles actually depend on the spirit of their user, so depending on who you are and how you live, some circles will be exclusive to you and different to many others. Though people are born with their circles, it still is required to have mass amounts of determination and skill to actually unlock it and enhance and adjust your body to be able to use these terrifying effects. Alagad Hinangin has been able to wield two special Circles of Hell, which are the fifth and ninth circle in which they are meant to sort of represent the circles of Anger and Treachery, both wielded by Alagad with skill and precision.
 * FiveCircleOfHellBAA.jpegFifth Circle (第5サークル Dai 5 sākuru) allows the user to partially turn their skin black which is only just a representation that the Fifth Circle spell is being used. The Fifth Circle spell actually allows the user of the magic spell to become anger itself as their Black Arcane Arts receive a massive boost in power and extra strength that the strikes deliver, helpful against any kind of strong opponent that the user might face themselves with. The Fifth Circle also once mastered and controlled is able to actually overcome and loophole the master effect of Black Arcane Arts which makes users mostly immune to their element that Black Arcane Arts is which is literally anything that is black like how Slayers are to their element, as the spells become powerful enough to deal actual damage against them. It also should be noted that their strength and speed also increase as the hate and anger that they generate will power them up no matter what, which matches the Fifth Circle's origin as being the Circle of Hell that topics Anger. What should be noted of Fifth Circle is that unlike other Circles of Hell which have their own ability and cannot cast other Black Arcane Arts spells, Fifth Circle allows the user to cast any Black Arcane Arts spell they know as it itself has no unique magic ability and spell to it's likes. This means whatever Black Arcane Arts spell that the user knows, they will be able to cast it during this form just at a better standard and level than before thanks to the attributes that are given by the Fifth Circle mode. Physical contact is nearly impossible with Fifth Circle as the black skin that is produced by it's activation acts as a sort of acid that will melt away anything that touches it except magic and all that, showing that the only way to actually strike the user down in this magic form is to use actual magic and not physical fighting such as hand to hand or swords and arrows as they will immediately be melted away. Alagad mainly uses Fifth Circle as this was the first calling or vocation that he received, utilising Fifth Circle to it's ultimate potential and is one of the reasons to why Alagad has become known for his great and immense power that he wields with such skill. For Alagad, half his face primarily the left side, both sides of his torso, streaks going down both his legs and shins covering the whole as well as both lams of his hands being covered are the ones that are covered in this black coating and no other user will ever have the same kind of pattern that Alagad has with his Fifth Circle spell.
 * NineCircleSpell.pngNinth Circle (第九円 Dai kyū-en) The ultimate and last spell in the Circles of Hell series, is only known and mastered by Alagad Hinangin, who on his search for immortality found and unlocked the final spell of the Circles of Hell. The most lethal and corrupt spell that an Arcane Magic user of Black Arcane Arts can cast, the Ninth Circle involves them shrouding their body in pitch black smoke as if it was an aura, to coat themselves with a defensive black mist that will allow any incoming projectile or weapon to simply pass through as he casts the spell. Though it will take a few seconds for the actual and most dangerous effect to come out to play, this black mist body protection addition will be there to protect Alagad as he charges up the spell, protecting him from any interruptions that may follow. As soon as the spell has been charged to cast out its potential, Alagad will simply throw his hands forward in a direction as it sends a black miasma in the form of a shock wave in that general direction, with a diameter of thirty metres and the maximum distance that it can reach from it's caster being that of one hundred metres, making this one of Alagad's ultimate weapons of destruction. In the black miasma of a shockwave, it will appear as a simple transparent wave heading in the direction that it was sent in with black individual particles swimming around. These black particles represent millions of black particles that are actually within the wave and once the wave hits something, these black particles will instantly react. When a target is hit by the shockwave, it will start to instantly disintegrate without hesitation, only allowing targets who are hit a few seconds of regret and parting words before they are left without a trace. Defining targets, targets to the Ninth Circle can mean anything, from anything organic to non organic anything will disintegrate at the want of the Ninth Circle's power. This has been shown that Ninth Circle's abilities have been used to collapse buildings and even wipe out armies close by to Alagad as nothing close can really run away from the weapon of mass destruction. The draw back to Ninth Circle however is that the user can only utilise the power when they are in control of their Black Arcane Arts and if they abuse the power for too long during a battle they will begin to disintegrate themselves as the black mist that was meant to protect them begins to eat their body away. Although it is not as fast as the black particles in the shockwave themselves, the black mist will be a painful alarm to the user that they have been using Ninth Circle for too long and will continue to eat up the user until there is nothing left of them to live with. Once having deactivated Ninth Circle just after having received this painful alarm, the user will always emerge with burned and raw flesh for skin showing that the mist really has eaten away their body and clothes. With the use of his White Arcane Arts, Alagad is able to restore his body's original status and form after being 'decomposed' by the Ninth Circle, loopholing it's effects and continuing to fight, though the amount of times that he can restore his body in a period of time is minimal.
