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       #Post#: 12294--------------------------------------------------
       New Orleans/London Profile: Mordecai Rodas
       By: Coolcat207 Date: January 6, 2022, 5:04 pm
       ---------------------------------------------------------
       "We reach into the shadows, reach into hell. We pull out what
       you find there, and paint the world with it."
       ~Azaneali Clan Quote
       "Huh... you're emitting a fearsome aura for a loathsome ant."
       "This world belongs to the strong. Humanity had their chance to
       evolve and they wasted it. Instead, they turned against us and
       tried to wipe us out. They can barely get along with themselves.
       And yet, those same fools expect us to bend a knee and obey
       them. To me, that sounds like complete madness!"
       "It brings me such joy when the paranormal and metahumans put
       aside their differences and stand together against a common
       enemy. It shows how there's still a bright future ahead for
       beings like us."
       "I don't like monkeys. That's the truth I chose."
       "I'm enraged because of the fact that our kind risked their
       lives and sanity for people who barely acknowledge us and those
       who do only do it so they can use us as tools. I'm done. For now
       on, I'm focusing on furthering my own kind!"
       "As you can see, there are two types of monkeys in the world:
       Monkeys who collect money and monkeys who are livestock. Those
       who fail to play their roles are of no use to this world and
       must be exterminated."
       "Magneto help me and my group break out of Weapon X and we both
       share the same goal. With my new group, I will put humanity back
       in their place and punish those who use and abuse us, starting
       with the supernatural hunter families who believe that they are
       untouchable like the Van Helsing family."
       "I understand your anger and your pain. But what I will not
       tolerate is someone insulting my heritage and others like me.
       Either you accept that hybrids like me are people as well or
       I'll treat you like I treat any other monkey who thinks the same
       way as you. Your choice."
       ~Mordecai to a pure blood Lasombra vampire that was insulting
       him for being a hybrid
       Mordecai: Enough of this foolishness. You were there when it
       happened, Theodore! We both had something that was taken away
       from us and suffered at the hands of man. Join me and all your
       questions will be answered!
       Theo: glares at Mordecai as he helps up LaSalle I'll take my
       chances with SCIS!
       Mordecai: You're messing around with your destiny, Theodore.
       Those fools are no better than the ones who made you their
       living weapon. Face it, you went from one cage to another.
       "Truth, doctor? You wouldn't know the first thing about it, nor
       loyalty for that matter. How many times must I tell you this,
       Theodore? The answers you so desperately seek, lie with me. And
       as for you, doctor, consider our past disagreement settled. I
       look forward to continuing our research...alone. This was
       unavoidable, Theodore. The longer you resist me, the more people
       get hurt."
       ~Mordecai to both a ex member scientist of the DoD and Theo
       after Mordecai fatally wounded the scientist from behind.
       "I created Blackwatch to help people like us who were hunted
       down to no end by arrogant and greedy hunters and the like. With
       this alliance, not only we can protect our own but we can create
       a brighter future for our kind."
       ~Mordecai creating an alliance with Magneto.
       "Unfortunately, I know exactly who that man is. His real name is
       Cezar Stoica. He was an ally to MI-5 and knew Leo. He was noble
       and was devoted in helping humanity. Then, an incident happen
       when we lost a fellow ally to a bounty hunter. Turns out that
       the bounty hunter was hired by a cult to assassinate our ally
       for God knows what. Then things got worse. We thought that him
       working for the DoD would help him since we had those like
       Cecilia there but it only got him captured by Weapon X. By the
       time he broke free, he was already a different man. The worst
       part is that he knows a lot about Theo, from his powers to his
       own family which puts him at a advantage over him. Words cannot
       describe how glad I am that you brought this kid in and treated
       him as a fellow agent and as family. And I know that all of you
       will go through literal hell and back for him but I fear that
       Weapon X isn't the only thing you guys will have to worry about.
       Which means that we need to find out about Theo's past and we
       need to do it as fast as possible. If there's one thing I know
       about Cezar is that he will stop at nothing until he gets what
       he wants. And if that means that he will have to coat SCIS with
       all of your blood to do it, he will do it without a second
       thought."
       ~Karasu "Raven" Tepes to the SCIS team on Mordecai Rodas.
       Name:
       Mordecai Rodas
       Real Name:
       Cezar Stoica
       Anti-Hunter Name:
       Former: Zoian (Means 'Animal' in Greek/Weapon X Name)
       Current: Algan (Means Pain in Greek)
       Age:
       Unknown
       Physical Age:
       Mid Twenties to Early Thirties
       Gender:
       Male
       Species:
       Demonic Dhampir
       Height:
       6'2
       Weight:
       165 lbs
       Appearance:
       Look at pic
       Family:
       Father: Unnamed Vampire (MIA; Presumed Dead)
       Mother: Unnamed human (Deceased; Died of an illness)
       Organization:
       Blackwatch (Anti-Hunter Group) (Leader)
       Aligned with The Brotherhood of Evil Mutants
       Birth Vampire Clan:
       Azaneali
       Sect:
       Independent
       Generation:
       4th
       Clan Disciplines:
       Obfuscate, Obtenebration, Daimonion, Presence, Potence
       Disciplines:
       Daimonion:
       Sense the Sin:
       ~A real mark always convinces himself. The most dangerous Baali
       aren’t the ones that use extortion, threats, or over displays of
       power; the most dangerous Demons simply know how to talk their
       victims into cutting their own throats. This power allows the
       Baali to find a target's particular vice. If successful, the
       Baali can sense the subject’s greatest weakness. The
       significance of this information is dictated by the degree of
       success: One success might determine a low Virtue, weak
       Willpower, or a poorly defended avenue of approach, while two
       might yield a closely guarded secret or conversational misstep.
       Three or more yields a central derangement or formative trauma
       from the subject's past.
       Fear of the Void Below:
       ~Once the Baali has mastered reading a subject's darkest
       secrets, he can reach into the victim's mind and twist what he
       finds there. The shock of feeling one's most deeply held beliefs
       and darkest fears manipulated can send the victim into catatonia
       or fits of panic. The Baali must first employ Sense the Sin
       (above) or use some other method to discern the tragic flaw of
       the target. She must then speak to the target, playing upon his
       inadequacies and the inescapable consequences of his
       shortcomings. A successful attempt drives the victim into fits
       of terror (one success), mindless panic-borne flight similar to
       Rötschreck (two successes), or even unconsciousness (three or
       more successes). All effects last for the remainder of the
       scene. Kindred or other supernatural targets may resist with a
       strong willpower or a psychic shield to the point that stronger
       willed people can resist the power completely.
       Psychomachia:
       ~With this power, the Baali combines his ability to read the
       psyche of a victim with the ability to summon up matter from the
       Outer Dark. Psychomachia pits a victim against the most
       dangerous, shameful parts of her own subconscious. The vampire,
       after learning the targets tragic flaw (such as after using
       Sense the Sin, above), might force the target to go search
       through their lowest Virtue. Failing to do so pits the target
       against an apparition summoned from her darker self, perceptible
       to the subject only. The target may see or feel his abusive
       father, a long-dead lover, a childhood bogeyman, or (for Kindred
       victims) even the Beast itself. A botch indicates the target has
       been overwhelmed and frenzies — or, worse, becomes possessed by
       his inner demons.