 * BlackTripeClaw.jpegBlack Triple Claw (ブラックトリプルクロー Burakkutoripurukur)
 * Black Lightning (ブラックライトニング Burakkuraitoningu)
 * Virus Gas (ウイルスガス Uirusu gasu)

White Arcane Arts
White Arcane Arts (ホワイト・アーケイン・アーツ Howaito ākein ātsu)


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WIP Character
{| class="toccolours collapsible collapsed navbox" border="1" cellpadding="2" cellspacing="2" style=" float: center; font-size:90%; width:100%;" ! colspan="2" style=" text-align:center; font-size:13.5px; font-weight:bold; background:black; color:white" | Fausse Déesse

Fausse Déesse (フォーシーウ デシーウ fooshiiu deshiiu) is a female "demon" charged with being the enforcer of Mys under the guidance and law of the Purgatory judge, Multo Hogi who is the only human blooded judge in the whole demon supremacy group Purgatory, where she enforces the laws of Purgatory on the community of demons that have come to Mys in order to live a normal life. Being the right hand woman of Multo Hogi, Fausse is loyal to the aims of Purgatory using her many curses and her natural form to carry out these plans, especially the grand plan that Multo has been devising for many years during his time in Purgatory that suits Fausse's variety of Curse abilities. Fausse is the head enforcer of Mys, and acts a sort of chief of police to Multo's branch of enforcers, keeping the law in the Mystan community of demons that have chosen to retreat to this grand land to live out a normal life. Just like these demons, Fausse originally travelled over to Mys to live her life out where humans are not welcome to and the demons can live as they wished to, but after displaying her tremendous capabilities and worth to the needs of Multo Hogi, found herself hired and promoted by the human spirit leader to highest rank that his enforcers could ever reach to.

She is actually a demon from another realm, not from Earth Land like her fellow species, which can be clearly shown by her natural form which is actually a coloured mist that can form itself into different forms at will, expanding and shrinking even to threaten the enemy by the display of power and strength. Being from another realm, Fausse's original body takes a drastic change from a solid form to a gas form when exposed to the oxygen and ethernano in the atmosphere of Earth Land, becoming much more when in Earth Land but has much more power when returning to her home realm, which she does through the use of a strange device created by the Elder Spirit Kuro. With Kuro being the first person of Earth Land that she has ever met, Kuro has been able to formulate a way for Fausse to acquire the demon speciality of Curse magics, which has involved Fausse connecting her life force to eight crystal lacrimas that give Fausse these Curse magics, with all crystals giving an individual effect. It should be noted that these lacrimas can work cross realm, meaning that Fausse can cast these Curses in Earth Land and in her own home realm, and also the fact that supplying her life force to create these lacrimas means that she has become immortal, deathless in fact that the only way to kill Fausse is to destroy all eight lacrimas, which in turn cut off the connection to the Curse magics and deny her use of these Curses supplied by the designated lacrima crystal.

With her capabilities, Fausse can shape herself into various forms and being a mist entity, Fausse can enter bodies of armour and even other physical sentient beings to take a more physical form as her mist form denies her abilities to physically hit her enemies, as well as use some of her curses which requires physical contact to use. During her mist form Fausse cannot physically touch other things as she is a gas form. To deal with this liability, Multo has created Fausse a physical armoured body for her to manoeuvre around the area in order to gain a more physical identity and shape to deal with hostile units. With one of these suits being her most common used appearance, Fausse also has several other suits in her personal arsenal that supply her with various other physical capabilities that other suit may not, giving Fausse more options to use and not limiting her to very few suits with very few abilities. But Fausse has other types of suits, such as actual human prisoners all with different physical capabilities which Fausse takes voer to use on the field and blend in with the human populace. All her Curse abilities can be casted in any physical body no matter what. With this special ability as a mist, Fausse can choke her enemies simply by moving into the throats of her enemies and staying there whilst the enemy chokes on her mist, slowly and painfully suffocating as Fausse can simply exit without a trace of damage even though there really shouldn't be on a gas body. This has made her into one of the fiercest members of Purgatory's Mystan branch, only to be second by Multo who's power and skill surpasses Fausse's in many ways.

Her reputation in the Mystan community led by Multo is fearsome, with both races of demons and humans fearing her very names, such as Viper (ビパー bipaa) which relates to her curse of having fangs that when bitten into people and connects to their bloodstream, quickly poisons it and slowly kill the targets as the blood slowly solidifies into a sludge substance, clogging up the arteries and killing it's victim. The Governess (ス ゴブルネス su goburunesu) refers to her second ranking in the Mystan branch of Purgatory, being the right hand woman of Multo Hogi and the head enforcer of the law in his community of asylum seeking demons. Phantom of Mys (ファントム オフ ミス fantomu ofu misu) though is her more local name throughout the country, due to her strange appearance as a mist and her partnership with Multo Hogi, who is also referred to as a Ghost thanks to his military experience. The Demon Goat (ス デモン ゴアット (su demon goatto) is a more of an insult to her formed by a few demons that didn't enjoy Fausse, and so the name was spread around the city as a way to refer to Fausse in a more insulting manner than a fearing one, and a name which Fausse enjoys to be called by.