       This imaginary antagonist may be wholly narrated, or assigned
       Traits equivalent or slightly inferior to the victim's, at the
       RPer's option. All injuries sustained by the target in such an
       encounter are illusory (substitute catatonia or torpor for death
       as appropriate) and vanish upon the phantasm's defeat or the
       Baali's loss of concentration.
       Bring the Plague:
       ~A Baali with Bring the Plague calls down a Biblical plague on
       her enemies, cursing them with a highly infectious disease that
       plagues mortal and Cainite alike. It causes violent, painful
       boils that look like bleeding burn wounds when they burst. The
       target attracts swarms of insects and vermin wherever he goes as
       they wait for his inevitable death and their inevitable feast.
       The Baali must touch the initial victim in order to Bring the
       Plague. A victim with the plague cannot heal by any means,
       naturally or with blood. Every day, the victim's health declines
       inch by inch. The victim may be able to resist if their stamina
       is strong enough but can shake the plague off entirely if their
       stamina is as strong as the castor's stamina. The plague can
       also physically damage their skins. Supernatural creatures such
       as vampires may be able to heal from the physical damage but
       mortals such as humans will be forever scarred even when healed
       by the plague (unless their regeneration are supernatural or
       have supernatural buddies with strong healing powers).
       Those in contact with the victim of the plague must have stamina
       that is as strong or stronger than the castor's in order to
       resist the plague. It can spread by touch, by breath, or by any
       bodily fluids. This includes drinking blood. In fact, the
       difficulty to resist blood-borne transmission is two times worse
       than resisting infection by other means. Those with True Faith
       (basically people like holy vampires or supernatural priests)
       are not only immune to this discipline, but if they touch a
       victim of the power, the victim ceases to be contagious.
       Obfuscate:
       Cloak of Shadows:
       ~At this level, the vampire must rely on nearby shadows and
       cover to assist in hiding his presence. He steps into an
       out-of-the-way, shadowed place and eases himself from normal
       sight. The vampire remains unnoticed as long as he stays silent,
       still, under some degree of cover (such as a curtain, bush, door
       frame, lamppost, or alley), and out of direct lighting. The
       immortal’s concealment vanishes if he moves, attacks, or falls
       under direct light. Furthermore, the vampire’s deception cannot
       stand up to concentrated observation without fading.
       Unseen Presence:
       ~With experience, the vampire can move around without being
       seen. Shadows seem to shift to cover him, and people
       automatically avert their gazes as he passes by. Others move
       unconsciously to avoid contact with the cloaked creature; those
       with weak wills may even scurry away from the area in
       unacknowledged fear. The vampire remains ignored indefinitely
       unless someone deliberately seeks him out or he inadvertently
       reveals himself.
       Since the vampire fully retains his physical substance, he must
       be careful to avoid contact with anything that may disclose his
       presence (knocking over a vase, bumping into someone). Even a
       whispered word or the scuffing of a shoe against the floor can
       be enough to disrupt the power.
       Conceal:
       ~The vampire may mask an inanimate object up to the size of a
       house (Obfuscate cannot be used to disguise inanimate objects
       without the use of this power). If the object is hidden, so are
       all of its contents. While Conceal is in effect, passersby walk
       around the concealed object as if it were still visible, but
       refuse to acknowledge that they are making any kind of detour.
       Mind Blank:
       ~A vampire with this power is able to shrug off telepathic
       contact, easily withstanding invasive probes of her mind.
       Obtenebration:
       Shadow Play:
       ~This power grants the vampire limited control over shadows and
       other ambient darkness. Though the vampire cannot truly “create”
       darkness, she can overlap and stretch existing shadows, creating
       patches of gloom. This power also allows Kindred to separate
       shadows from their casting bodies and even shape darkness into
       the shadows of things that are not there.
       Once a Kindred takes control of darkness or shadow, it gains a
       mystical tangibility. By varying accounts cold or hellishly hot
       and cloying, the darkness may be used to aggravate or even
       smother victims. Certain callous Lasombra claim to have choked
       mortals to death with their own shadows.
       Shroud of Night:
       ~The vampire can create a cloud of inky blackness. The cloud
       completely obscures light and even sound to some extent. Those
       who have been trapped within it (and survived) describe the
       cloud as viscous and unnerving. This physical manifestation
       lends credence to those Lasombra who claim that their darkness
       is something other than mere shadow. The tenebrous cloud may
       even move, if the creating Kindred wishes, though this requires
       complete concentration.
       Arms of the Abyss:
       ~Refining his control over darkness, the Kindred can create
       prehensile tentacles that emerge from patches of dim lighting.
       These tentacles may grasp, restrain, and constrict foes.
       Black Metamorphosis:
       ~The Cainite calls upon his inner darkness and infuses himself
       with it, becoming a monstrous hybrid of matter and shadow. His
       body becomes mottled with spots of tenebrous shade, and wispy
       tentacles extrude from his torso and abdomen. Though still
       humanoid, the vampire takes on an almost demonic appearance, as
       the darkness within him bubbles to the surface.
       Tenebrous Form:
       ~At this level, the Kindred’s mastery of darkness is so
       extensive that she may physically become it. Upon activation of
       this power, the vampire becomes an inky, amoeboid patch of
       shadow. Vampires in this form are practically invulnerable and
       may slither through cracks and crevices. In addition, the
       shadow-vampire gains the ability to see in natural darkness.
       The Darkness Within:
       ~This power allows the Cainite to call forth the darkness
       contained in her black soul. This enormous, turbulent shadow
       vomits from the vampire’s mouth, though some vampires are said
       to cut themselves and let the blackness seep from their veins.
       The shadow-cloud engulfs a chosen target, burning it with a
       soul-scarring chill and siphoning its blood away in torrents.
       The resulting shadow envelops the target and, though it does not
       physically harm the victim, it may strike terror into him.
       Individuals observing the Darkness Within, whether as targets or
       onlookers, may suffer from the terror described under Black
       Metamorphosis, unless they are already familiar with the
       Kindred’s power.
       Individuals touched by The Darkness Within lose a pint of blood
       per rp turn, though targets may resist this effect by stamina
       each rp turn the target remains in contact with the cloud. The
       Cainite invoking The Darkness Within must devote all her
       attention to maintaining the cloud. If the vampire is attacked,
       the darkness immediately returns to her through whatever orifice
       it originated. The Cainite can summon the darkness back at any
       time. Taking blood from another in this fashion is similar to
       drinking from that vampire, and blood bonds may result if the
       vampire so chooses. Additionally, the Darkness Within may take
       blood from only one individual per rp turn, though it may be in
       contact with many.
       Shadow Perspective:
       ~Using this ability, the vampire can potentially observe
       anything done near the shadows. She shifts her perception from
       the shadows she is standing in to a nearby shadow. She can
       choose to shift any or all of her senses across to that area as
       if she were actually standing there. Should she move all her
       senses, it will be as if she is standing in the other shadow,
       but she would not even feel an attack made on her own body.
       Shadow Steed:
       ~Tales of dark riders who bring death and destruction in their
       wake on nightmare steeds made of the night itself have long
       permeated tales of frontier campfires and made many a weary
       settler jump at their own shadow once the sun had set. The
       Cainites of the west know that distance is their enemy and the
       ability to traverse it as fast as possible is one of the best
       ways to guarantee survival. Several Lasombra from packs out of
       New Mexico and the California territories have adapted their
       innate control of the darkness to suit this unique need in a
       terrifying way.