Appearance
Fausse's normal and natural Earth Land appearance is pretty straight forward actually, as it is simply a mist of coloured gas that floats around in place when wanting to, and can create much more particles when wanting to expand or disintegrate some if she wants to shrink down in size, a skill she has come to perfect ever since arriving in Earth Land. It matters not if these particles are swept away however, as Fausse can create new particles to replace them if they are ever blown out of the way, giving her more of an identity as a deathless and un-killable if many do not realise the method to her power. The amazing thing about this as well, is that Fausse can also change the density of her gas form to be extremely dense such as smoke and such to really solidify the colour of her cloud mist, or change into something more lighter which allows light and the brightness to cloak her drifting movement, which fades away colour but also allows her to move around freely without being spotted so easily. With this in mind, there is many specialities that changing the density of her cloud form can do to serve Fausse's missions, with extremely intensifying the density of her cloud to choke enemies, blind them and even take control of body armours and sentient beings, which causes a strange deep black marking almost like a tattoo only to the human body, signifying that Fausse has taken over the person's body. Even though this is the appearance's section I'll just go and say that the only way to block Fausse from taking over one's body is to have a strong skill and capability in the magic art of Telepathy as not even dispelling can force Fausse out of the body of a host victim.

Personality
There is a strong disliking to the human race within Fausse's view, as she has come to see and experience the extreme prejudice many human beings have against the demon races, no matter what the demons do and how they act with the communities. Using the human's fear of demons being more powerful and unnatural, Fausse uses this to her advantage when confronting the human race, forming her body and power to exemplify these fears and savagely decimate the human communities when ever she may feel like it. The human's xenophobia is the main reason to why Fausse had retreated to Purgatory's demon communities, where she would meet Multo and become the head enforcer and his right hand woman, making an exception to Multo's origins with him being a human spirit-infused being. Working with other demons, Fausse sees her demon race as the only beings that she can trust, developing her own prejudice against the humans and planning with Multo several blueprints and schematics for several plans that they may execute in the future for the needs of their faction Purgatory. Fausse isn't afraid to kill any human being she finds, man or woman, elder, adult and even children are not safe from Fausse's xenophobia and will mercilessly slaughter any human she finds without hesitation. It doesn't matter how much human blood flows through someone's veins, Fausse still depicts them as human and will not stop herself from violently attacking them with extreme force, an entrance to a fight that Fausse is known for as she sends out fully powered blasts of Curse magics right towards the enemy. This has made quite the dangerous enemy as those not preparing themselves fast enough can meet a grizzly end by Fausse's hand.

In combat Fausse is very calm and concentrated when fighting her opponents, as she enjoys watching her enemies succumb to wombs and react to Fausse's savage attacks that can leave devastating damage to both their mind and body, two types of attacks that Fausse favours when attacking opponents. Fausse is merciless and will strike down her targets without hesitation in cold blood, enjoying every moment that she spends, savagely tearing her enemies apart with her Curse magics and powerful physical capabilities, and as said before, Fausse will not stop herself from slaughtering man or woman, elders, adults or even children because of her prejudice against the human race. She utilises her Curse magics with skill, and uses them strategically knowing full well on how they work and when to use these special curses that were gifted to her by her unknown associate to the world of Earth Land. When receiving damage to her body, Fausse will always try to hold any reaction within, as to not reveal any weakness, as Fausse is a born warrior, maybe even a barbarian due to her bloodlust and love for violence and death. She is very sadistic, and part of her spare time is capturing humans unfortunate enough to wandering near Multo's community of demons, torturing them by letting them slowly die of blood-loss as controlled amounts of blood are poured out from the veins of her victims, watching and enjoying the gory sight. This has made her into the official executioner of Multo's order, and so is in charge of brutally executing and torturing targets of Multo's aim, which mostly is composed of extracting information through violent methods, a speciality it Fausse.

Fausse is fully capable of being independent and a dependent unit on the field, being able to lead a squadron of her own and issue several commands that can give her troops and upper hand on the battlefield, whilst also being a loyal soldier able to follow commands without hesitation and complete these tasks down to the final detail as to produce the outcome that this plan has been made to create, making it extremely important that these details must be listed properly or she may mess these plans up because of a mistake. Her relationship with Multo however is a relationship that requires few words, as she and Multo know each other very well that they can communicate and issue orders without words but slight signals that both of them are aware to, making their partnership very dangerous as they become a demonic mix of disaster. She is also a born leader, able to choose decisions that are best suited to her capabilities and also the abilities of those following her orders, executing commands that she has quickly formulated in her mind as well as calculate the percentage of an advantageous outcome, still executing orders that may as well seem impossible no matter the circumstances. This makes Fausse a must have troop on the field, as Multo has made Fausse his head enforcer to take care of certain situations on the outside whilst also acting as Multo's personal bodyguard numerous times, especially when going to meet the other judges and enforcers of Purgatory, and especially Iskariot who is the leader of Purgatory. Speaking of Purgatory again, Fausse has great respect for both Iskariot and Multo as they have been able to prove their power over demons, with a human spirit infused being a powerful judge in the ranks of Purgatory and a demon created four hundred years ago from a book by Zeref Dragneel.