       The user conjures into existence a horse made of shadow. The
       Shadow Steed has the stats of a Large Horse but is always
       affected by Tenebrous Avatar. It is only substantial to the
       vampire and can carry them and any weight they bear at top speed
       without getting tired. The creature also has the ability to jump
       through shadows via Shadowstep. The steed lasts until sunrise.
       Shadowstep:
       ~The vampire has such fine control over the darkness that he may
       become it briefly and reform himself from other darkness close
       by. The vampire may Shadowstep through walls, floors, and even
       mystical barriers. The Cainite simply steps “into” a shadow and
       re-emerges from another shadow a short distance away (or next to
       the barrier, if there is no shadow on the other side).
       Shadow Lair:
       ~This power is an advancement on Shadowstep, effectively
       allowing the vampire to pause mid-step. She enters a dark realm
       outside existence, where she is unaware of what might be
       occurring in the real world. Just as nothing can see the vampire
       here, she also can’t see anything outside the void.
       Shadow Twin:
       ~The vampire’s control over darkness has progressed to such a
       degree that he may bestow upon it a limited degree of sentience.
       By animating his own shadow or that of another, the Cainite can
       actually “free” the shadow cast by light. While this power is
       active, the subject casts no shadow, as it has left to pursue
       the vampire’s commands.
       This power can unnerve mortals and even a few inexperienced
       vampires. The Kindred wielding Obtenebration commands the
       individual’s shadow; some vampires report having seen mortals
       literally scared to death, as their shadows leapt away to taunt
       or menace them.
       Oubliette:
       ~By creating a “chamber” of pure darkness, the Cainite may
       entrap or smother her enemies. No air exists in this
       shadow-trap, and mortals suffocate within its chilling void.
       Even vampires have little recourse once trapped — they may leave
       only at their captor’s whim. The Oubliette appears as a dense
       patch of shadow, unaffected by ambient light around it.
       Presence:
       Awe:
       ~Those near the vampire suddenly desire to be closer to her and
       become receptive to her point of view. Awe is extremely useful
       for mass communication. It matters little what is said — the
       hearts of those affected lean toward the vampire’s opinion. The
       weak want to agree with her; even if the strong-willed resist,
       they soon find themselves outnumbered. Awe can turn a chancy
       deliberation into a certain resolution in the vampire’s favor
       almost before her opponents know that the tide has turned.
       Despite the intensity of this attraction, those so smitten do
       not lose their sense of self-preservation. Danger breaks the
       spell of fascination, as does leaving the area. Those subject to
       Awe will remember how they felt in the vampire’s presence,
       however. This will influence their reactions should they ever
       encounter her again.
       Dread Gaze:
       ~While all Kindred can frighten others by physically revealing
       their true vampiric natures — baring claws and fangs, glaring
       with malevolence, hissing loudly with malice — this power
       focuses these elements to insanely terrifying levels. Dread Gaze
       engenders unbearable terror in its victim, stupefying him into
       madness, immobility, or reckless flight. Even the most stalwart
       individual will fall back from the vampire’s horrific visage.
       Entrancement:
       ~This power bends others’ emotions, making them the vampire’s
       willing servants. Due to what these individuals see as true and
       enduring devotion, they heed the vampire’s every desire. Since
       this is done willingly, instead of having their wills sapped,
       these servants retain their creativity and individuality.
       While these obedient minions are more personable and spirited
       than the mind-slaves created by Dominate, they’re also somewhat
       unpredictable. Further, since Entrancement is of a temporary
       duration, dealing with a lapsed servant can be troublesome. A
       wise Kindred either disposes of those she Entrances after they
       serve their usefulness, or binds them more securely by a blood
       bond (made much easier by the minion’s willingness to serve).
       Potence:
       Crush:
       ~The vampire with this refined application of Potence knows just
       how to apply her deadly strength to destroying inanimate
       objects.
       Imprint:
       ~A vampire with extensive knowledge of Potence can squeeze very,
       very hard. As a matter of fact, she can squeeze (or press, or
       push) so hard that she can leave an imprint of her fingers or
       hand in any hard surface up to and including solid steel. A use
       of Imprint can simply serve as a threat, or it can be used, for
       example, to dig handholds into sheer surfaces for purposes of
       climbing.
       Brutality:
       ~With this level of power, the Cainite’s hands move through
       flesh the way a mortal’s moves through packed sand.
       Earthshock:
       ~According to some pundits, Potence is merely the art of hitting
       something very hard. But what do you do when your target is too
       far away to hit directly? The answer is, if you’re sufficiently
       talented with the Discipline, to employ Earthshock. On its
       simplest level, Earthshock is the ability to hit the ground at
       point A and subsequently have the force of the blow emerge from
       the ground at point B.
       Immovable Object:
       ~The vampire’s strength is such that her force of will alone is
       enough to make her an immovable object, whether or not she has
       something to hold on to. She can lock herself in place, clinging
       onto where she stands with the power of her mind. Using this
       ability, she can resist any attempt to shift her by telekinesis
       or physical strength. She digs in, holding herself in place with
       her will alone.
       Flick:
       ~It is a truism that "the great ones always make it look easy."
       In the case of Flick, that saying stops being a truism and
       becomes literal truth. With this power, a master of Potence can
       make the slightest gesture — a wave, a snap of the fingers, the
       toss of a ball — and have it unleash the full, devastating
       impact of a deadon strike. The attack can come without warning,
       limiting the target’s ability to dodge or anticipate; this makes
       Flick one of the most feared applications of Potence.
       Powers:
       Dhampir Physiology:
       ~User with this ability either is or can transform into a
       dhampir, a vampire/human hybrid, which in most cases has all the
       strengths that a normal vampire has without any of the
       weaknesses. Blood is still a factor in most cases, either they
       need to feed because they will die or they simply are weakened
       when they don't feed. Some dhampirs can subsist on either blood
       or human food. Whatever the case, just like with vampires, the
       quantity of blood a dhampir needs will vary greatly. Their
       resistance to sunlight varies as well; some may be weakened by
       it, while others are completely immune to its effects.
       Physically dhampirs are in top form, having the strengths of a
       vampire they are very strong, most do not age and others age
       very slowly. There are far less variations in appearance when it
       comes to dhampirs because of their human side. Most dhampirs
       will look like normal humans, some will be extremely attractive
       but there are not many non-humanoid dhampirs out there.
       Mordecai is a demonic dhampir due to having a demonic vampire
       father and a human mother.
       Blood Consumption:
       ~The user can absorb (usually by ingesting) the blood of others
       for either sustenance, offensive, defensive, or regenerative
       purposes.
       Blood Empowerment:
       ~User becomes stronger, faster, more durable, etc. when they
       come into contact with or are near blood, possibly unlocking
       abilities related to the affinity and enhancing their existing
       powers. Some users may be able to draw sustenance from the blood
       or even slow or stop aging.
       Daytime Walking:
       ~The user is a nocturnal creature (typically a vampire) able to
       withstand exposure to direct sunlight and be active during the
       day. This can be because they are a Dhampir, are endowed with
       magic or are unique physically in one way or another.
       Contaminant Immunity:
       ~The user is immune to poisons, toxins, venoms, viruses,
       bacteria, parasites, pathogens, allergen, etc.
       Vampiric Force Manipulation:
       ~The user of this power possesses and is able to utilize strong
       vampiric power. This ability not only grants the user great
       strength and control over numerous variations of vampiric
       abilities but also allows them to overwhelm weaker vampires as
       well as rival that of powerful vampiric entities.
       Through this, the user can perform such feats as infusing
       weapons with vampiric power, allowing them to transfer blood
       and/or life-force to the user, or into projectile weapons that
       would continuously drain the target's blood/lifeforce once stuck
       in their body, nullifying regeneration and softening them up for
       the finishing blow, as well as convert other beings into
       vampires without biting them or mixing blood.
       Diabolic Darkness Manipulation:
       ~The users can generate and manipulate the mystical darkness of
       hell, which can completely destroy anything. The color of the
       darkness varies, but may be green, black, blue, white, etc.
       Sometimes, the darkness isn't generated, but instead is summoned
       from the planes of hell itself.
       Unholy Darkness can cause excruciating pain upon contact, or
       cause instant death, but can possibly be used for relatively
       beneficial purposes, such as summoning spirits of the deceased
       temporarily back to the world of living from Hell. Some users
       can even use Reanimation or Resurrection via Summoning the
       damned and/or Demons.
       Magic User Base Abilities:
       Magic User Skill: Base Affinity:
       ~This is the basic requirement for a being to use magic. In
       order to utilize magic of any kind, one must first have the
       affinity for magic. This is something that one has to be born
       with, where they have this and eventually awaken it at some
       point in their life. Depending on the magic, some may require
       different affinities, but there is always at least a basic magic
       affinity that is required to use any magic. The most obvious
       affinity is that of normal magic, where one just has to have the
       base affinity for magic. The affinity for mana is not hard to
       gain, as every race has the affinity for mana (almost all races
       have mana or dark mana in some form). However, when one gets to
       other magics, the affinities may require more than just a basic
       magic affinity. For example, dark magic requires one to be able
       to harness dark mana and sometimes darker emotions. Some
       affinities can also be gained through training if one has the
       right training. For example, a magic user who trains with spirit
       energy could eventually learn spirit magic if one has a way to
       learn it (usually through a teacher who can teach them the
       basics. This affinity usually is determined by birth, and
       usually cannot be changed, except in very rare cases, such as
       someone may gain a dark magic mastery through artificial methods
       (common methods involve dark mana infusion or demonic deals).
       There are a few rare ways to change or gain magic affinities,
       and these methods mostly depend on the magic. These affinities
       act as the basis for one's ability to use magic, determining not
       only what magics they have affinities for, but also determining
       how much magic potential one may have. This affinity can be
       great or small, usually corresponding to the amount of magic
       power one can learn which is usually measurable early on. Those
       with lesser affinity won't have much affinity to gain strong
       magic potential, but those with stronger affinities gain
       stronger magic potential. Those with stronger potential usually
       have stronger magic, while those with less tend to learn to
       utilize their magic more effectively through tactical means. Of
       course, with magic affinity also comes magic weaknesses, where
       magic users are weaker to anything that counters magic with the
       worst thing being anti-magic (which does severe damage to magic
       users).
       Magic User Skill: Mystic Source:
       ~Those that utilize magic know that magic has to run on
       something. Every type of magic runs on some form of energy,
       which is dependent on the magic. The most commonly used magic
       source is mana or dark mana (which can be used for normal magic
       or dark magic respectively), where users will power their magic
       on basic mana or dark mana energy. However, these are far from
       the only options. For example, angelic magic may run on angelic
       energy or demon magic may run on demonic energy. There is also
       things like holy magic that run on holy energy or holy
       energy-infused energies. There are magics for almost every kind
       of energy out there, as magic users may learn chi magic, spirit
       magic, ki magic, even the rare psychic magic. Depending on the
       magic used though, there is always an energy that has to be used
       to power one's magic, which is determined usually by the user's
       affinities. For example, spirit magic is one that only requires
       one to learn how to use spirit energy (which can be done by
       almost any race), or chi magic only needs to be learned by a chi
       user with magic affinity. The source of one's magic is very
       important, as some may have affinities for certain magics,
       depending on their affinities. This acts like a basic power
       source for magic, which is used to power spells. As one trains,
       one can usually learn multiple sources of power for magic,
       assuming they have the right affinities, and some may learn new
       magics in this manner (as mentioned, a magic user could learn
       spirit magic by learning spirit energy as an introduction to
       spirit magic). Energy consumption is a pretty basic concept when
       it comes to supernatural abilities, and magic users are no
       different. In order to use magic, one must have the energy their
       magic runs on, and without it, one cannot use their magic unless
       they have energy to use. Trying to force magic when one has no
       energy could be detrimental to oneself, as drawing on one's
       energy when they don't have enough could result in one pulling
       from their vital life force (which could kill the caster). And
       of course, every energy that is used typically has it's usual
       counters, such as how holy energy powering holy magic is still
       countered by things like demonic energy.
       Magic User Skill: Energy Balance:
       ~Depending on the energy used, most energies that power magic
       require some form of balance before they are used. This isn't
       specifically designated for magic, but more for the basic energy
       it runs on. Almost every energy requires some form of balance,
       as many energies have positive and negative energies that must
       be balanced. For example, spirit energy is known to have a
       positive spirit and negative spirit aspect which can be used, or
       chi has yin and yang as the two sides of chi. No matter the
       energy, there is some form of balance that must be maintained.
       While not all have this aspect, most energies do. In order to
       use the energy effectively to power one's magic, one must first
       figure out how to utilize their energy effectively. The second
       part to this power is that one must make sure their energies
       remain uncorrupted (unless they use some form of corrupted
       power, in which this balance isn't as necessary). There are a
       few exceptions, such as mana, that should be stated as well.
       When it comes to mana, it is not only the most basic energy that
       can be used by almost any race, but it also has properties not
       like other energies. Unlike other energies, there is no
       "balance" of mana, but instead, one just has to have mana to use
       it. Dark mana is only used if one suppresses their normal mana
       or runs out of normal mana, so one doesn't have to "balance"
       their mana in the traditional sense. They simply have to
       maintain their supply of mana in order to prevent dark mana from
       coming up (unless one wants dark mana to come up, which some do
       utilize), which keeps their balance when it comes to mana. For
       the most part, learning balance requirements depends on the
       energy, where each one has different aspects. However, while
       each energy has its strengths, the user will also have
       weaknesses of the energy users. For example, almost any kind of
       energy can be used as long as one has access to that energy, and
       once they run out, they must wait to replenish their supply, or
       find another source (depending on the person and how they use
       their energy). Another thing to note is that most energy types
       have specific weaknesses, such as how mana can be negated by a
       certain frequency.
       Magic User Skill: Magic Connection:
       ~Once one has figured out their specific energy their magic runs
       on, they then move on to the next step of being a magic user.
       The second step is that one has to learn how to connect with
       magic, where they must gain an instinctual connection to magic.