Dealing with other demon guilds such as Tartaros and the Thirteen Demon Lords is not a favourite past time for Fausse, as the many demons within these organisations seem to lack a certain aspect that a demon wanting to rule over the world has, an aspect that Fausse sees in most of the demons within the ranks of Purgatory, showing her full respect and loyalty to the demon supremacy order. Demons who are not allied or associated with the alliance that Purgatory has formed with other demon supremacy orders such as free lance demons and independent Etherious that act on their own terms, as these demons are demons that do not wish for a demon ruled world as seen from the eyes of Fausse, who calls these demons lazy and pure waste that are not needed for the advancement of demon kind. These kinds of demons are not safe from Fausse's determination, as she allows herself to kill these kinds of demons without remorse. Those who are fortunate enough to not be killed by Fausse upon her realisation that they are not part of the organisations, are rudely invited to join the alliance no matter which group that the demons may want to, though this would require the demon to display some sort of power that would useful to the plans of the alliance. She does however know her limits to a fight and will retreat if a fight gets too much for her to handle, choosing the quickest way out of a fight even if it means an act of suicide. When fighting, Fausse favours highly populated areas where huge numbers of people surround her enemy, therefore endangering not only her opponent's lives but innocent peoples' lives as well. The danger and death of others excites Fausse very much as she laughs maniacally at the destruction around her, commonly using many innocent people as projectiles and even meat shields when fighting enemies.

Curses
Serpentine Curse Her most popular and utilised Curse, this ability is how Fausse earned her name as the Viper, and can be utilised through any body that Fausse takes over by simply manipulating the body structure and features in order for the pre-requisites of the Curse magic to work for her. As such, the Serpentine Curse gives Fausse powers and magics related to the theme of serpents and snakes, a very dangerous creature when threatened and alarm, something that Fausse always is when she is around her enemies and is one of her strongest and more capable curses, giving more of a variety of powers for her to choose from in order to eliminate her targets. When activating the curse, body parts where the effects are produced glow up, such as activating Vipers's Jaw can cause the mouth piece of the host body that Fausse has taken over will glow faintly signifying that the Curse ability has been activated and will now be ready to preform on the chosen targets. Normally, demons using Serpentine Curse will only be allowed to activate one ability at a time, example as only being able to use Snake Eyes and not any other ability at the time, as switching requires a decent amount of time for the demon to have energy in order to cast once again. However, due to Fausse's great ability and experience with the rare Curse magic, she can not only switch in just split seconds but even use a number of abilities all together to produce a powerful attack with the combined efforts of all powers activated, meaning that Fausse can utilise Viper's Jaw, Snake Eyes and Anaconda's Grip all at the same time. The only downside to using this Curse however, is that the enemy will be able to see which body part the user of Serpentine Curse will be utilising and plan ahead of how to avoid these attacks, but this con of the Curse has been countered by Fausse's extreme capability. Serpentine Curse also allows the user to be totally immune to the effects of acid of any kind as well as diseases and such, as well as the feature of surviving cold temperatures and such.
 * Viper's Jaw An ability utilising the user's mouth and jaw, the demon's mouth will start glowing as several effects created by Viper's Jaw will proceed to be produced when the performance of an attack begins. Like all snakes, if the demon has taken over a sentient body such as a human or even a vulcan, the invader of the victim's body will manipulate the bone structure of the head or through any other method in order for the mouth part of their head to grow two fangs that hide quite well within the mouth of the target. Venom that is majorly used in attacks relying on Viper's Jaw are created by energy, and so can manipulate the particles in the energy to produce several effects when finally let out. The Viper's Jaw attacks are varied in both up close attacks as well as long range attacks, making Viper's Jaw once again a very commonly used activation in the Serpentine Curse, and provide several useful abilities that are extremely useful when used in the right situation, one of these attacks being Acid Spit which can be utilised in both kinds of combats thanks to it's features. Some attacks of Viper's Jaw can also be used in combination with other Viper's Jaw attacks to create deadly moves, one attack being a combination of both Poison Stream and Acid Spit, where the user coats their teeth and their whole mouth in Acid Spit before going in to attack with Poison Stream with their fangs. This kind of attack makes sure that there is always damage if there is contact, as either once the Poison Stream does it's job, or the Acid Spit will immediately burn away surface materials such as the target's skin to leave a very gory and maybe un-healable burn.