       Typically, most magic users gain this initially by focusing
       magic for the first time, where they will often instinctually
       learn to utilize magic (with only a few having to manage this
       connection depending on the type of magic they use). once the
       user has their instinctual connection, they then train that
       connection by casting spells and learning how to better cast
       magic through either training or learning from someone who can
       teach them better methods. Each form of magic has its own
       special connection that must be obtained, usually by casting
       spells. Almost every form of magic requires some connection,
       which is pulled from one's affinity for magic. Those that use
       magic have to train their magic connection before they can gain
       stronger magics, and they also have to train their magic
       connection in order to strengthen their spells. As they train
       and cast spells, this connection of magic will get stronger, and
       will not only strengthen how strong magic can be by allowing one
       to fully access their affinities for magic over time (thus
       increasing their abilities to use magic), but will also reduce
       magic cost of spells over time as one masters magic. This also
       is what allows one to eventually move up to more advanced
       spells, as more advanced magic users strengthen this to the
       point that their affinities will allow higher level spells to be
       used once enough of their magic potential is attained. This
       applies to any magic, and is an absolutely necessary skill to
       learn magic. Those that don't train this often will never grow
       as magic users, and will never be able to strengthen their
       spells. And even though this does help magic users grow stronger
       with magic and reduce cost, this is still a skill that requires
       experience and training to fully utilize (only master magic
       users are going to have full ability to use this), and no amount
       of natural talent circumvents this need. While natural talent
       magic users start with massive magic ability, they cannot
       maximize that potential without experience. This is also only a
       passive skill that strengthens magic, and is not an active
       attack skill. And one also has to keep in mind the weaknesses of
       their magic since all magics can be countered by something.
       Magic User Skill: Magic Activation Types:
       ~With any magic, dark magic holy magic, or other magic, it's
       always important to know the types of magic and activations that
       magic uses. There are many types of activations, and depending
       on the type a magic user chooses, their magic could change
       completely depending on the arts used and the activation types
       used. The most common are usually instant activation spells.
       These use more power, but don't require any preparation, verbal
       incantations, or visible cues to activate magic, and as a result
       can be used in an instant. While not as powerful as other
       spells, instant activation spells are easy to use and are
       usually very fast to pull off compared to other spells. The
       second is verbal or written incantations, in which verbal or
       written incantations are used to trigger more powerful spells.
       For the most part, this usually takes slightly longer, as
       incantations require a phrase or word to be spoken or written
       before the user can activate their magic (But usually allows
       stronger magic than some more instant types of magic). However,
       some have come up with their own ways of activating magic with
       incantations even faster, with the most common being shortening
       phrases to only a word or two through special phrase training
       (usually through intense casting and mental training). Once
       done, usually some of the power is sacrificed to essentially
       shorten the phrase so that users can fire the spell off more
       easily. There are others as well, such as enchanting objects
       with spells ahead of time which can allow use of powerful
       spells, but usually only having limited casts before having to
       be recharged, or there are also other activation types that
       require different ways to activate. There are many other methods
       of activation, including physical activation (using motion to
       activate) This depends mostly on the user, but each user must
       have one activation type in order to use magic, since this
       activates the spells. Some can even learn multiple types, which
       can open up options for many different types of spells. This is
       important for all kinds of magic, as activation types are the
       basis of every magic. Each has its own strengths and weaknesses,
       such as spoken spells can be interrupted if the user isn't
       allowed to finish the spell, or mispronounces the spell, and
       physical activation can be countered by movement restrictions
       that don't allow the user the proper movement. Depending on the
       user, all activation types have downsides.
       Magic User Skill: Magic Glyphs:
       ~This is a power that forms a basis for many magic spells and is
       created by a magic user's magic abilities to focus their magic.
       These glyphs (sometimes also called spell circles) focus power
       into the circle, which is then used by the user to focus magic
       techniques. While there are magic techniques that don't need
       this, this is more for general magic like attack magic and
       defensive circles that can be developed and used by magic users.
       This power utilizes magic, but requires that the user know how
       these glyphs are formed and how to make them to use this. This
       is a basic power that some magic users are able to use, and this
       particular use of the magic spell circle can be used in a
       variety of ways. Among using them for focusing magic attacks,
       they also have other functions, such as being able to use them
       as platforms to jump off of and stand on, or use them for amping
       attacks and defense, or even using them to amp allies. These
       spell circles are also used in summoning magic as a conduit for
       summoning, or some magics like alchemy could be focused with
       these spell circles as well, or some magics can even use them to
       focus magic spells. There are even some unique abilities one can
       use with these, such as some having certain amplification
       powers, or certain arts that utilize these arts specifically.
       This may be a basic power, but there are plenty of people who
       have become master warriors using this power alone, utilizing
       the spell circles for a variety of uses, and some can use entire
       combat and magic styles based on how these spell circles are
       used. This power is a fairly basic magic ability, and although
       useful, it does have ways one can counter these glyphs/spell
       circles. For example, someone who uses these spell circles for
       amplification can be countered with other amplification
       abilities, or users who use these for movement can be countered
       by more agile enemies. This is more of a versatile base ability,
       and one that focuses different magic techniques rather than
       being a different type of magic unto itself. Typically, these
       cannot do damage on their own, as they are more just a basis of
       many kinds of magic, and, while versatile, are not an offensive
       power except when used to amplify physical abilities using
       amplification properties of these spell circles. It is also
       possible to break these spell circles/glyphs depending on the
       spell circle or glyph used, which can stop any spell if the
       glyph or spell circle is destroyed (as the spell circle/glyph
       being destroyed stops whatever effect it had). There may also be
       other strengths/weaknesses depending on how certain magics use
       them.
       Magic User Skill: Magic Spell Type:
       ~In addition to learning one's specific source of magic, one
       must also learn what magic spell type they have affinity for.
       The first thing to note is that there are many types of magic
       spells, which are divided into categories. The first is attack
       magic, which is a type of magic that usually focuses on
       offensive spells. The next is defense magic which usually
       involves barriers, defensive spells, and may also include
       defensive buff spells. The next is physical amplification, where
       one can amplify their physical stats with magic to increase
       their physical damage (most notable among those like mystic
       knights who focus magic into physical power). The next is
       recovery, healing and purification magic, which is pretty self
       explanatory since it's main purpose is healing and purifying
       other people and objects. The next is summoning magic, where
       users can learn to summon creatures, items or people depending
       on the summoning magic (some magics may summon specific
       creatures, such as spirit summoning specialize in summoning
       spirits). The next is sealing magic, which focuses on sealing
       away objects or people (usually as a defensive means to remove a
       threat). The last is elemental magic, which uses magic to focus
       the elements into magic spells (which can usually be offensive,
       defensive, or even sometimes can be used for recovery or
       summoning). Depending on the type of magic one has an affinity
       for, this usually determines the type of spells that one can
       learn. Typically, there are ways to test one's affinity, though
       most will usually cast certain types of spells and see what
       kinds they have the most affinity for, or some may find others
       who have ways of testing affinities). These are not all the
       possibilities of spell types, as there are other spell types out
       there, but these are usually the categories of spells in most
       magics. There are even those like necromancy magic (usually used
       in dark magics) that revive the dead, or everyday magics which
       are purposed for do everyday chores. There are also less common
       magics like divination, enchantment, nature magic, creation
       magic, and transmutation/alchemic magic. And many users may have
       more than one affinity, where some may have multiple affinities
       depending on the person. For example, someone with elemental
       affinity may have both attack and defense spell affinities, or
       someone with defense/buff magic may also specialize in sealing
       magic. Each spell type has it's weaknesses, and must be stated,
       such as attack spells typically are able to be dodged or blocked
       with defensive abilities, or necromancy may be countered with
       healing/life magic, or physical amplification is countered by
       defensive abilities.
       Magic User Skill: Magic Mastery:
       ~This aspect of magic is an extension of one's magic connection.
       In order to master magic, there are a number of ways one can do
       this. This ability is determined by the strength of one's magic
       connection, and is necessary for magic users to advance and grow
       so that they can rise to higher levels of magic. There are two
       stats that magic mastery affects in general (more than any
       other): magic attack and magic defense (More on these two next).
       Mastery of magic comes from people who strengthen their
       connection to magic, and this ability is a magic user's ability
       to get stronger in magic over time. Depending on the user, there
       are a few ways to train this ability. The main one that most
       people know is to just keep casting spells, where the more
       spells are cast, the more practice one will gain, and the more
       skill one will gain in using spells. However, others can train
       with magic teachers to increase their magic ability as well,
       which allows magic teachers to possibly teach them better ways
       to focus magic. Another method is that one can find ways to
       optimize their spells, such as how some have developed advanced
       magics designed to cast magics more easily, more conveniently,
       or even just faster casting. Depending on how one wants to train
       their magic, they can increase this with experience and
       training, which allows them to draw out the full capabilities of
       their magic affinities over time. This has a few effects. The
       first and most notable is that increased mastery will often
       increase magic attack and magic defense, which allow stronger
       attack power with magic and stronger magic resistance to magic
       attacks used by others. Higher levels of magic mastery also
       allow one to cast spells at reduced energy cost (higher levels
       can usually reduce the cost of power to use their lower level
       spells once they master the use of magic), and one can also use
       this to increase their abilities to cast stronger magic as they
       gain higher levels of magic mastery. Of course, as mentioned
       before, this is something that no natural talent can surpass,
       and this is a necessary skill in order to advance in any magic.
       This is something that can only be trained with time, and no
       amount of training will ever be a substitute for experience.
       Even those that are experienced though can still be overcome by
       stronger talents, or stronger experience depending on the magic
       user. Some may even be able to be overcome simply by someone
       using specific abilities (such as anti-magic counters almost any
       magic, including mastery of it).
       Magic User Skill: Type Mastery:
       ~Depending on the type of magic used (whether it's defense,
       attack, recovery, summoning, or something else), there is a
       certain type of mastery that corresponds to almost any kind of
       type of magic. This doesn't just apply to one's specific source
       of magic, but to the types of magic they also possess. In order
       to use any type of spells specifically, a user has to have
       affinity with the type of spells used. This skill is similar to
       magic mastery, except that users advance their specific types of
       magic by training their affinities. Just like magic mastery,
       there are a few ways to do this. The first is that one just
       casts spells, and as they cast more spells, they become more
       efficient. Another is that one can find magic teachers to help
       them learn to use specific affinities more efficiently. This is
       a passive skill that allows a user to actively grow in knowledge
       about specific types of magic, which is more specific than
       normal magic mastery which is just a general mastery of magic.
       Like basic magic mastery, users grow in ability through
       experience, and can bring out their magic potential through
       training and experience. Different types of magic may have
       different aspects that have to be learned, but those with enough
       experience will learn how best to use their magics, whether it's
       through training with someone who can help them better
       understand magic or if one just gains experience through number
       of times they cast the spell (which is usually one of the most
       effective ways to gain mastery). This depends more on the
       person, and what means they have to master their magic types.
       Some may even learn new affinities over time while training, in
       which it is sometimes possible for people to learn new types of
       magic once mastering one specific type of magic (IE a common
       learned affinity is that defense magic users often move on to
       learn recovery magic once they master defense magic). Of course,
       as one might guess, all magics have some weaknesses, such as
       magic resistance/immunity, or specific magics still have their
       specific weaknesses. And of course, as mentioned before, no
       talent can bypass the experience needed to grow this mastery, as
       this only comes from actually using magic.
       Magic User Skill: Magic Attack:
       ~There are two passive skills that one needs to know when using
       almost any kind of magic skills. The first is magic attack. When
       one uses magic, their potential for damage comes out in their
       magic attack, which is determined by how skilled they are with
       magic and how powerful they are as mages. Magic attack often
       determines how strong the mage's magic is, and is required to be
       high for certain spells to work properly. This is the main stat
       one works with when training magic. As one strengthens their
       magic connection, the magic they use becomes not only stronger,
       but more potent as well. Training one's magic attack is mostly
       done by training and experience, where most increase their
       potential for magic by casting spells enough times that they
       begin to be able to do so much more easily, as their bodies
       adapt to their magic and get more efficient. Those with strong
       magic experience will usually gain the ability to not only cast
       stronger spells, but even their base magic skills will become
       stronger over time as they master their magic. This is a basic
       skill that comes with every trained magic user, where the amount
       of magic power they can muster is determined by their magic
       attack. There are a number of ways to train this, with the most
       known one just being casting magic enough times that the user
       starts to grow stronger in their magic mastery and magic
       connections (which is more often than not done by those that are
       self taught in magic). However, one can also find magic teachers
       that can help train them to use magic more efficiently, as there
       are a lot of magic arts and magic training one can do to help
       increase their magic abilities if they know where to look.
       However, it is known that one cannot infinitely grow in power,
       and there is a limit to how strong magic attack can eventually
       get depending on the person. Once that person has reached that
       cap, no amount of training can release that cap, unless they
       find someone with a skill that can actually release the cap to a
       higher level (which is very rare). That means that no matter how
       tough a mage is, they always reach a plateau that they cannot
       get any stronger (usually when they get older and reach their
       peak magic levels after years of training).
       Magic User Skill: Magic Defense:
       ~The second is just as important, and that is the magic defense
       stat. This is how much resistance one has to magic attacks,
       which one can build up with this skillset by strengthening their
       magic mastery. Magic defense grants a passive defense to magic,
       allowing slight magic resistance depending on the magic used.
       Typically, the magic attack and magic defense are also affected
       by types of magic used, such as some magic types will often gain
       specific resistances against certain types of magic. For
       example, one who is well versed in holy magic may gain a high
       resistance to other forms of holy magic, and maybe a slight
       resistance to unholy magics over time if their holy magic rises
       to a high enough level. Typically, as one's magic skill rises,
       their attack and defense rise as well, usually through either
       training or through experience. This skill is one that is not
       trained up directly per se, but is strengthened through users
       learning magic and strengthening their magic. This skill often
       works by users strengthening their magic so that their magic
       runs through their body, the magic in the body dampens other
       forms of magic used against the user. This means that the magic
       of one's body can act like a passive defense that reduces damage
       done by magic. As they train their magic and get stronger, their
       magic defense will get higher, and this will essentially
       translate to magic resistance. This is trained simply by a user
       getting stronger in magic, and over time, the magic in the
       user's body getting stronger. This is not a skill that has to be
       learned, but is one that just comes naturally to those that use
       magic. That said, it is difficult to specifically train this
       skill, as one needs to simply train their magic to its peak
       efficiency to increase this stat. However, while this may grant
       magic resistance, it doesn't grant magic immunity, and usually
       magic immunity is a different skill altogether. Those with this
       magic defense almost never train it to the point of immunity,
       and those with immunity often gain it through other skills
       (usually they gain magic immunity as its own skill). Also
       certain magics may not be resisted against depending on the
       magic, such as some magics that are used differently like chaos
       magic (which there aren't many direct defenses against).