 * Poison Stream An attack involving fangs created by the invading entity in this case a demon, Poison Stream includes the user producing an amount of venom within their fangs which is done through small venom sacks that are created with the fangs, and only operation once Viper's Jaw is activated. To begin the attack, the user needs to first of all be able to sink their fangs into the body part of the victim, which is pretty dangerous during combat as the sudden rapid and constant movement going on which makes it pretty hard for one fighter to be able to bite the other. Once the fangs are inserted into the body of the victim, they will proceed to sink in even deeper until coming into contact or coming close to a vein of the enemy, in which case will release a good amount of venom that once the fangs have been pulled out of the victim, the venom can be seen popping out of the wound due to the excess amount. The fangs will automatically do this motion due to a special motion feature within them that senses the movement and stream of blood in the veins, moving in closer to the vein or as close to one so that the venom is able to enter the bloodstream and do it's job, even if it misses the vein as the venom will act as an acidic substance and ever so tiny burn their way to the vein where they will now enter the bloodstream. The venom has a special effect when combining with the blood, as the bloodstream will cause the venom to mix with blood particles and cause portions of the blood to gelatinise and later clog up the veins, arteries and such that it will slowly kill the victim. To add to that as well, the acid within the venom will also burn the target within their bloodstream, causing the target to feel all hot inside as their insides slowly burn from acid of the venom, and with the amount of venom that is injected, may not be quite a good idea to let this kind of pain slide.
 * Acid Spit This attack uses the same kind of venom used in Poison Stream but as one could tell is highly more acidic to the point where it will burn and disintegrate almost anything that the acid substance touches. Not only creating venom sacks within their fangs, there are two sacks of this special type of venom within the gums of the mouth which is where this venom is collected for attacks including Acid Spit. Since the gums of the demon's mouth are immune and well capable of handling acid and venom inside it's mouth, the user of Acid Spit can release a wanted amount of venom into their mouth, making sure that it doesn't fill too much of the mouth or they will not be able to manoeuvre the venom around so easily. When the venom is released it is in the form of a very watery liquid, but when that venom is swirled around a few times it becomes thicker and thicker as the acidity of the venom becomes extremely intense that it can even burn through bone, as the speed that the venom burns it targets also decreases however but only ever so slightly. This attack is very useful for throwing off the enemy as well as breaking down their defences, even melting off their faces if the user of the Serpentine Curse wanted to. Users of Acid Spit can also change how it is shot out, with many different ways on how one could utilise Acid Spit as a long range weapon attack besides the standard single projectile big acid shot. Attacks such as spraying the acid in a direction, therefore covering much more distance and size but at the price of a lighter layer, though this really shouldn't be a problem, as well as the multi acid shot where smaller projectiles of the standard one are shot out at rapid speed in much more numbers than just one projectile.
 * Serpent Hiss An attack involving the vocal cords of the user, the body changes made when the user has taken over the body of their target, the throat and vocal cords of the user immediately strengthen to the point where they will be able to execute this loud and ear piercing shriek that is powerful enough to thoroughly break the eardrums of those who are unfortunate to hear the user's warning of danger. By letting out a scream that can still be heard by the human ear, the scream proceeds to block the enemy's ears as it violently shakes and aims shatters the target's eardrums as it leaves a loud ringing noise as a normal after effect. That attack can also cause the target to go deaf for quite a while as no sound can enter their ears at all, making concentration harder for they will also receive a killing headache which will produce dizziness and uneasiness that will knock the enemy off their balance and leave them extremely vulnerable to the user's next attacks. This attack is also good for knocking down the defences of enemies as it is acts in both ways, with the first way being that what it is used for as to break the enemies' ears, with the other being that they must lower their defences in order to defend their own ears, still leaving them vulnerable to attacks. The scream will continue as long as it is needed for like an air horn but if it goes on for too long then it will certainly die down and grow weaker and weaker until the user has to restart and recharge their voice again for the next round of screaming. The scream also has another feature to it that makes it dangerous, as if enough pressure is applied to the shouting, the sound waves can create a string force that is able to push the enemy backwards.