       Magic User Skill: Magic Weapon Mastery:
       ~When using magic, it is important to have weapons that can be
       effective alongside one's magic skill. For those that use magic,
       they can gain a mastery of magic weapons through the use of
       magic and learning different magic weapons that they use. There
       are a few ways to do this. Some may create magic weapons
       themselves, where they may use things like enchanting or
       blacksmithing magic to make magic weapons, but this is not the
       only way to learn how to use magic weapons. One can also get
       magic weapons from other sources, such as from others who have
       made magic weapons. There are many types of magic weapons out
       there, and mostly, the magic weapon mastery is dependent on the
       individual and what kind of weapon they wish to use. For
       example, some magicians may use staffs or wands, but there are
       plenty of magic weapons that are not wands or staffs. For
       example, some may create magic swords, which can cast magic
       spells using runes or magic on the weapon, or some may use magic
       gauntlets to cast magic in close combat if they want to use
       martial arts skills with magic. Typically, magic weapons can be
       tailored to each individual magic user, and over time, magic
       users can master magic weapons with enough training. Over time,
       magic weapons will become more comfortable to a user, and they
       will learn the best ways to utilize a magic weapon, as well as
       even learning which magic weapons best suit them as they train
       and use magic weapons more and more. While this may sound like a
       general mastery of weapons using magic though, magic weapon
       users don't necessarily always master every kind of magic weapon
       out there (as there are so many out there it would be very
       difficult to do so). And of course, as one might expect, magic
       resistance/immunities would also be a problem to most magic
       weapons as people with magic resistance/immunity would take
       reduced damage. And while weapons are good to cast spells, the
       weapons do still require energy to cast their magic (Depending
       on the weapon and what kind of magic it casts), and the spells
       are still countered just like they normally would be. And this
       mastery only counts towards mastering magic weapons, and doesn't
       count towards normal magic mastery if the weapon is the one
       casting spells (so users can only train this with general magic
       mastery if they are only using the weapon to help focus the
       spell).
       Magic User Skill: Magic Base State Amplification:
       ~When one gains magic, one not only gains the ability to cast
       spells, but magic energy also is used to amplify their base
       state. While there are specific magics that specifically focus
       on active physical amplification, this ability is simply a
       passive amplification of one's base abilities. Just like other
       energy users can amplify their base states, magic is also used
       to amplify one's base state. In addition to magic specific stats
       like magic attack and defense, one also gains enhanced physical
       abilities thanks to the magic that runs through them once they
       establish their connection to magic. This grants a passive
       amplification, where as long as one has magic running through
       them (usually through use of whatever their source of magic is)
       this amplification continues to stay in effect. Users of magic
       learn to adapt over time to this amplification through training,
       and become stronger as they train in magic. As magic users gain
       stronger magic mastery, and bring out more of their magic
       potential, this amplification grows, and makes the user's base
       state stronger as a result. Typically, the precise amplification
       depends on the user and the magic affinity they possess. This is
       also determined by the magic source of what one uses for magic,
       in which some energies may amplify slightly differently
       depending on the ability. For example, mana is usually an
       adaptable power that tends to specialize in adaptability, while
       ki tends to be more geared amplify one's raw power. Each energy
       can be usually used differently, but the end result is usually
       close to the same. Each person gains some form of base stat
       amplification, and this can even lead to some people gaining
       skills with whatever magic source energy they use, such as
       spirit magic using spirit energy could lead to people becoming
       spirit users as they amplify their body with spirit energy.
       Typically, the amplification depends partially on the energy one
       uses, and the person themselves, but the one thing that is
       universal is that in every case, this amplification only works
       as long as one has energy, if they run out of energy, then this
       power deactivates until they have enough energy again.
       Magic User Skill: Magic Aura:
       ~Once one has initiated their magic connection, magic becomes a
       part of them thanks to their magic connection. A part of this
       involves one's aura, where a magic user will start emitting
       magic from their aura once they have attained their magic
       connection. This adds magic to their aura, and depending on the
       magic source one uses, this can even amplify one's aura as well.
       There are two stages of aura that are used. The first is the
       most common, and is the default state of one's aura unless they
       learn to flare up their aura into an active state. This state is
       a defensive state, where their energy radiates invisibly from
       their bodies. When in this state, magic radiates from one's
       aura, which is not only able to allow them to be sensed as magic
       users, but also grants their aura slight amplification of
       abilities (in combination with the base state amplification).
       Some users are even able to fire magic attacks using the magic
       in their aura, depending on the magic attacks. When one does
       flair up their aura though, the aura can act like a defensive
       barrier, where hits are dampened by the energy exuding from
       one's aura. This can act as a defense, and sometimes can boost
       recovery depending on how one interacts with the energies in
       their aura. For example, some regeneration magic arts may use
       magic in the the aura to activate the regenerative magic.
       Depending on what state the aura is in, there are advantages and
       disadvantages. For the most part, magic users don't rely on aura
       as much as other races do, but their magic does get infused into
       their aura as part of their ability to generate magic. When the
       aura is in the passive inactive state, the aura doesn't use any
       extra energy, and just exudes energy invisibly. However, in the
       passive state, the aura doesn't offer much in the way of
       defense. Meanwhile, the active state offers the most in defense,
       but the downsides are that one must actively keep it activated
       and the aura uses more energy when in an active state. Of
       course, one with stronger energies or stronger attacks can still
       break through one's aura, or some with specific types of
       abilities or weapons may find ways to more easily break through
       even an active aura. For the most part, there are many ways to
       break an aura depending on the aura.
       Magic User Skill: Magic Recovery:
       ~As one uses their magic, inevitably they will run out of magic
       to use in battle. When this happens, most don't think about how
       they will recover. With most energies used for techniques and
       abilities, there is some kind of recovery that takes place when
       someone uses mana. As the body rests and rejuvenates, the body
       eventually recovers its energy. This ability allows a user to
       recover magic as they recover their energy, where a user can
       recover magic through rest and rejuvenation. There are a number
       of recovery options. The first and most obvious one is just to
       rest and let the energy come back naturally. Some may have
       recovery skills, such as some magic users may use meditation to
       restore stamina and energy (Depending on the meditation skill,
       some may work better than others or have different effects).
       Skills that can more easily recover energy and stamina are great
       for use in this regard, as faster recovery usually means less
       time that has to be taken to recover. Another way to recover
       magic is through artificial means, where people can do things
       like taking recovery potions, have restoration skills used on
       them, or even have people just do something simple as transfer
       energy to them. There are a number of ways to recover energy,
       but this is a necessary skill to recover magic. Without being
       able to recover magic, most beings would eventually lose their
       ability to use magic. Another thing to note is that while one
       can recover their vital life force if one uses it in magic
       (usually as a result of overuse to the point that the user keeps
       trying to use energy when they have clearly run out), life force
       takes longer to recover and may have lasting effects if one uses
       their life force. While life force infused attacks are usually
       more powerful, it can also bring someone close to death, and if
       one uses all their life force, they will die. Typically
       overusing life force is dangerous, as even if one doesn't die,
       they can actually shorten their life. Recovery does take time
       though (unless one uses an artificial means), so one simply
       usually has to wait in order to recover. This recovery time can
       be shortened, but cannot usually be outright bypassed. And when
       in recovery, most energy users become much more vulnerable since
       they usually lose temporary access to abilities.