 * Poison Roar A mimic of the infamous Dragon Slayer Roar, Poison Roar aims to produce and operate as the same thing, except this Poison Roar is slightly weaker, and is not poison at all but is acid, just like the acid used in the Acid Spit attacks. By building up energy within the throat, strong repelling energy builds up as a good amount of venom from the venom sacks within the user's throat continuously release mass amounts of the acidic substance. The use of Acid Spit and Serpent Hiss are very apparent within this attack, as seen by the venom acid produced by Acid Spit, and the throat power provided by Serpent Hiss. With a simple opening of the jaw, the combined powers of the repelling energy that forces out the mass amounts of acid from the venom sacks within the gums are violently shot out at an amazing speed, matching the speed of a legitimate Dragon Slayer Roar. The Poison Roar will start off with a thick amount of acid that will give the roar attack it's punch, as it is capable of knocking down tough opponents thanks to it's strength. But the more the roar goes on for, the less dense the acid will become due to how early the acid is released without enough time to thicken up, turning into a sort of Water Dragon Roar except this time it burns people. A move liked by Fausse, the demon uses this attack to mock the Dragon Slayers of Earth Land and mimic their ways, using Poison Roar to counter incoming Dragon Slayer roars to surprise her enemies. People who step in the middle of Poison Roar will find themselves quickly disintegrating as mass amounts of venom acid coming shooting towards them slowly eating up their body until nothing is left, not even their skeleton. Fausse herself formulated this move after having witnessed numerous Dragon Slayer roars herself and figuring out how to manipulate her Curse magics and abilities in order to execute such a move.
 * Snake Eyes This mode utilises the user's eyes in order to create several effects that are on the theme of sight, which when shown has the user's both eyes' iris glow a faint colour which may be pretty hard to tell depending where the opponent stands and how much movement is being made. Nothing else can be said about Snake Eyes due to how basic the description for it is, but there is on feature that makes the use of Snake Eyes extremely dangerous, matching the lethality of all the other modes of the Serpentine Curse. This ability allows the user of Snake Eyes to temporarily look into the future for only maximum five minutes, which is considered enough time to plan out a defence and counter attack for many who are skilled enough to quickly devise one on the spot. This ability happens naturally and can be used whenever by the user how many times they like, however the consequence for continuously using this deja vu sight is that the user may experience either a temporary blindness, blurry vision, or pass out due to the amount of power to use this ability. With the use of old magics, Fausse has been able to use this ability in partnership with an ability to sense danger, which signals a tingling sensation in the mind which alerts Fausse of impending danger, with her proceeding to use the Snake Eyes ability to find out what will happen and how she will react to such danger. With this kind of ability, Fausse may never be surprised by the enemy attacks and would take a great deal of effort from the opponent to be able to overcome her future sight and strike her when she least expects it, something that may seem pretty hard to do when attacking someone who can look into the future.
 * Night Vision This ability of Snake Eyes does exactly what it says it does, as it allows the user to look into even the most darkest of places with ease as the functions of the eyes temporarily change in order to look clearly into the darkness. This ability is mostly used for navigating as well as sneaking around in dark places to avoid or quickly back stab enemies in the night, instead of using an external light to shine upon the area which allows others to locate the source of that light. Night Vision comes in handy with Purgatory leader Iskariot's special curse which causes darkness to flood the land, allowing Fausse to move around freely as the tables have turned to her favour. As a snake hunts during the cover of night, the darkness of the evening and early morning are Fausse's favourite hunting times when attacking the many human settlements of Ishgar as well as the whole of Earth Land, as well as using different abilities to hunt down humans mercilessly. There is one weakness to Night Vision however, as the ability is only fixated to night time and the darkness of areas it is not recommended when using it during daylight or any other bright light, for if Night Vision is used when looking at light, will intensify and magnify the light which will render the user of Night Vision blind until turning it off, making Light magic it's ultimate weakness. However this is only the consequence of extremely bright lights produced from extremely strong Light magic attacks, weaker lights from weaker attacks and auras can still haze the vision of the Night Vision user but not to the point where they will be blind, instead offering only darker shapes that make out the target and still let the user locate his targets.
 * Concentrated Sight There are two uses to this Snake Eyes ability that are very useful when utilised properly, with one use for skilled snipers as Concentrated Sight allows the user to focus all attacks on a single opponent, blurring out all unwanted units and keeping track of the selected subject. Whilst the other use for Concentrated Sight allow the user to sort of scan the body for weaknesses and strengths as well as the abilities both physical and magical of the user as to gain information about the opponent that they are facing, which for Fausse is extremely useful as she can scan what magics that she will have to be prepared for. With enough experience however, the first use for Concentrated Sight can be extremely enhanced as the targeted subject of Concentrated Sight will begin to glow with an aura that lets the user of Concentrated Sight still see them through solid objects such as walls and containers as the aura outlines their shape. Along with this, Concentrated Sight can also be used on multiple people instead of only one subject which is normally how Concentrated Sight works, but with tonnes of experience and casting with the magic the user can learn how to manipulate it's operation and gain these fantastic enhancements. The aura of this user actually depends on the target, as the more powerful they are the larger their aura is, with them being much more noticeable to Fausse as their aura blazes brightly in her eyes, making locating the target quite easier. The weakness to this ability is weaker mages who have such a weak aura that Fausse will need to rely on the Concentrated Sight's natural ability of blurring out the unwanted targets of Concentrated Sight, but also losing the ability to use their aura to see through walls and such thanks to their magic aura.
 * Hypnotising Glare It should be pretty obvious to what this ability does, as it hypnotises the enemy to do the user's bidding, no matter how impossible it may seem to them as they become mindless zombies following the strict orders of the user of Hypnotising Glare. For this ability to work, Fausse will need to be staring at the eyes of another being, human or not as signals from her eyes are shot forward into the target's, and proceed to make their way to the brain which causes a strange operation that overrides the target's control and sends control over to Fausse, who can order these new subjects with her voice and her voice alone, making them personal minions to Fausse's plots, and acts as a sort of a Curse version of Seith Magic's Figure Eyes that applies to all sentient beings. To avoid this from happening, one must close their eyes and fight Fausse blindly as she can still operate Hypnotising Glare whilst moving and attacking, which is very dangerous if you think about it. The number of beings that Fausse can control with Hypnotising Glare is up to a maximum of three, forcing her to choose wisely on who she can control and not to waste it. Her control over these beings stop once she releases them from her control, the controlled victim is killed, if Fausse is killed or if one is able to concentrate mass amounts of Telepathic energy to unlock the target's mind. When Fausse takes over a person's mind, it is like Fausse hijacking the person's brain and locking them in a cell within their own head, which unfortunately makes them still conscious when under her control and therefore see what actions they do without having the ability to stop themselves from doing it.
 * Stunning Look A little bit more harder to hit with, the Stunning Look attack is able to temporarily stun whoever allows the bright light of Stunning Look into their line of sight, which will immediately send a stunning shock through their body as they become frozen in place for a short period of time, enough time to allow the user to attack. When casting Stunning Look, the user's Snake Eyes begin shining a bright yellow light that release signals within the lightwaves that use the other person's eyes as an entryway into the other person's body and brain. After that, everything happens from then on as the signals travel through the eyes and into the brain where it shocks and paralyses movement of the body by interacting with several components of the brain. Having enough experience with the Serpentine Curse, Fausse has been able to modify the curse spell by adding an extra effect that can be quite deadly once the attack has worked, by making the signals travel not only to the brain but as well as the spine to release a deadly after-shock. This effect takes place after the temporary paralysation of the target's body, in which case the signals located in the spine begin sending powerful shocks that are just enough to shake up the spine without actually killing the target, causing the victim to fall to the ground paralysed and unable to move willingly except this time they fall to the ground and are unable to fight back. Extreme medical work and master healing will be required to fix such problems as this effect won't just disappear naturally. The chance of this added effect happening all depends again on the Telepathic ability of the target, as the only known way to try and stop this spinal attack is to preserve the signals into the brain as it was originally meant to operate, but the original effect always happens nonetheless.
 * Medusa Effect One could call this ability an upgraded version of Stunning Look, as it too paralyses the enemy into place as well as having the light eyes feature that Stunning Look has to itself, though shining a more lime green light instead of a yellowish one, but there is one special ability that these signals do when having entered the target's body, as it uses the brain of the victim to spread it around the body where it turns the target's flesh into rock, actually dooming them in one go if the target is unweary enough to allow the light into their eyes. Currently there is no known way of dispelling the Medusa Effect once a target has been turned into stone, but one hypothesis of the cure is to in-fact kill the user of the Medusa Effect which could revert the magic placed on the stone target and bring them back to normal. The outcome of turning into stone is extremely unfortunate as it not only freezes the target up allowing them to open up to any attack coming their way, but the stone that their flesh turns into his not as durable as one would think and can be easily cut down with a single punch if one is not too careful when fighting around these stone beings. The people who have been turned into stone are still alive but with their flesh turned into stone, they are a standing coffin as their insides are still flesh and blood stuff so their organs may still operate as they did before. Strangely, the targets of the Medusa Effect do not die of hunger and thirst and are still able to scream as their vocal chords are still operational, which gives Fausse's 'Screaming Halls' the vibe that it needs, as the screams of hundred year old stone mummies scream for help as they await the demise of Fausse.
 * Lying Eyes An illusion spell, Fausse's eyes do not shine like the last two spells but in-fact glow faintly with a whitish-yellow tinge to the light coming from her eyes, as she immediately scans the targets brain for memories and such to locate other beings that have taken a strong impact on their life, usually choosing the more emotional ones such as fallen relatives and extremely hated archenemies as these have the most effect on the victim's mind. This is done by quickly sending extremely fast signals from her eyes that do not need bright light to be carried across the room into the other's mind as these signals just need to be released into the world and will find their own way to the target and into their mind, as their internal programming give them strict instructions on what to give. The information collected by the signals then leave the target and travel back to Fausse as the intel is then uploaded into Fausse's brain for her to study. Now, one should keep in mind that this spell is not for reading minds and memories as the brain signals only carry images as they are not programmed to carry information other than basic information of an important person and their full body image. Now, the signals have also made an ethereal connection between Fausse's mind and the target's mind, allowing the spell to take more of an effect and is where the illusion begins, for as long a Lying Eyes is activated when Fausse's eyes glow that whitish-yellow, the target will only see their emotional target in their place, for example one may see their own mother in Fausse's place. Victims of Lying Eyes have described the feeling of a calm and vibrant aura surrounding their chosen loved one, making them feel safe and such with others revealing a sinister and frightening aura around their most hated one, making them feel scared and weak, with both feelings making the target vulnerable to Fausse's attack. The downsides to using Lying Eyes is that Fausse cannot fight during this illusion, and those that have witnessed Fausse begin fighting with Lying Eyes say that the chosen image for them explodes in black smoke as Fausse emerges and strikes them down as they wake up from their mind trick. This can only work on one target as well as tricking an entire army is impossible for one demon to do alone.
 * Anaconda's Grip Now this mode of the Serpentine Curse mainly focuses on the use of the arms of the user even though snakes do not have hands or even arms for that matter, but most humans do not have tails either so as a substitute will use the arms as the representation of the snake's fierce strength. When activated, Anaconda's Grip will cause the arms to glow up like expected and greatly enhance the strength of the user no matter how big or small the body is, as Anaconda's Grip automatically makes the host body extremely strong. For Anaconda's Grip to be activated, the host body will need to have arms, so creatures such as wyverns, birds or robot bodies that do not have any programmed arm limbs will not allow Anaconda's Grip to be utilised, but thankfully many strong human mages across the world do have arms and so become a target for Fausse whenever she may feel like fighting things with Anaconda's Grip activated. Anaconda's Grip is the second most body changing mode there is that the Serpentine Curse has to offer, as the muscles within the arms become extremely intense to the point where they excel some of the strongest men in the whole of Earth Land but depending on the shape of the hands of the host body, Fausse will modify the body's hands to have claws such as sharpening the points of the fingers to become razor sharp or even doing the same to robotic fingers as they become like sharp knives. This also gives Fausse the ability to slice through enemies with her bare hands and is special to the Anaconda's Grip spell Poison Claw which does certainly involve the use of the newly formed claws that the host body now has. This body modification can be quickly reverted to the original shape and design all just will Fausse deactivating Anaconda's Grip.
 * Serpent Blast A pretty basic attack, the Serpent Blast ability of the Anaconda's Grip mode
 * Poison Claw
 * Air Whip
 * Lizard Scales
 * Camouflage
 * Snake Pit


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Magic Descriptions
Illusion Magic (幻魔法 Maboroshi Mahō) is a Caster Magic that several mages ustelise to trick and deceive other mages with imagery that can distract and scare other mages around them, making it useful for stealthier and more playful mages who like to play around with the gullibility of others. A form of Magic that revolves around the use of illusions, allowing the caster to create illusions that deceive even respectable Mages of the Ten Wizard Saints and Magic Council Captains. The user can also determine who sees and hears the illusions and who doesn't. The Magic has quite a large range, as seen when Ivan Dreyar was able to trick the entirety of the Grand Magic Games audience into seeing a false fight between him and Laxus Dreyar, as well as hide him and the other Raven Tail Mages. These illusions don't seem that they can cause any harm and are simply for display and effect such as when Mavis brings up illusions of an army of Tenrou soldiers to scare off some Blue Skull guild members away. These illusions however are not capable to interacting with the real world except for some and are mostly ethereal when one comes to come and try getting into physical contact with one of these illusions. It also shows that a being made out of Illusion magic can survive for longer than it needs to be, though these illusions would appear to the caster themselves until they come to realise and accept that the image is only an illusion, where at that point it becomes visible to the people around them. This is shown through the illusion of Zera made up by Mavis, who soon comes to accept the fact that it isn't the real one and finally appears to the young Yuri Dreyar who was with Mavis at the time.
 * Thought Projection (思念体 Shinentai) is a Caster Magic and a sub-magic to Illusion Magic that allows the users of Thought Projection to create an identical fake body of the caster which is accomplished by the mage splitting their magic supply in half in order to create this identical illusion, that although cannot interact with human beings can still have the ability to pick up physical things. These thought projections can travel miles away from their creator which is shown by the distance between Jellal Fernandes and his illusion Seigrain where Jellal was in the Tower of Heaven whilst Seigrain was able to appear at the Magic Council's headquarters. Thought Projection can be done to make several copies of the user however one would need a great amount of magic power and energy in order to achieve such a powerful tasks due to creating more copies of the illusion. Once Thought Projection has reunited with the caster of the magic they will join up together to replenish and restore the magic energy lost during that creation, as the mage has returned back to normal and is good to go to do another magic. Thought Projection also has the ability to gain information that it collects away from the caster of the magic, allowing them to scout and collect any valuable piece of intel for the caster so that it keeps the user of the magic safe incase he might accidentally get attacked where the Thought Projection travels to. The information that Thought Projection collects is given to the caster once the illusion is reunited with it's creator, allowing the user to check the information that the projection has collected in order for them to use later on, making use of the thought projection as more of a scout or an inside-man.