       Advanced Magic User Skill: Magic Spell Advancement/New Spell
       Creation:
       ~Once someone has reached a certain level of magic mastery, they
       can learn advanced skills. As mentioned earlier, experience can
       often lead to new skills, or better usage of old skills. The
       first thing to note is magic advancement, where users reach
       higher levels of magic. Once a user uses magic enough, they will
       eventually start reaching higher levels of power, and often
       start using lesser magic at reduced cost once they have mastered
       their magic. This allows a user to not only use basic magic more
       effectively, but they can also use this advancement to move on
       to casting higher level spells as they start to be able to focus
       more magic energy and power. This leads to advanced magic users
       to eventually move up the ranks of magic, with the most
       experienced and trained magic users even being able to create
       their own spells and magics. For example, a user that has
       mastered wind magic may learn to create lightning from the air
       by only manipulating the air, and can learn new abilities in
       this manner. Typically, most reach this by not only
       strengthening their magic though, but also by studying the world
       around them, and how their magic interacts with it. For example,
       one can advance in fire magic by learning how fire works, where
       they can make more efficient fire magic by learning the science
       of fire and applying it like learning how to manipulate the
       explosive aspects of fire to create more explosive spells.
       Almost all magics can be adapted and users can learn better ways
       to use magic or even create new magic as their knowledge
       increases and they figure out new ways to utilize magic. Magic
       is never a fully evolved art, and there is always room for
       improvement when it comes to any kind of magic. As such, this is
       a skill that can never truly become useless as long as one is
       willing to learn. For the most part though, it is worth noting
       that only advanced magic users can advance their magic or create
       new spells, as this requires a certain level of magic mastery
       and control, as well as adaption before one can learn this,
       which only comes with time and practice no matter the natural
       talent. While some have a natural talent for spell creation if
       they are knowledgeable enough, advancement only comes with
       experience and training over time.
       Magic User Abilities:
       Magic User Skill: Spell-Casting:
       ~This is the actual art of casting spells. Once one has learned
       enough about the basics, they can utilize the first step in
       actually using their magic. This is the basic act of casting
       spells, where users put their magic knowledge to actual use.
       Typically, spell-casting is different depending on the magic,
       and the person depending on how they want to use magic. The
       first step is for one to know what spell they want cast, and to
       focus their magic connection to attempt to create that spell.
       The next step is that one must use whatever source they use for
       magic and utilize their magic connection, where they must
       prepare the spell. The next step is use whatever magic
       activation one has, whether it's a spoken incantation, a spell
       circle incantation, or even just a simple instant activation.
       There are a number of spells one can learn to cast, and each
       type of magic has different spells to be cast. Depending on the
       individual spells, some may have different requirements for
       casting, but all spells have to be casted in some form by magic
       users. This could be as simple as casting an attack spell, or
       even as simple as just using a recovery spell. If done properly,
       the spell will be utilized for the desired effect (depending on
       the magic and what the desired effect is). Once cast, a spell is
       utilized in the manner it was cast (if it is utilized
       correctly). Typically, all magic comes with a cost, which most
       of the time tends to be the energy one has to put into magic
       spells. However, there are magics that require specific costs,
       such as some that require ingredient preparation. Another thing
       to note with spells is that if they are not cast correctly, the
       desired effect may be diminished or not even happen depending on
       how wrongly the casting process is done. For example, using dark
       mana instead of normal mana in normal magic can cause unstable
       spells that can explode in one's face. The worst miscasts for
       spells often involve the spell rebounding on the user, and doing
       damage to them directly if the spell goes wrongly enough. In
       terms of spell casting, opponents can interrupt any aspect of
       this process to interrupt spell-casting, which can stop the
       spell casting, cause it to become unstable or cause a spell to
       rebound.
       Magic User Skill: Magic Constructs:
       ~When one casts spells using magic, the magic doesn't just
       invisibly attack, but instead magic works usually by constructs.
       When using magic, there is usually constructs of magic that
       work. This could be really simple, such as elemental magic
       constructs creating elementals using magic, but may be much less
       obvious or even nonexistent with some types of magic. This is a
       basic power of many forms of magic, where they form constructs
       in some form. This could be as simple as creating attacks, or
       things like amplification magic amplifying someone's abilities.
       Major constructs people may recognize include glyphs, runes and
       magic circles, which are basic magic constructs that can be used
       for different purposes. For the most part, magic constructs are
       how magic constructs shapes and objects, where magic energy is
       usually used to create some form of physical object. As
       mentioned, things like elemental magic have easy constructs (the
       constructs being the elementals themselves), but things like
       defense magic or physical amplification instead use things like
       glyphs or spell-circles to apply magic. Typically, spells rely
       on constructs in some form, making this power a necessary one
       for using magic. This is a passive ability that magic users
       don't really have to consciously control, as once they learn it,
       they can learn to subconsciously generate these constructs once
       they have learned how. This is a necessary part of
       spell-casting, and is usually necessary for most kinds of magic.
       Those few that don't use constructs in some form, though, do
       still utilize energy in some form to use the spell even if it
       may or may not count as magic-based constructs. Typically, this
       goes hand in hand with spell-casting, and is the power that
       allows spells to physically manifest. As such, this is a
       necessary skill that one has to learn alongside spell-casting,
       and has to figure out how to use it in order to use magic. Of
       course, these constructs are typically some form of physical
       energy or object, so these can be broken by opponents if one
       attacks them (assuming one can break the energy that makes up
       these constructs).
       Magic User Skill: Magic Bonds:
       ~Another part of magic is the bonds of magic, which allows one
       to connect with their spells. With this, a spell-caster controls
       their spells, which is a necessary power for a user to utilize
       in order to use their spells. In order to use almost any kind of
       magic, bonds are usually necessary when spell-casting, as this
       allows a magic user to interact with their magic through the
       bonds they create to their magic. This is a part of the
       spell-casting process, which is usually done subconsciously.
       This is not a conscious aspect of spell-casting, but it is
       something that spell-casters must master in order to use spells
       of many kinds. This is most often used in summoning spells to
       allow a magic bond to a familiar summoning, or some may use it
       when using necromancy or animancy magic. However, this is also
       used in most forms of basic magic as well, where bonds are what
       allow the user to manipulate spells after their cast. Those that
       learn to utilize these bonds are able to manipulate spells as
       needed even after casting, and can manipulate spells using this
       bond with the spells. To an extent, all magics and spells have
       this in some form, as it is what allows a user to control magic
       spells. Some can learn better control over magics by mastering
       this power, where some can manipulate their spells after they
       are cast in ways that some may not expect. For example, some
       have been able to allow their spells different options by using
       control of their spells, such as an explosive spell can be
       controlled when it detonates by using the connection, or some
       spells can be made stronger by putting more magic into the
       connection with the magic, or one who was able to even control
       the trajectory of spells using this power. This is a necessary
       ability for all magicians to at least understand, though this
       does have to be learned to be used in some form. Because of
       this, this power is a necessary one. If one were to interrupt
       this by interrupting one's concentration, they could effectively
       interrupt one's control of their magic (making it a one way to
       fight magic users).
       Magic User Skill: Magic Combat:
       ~Once one is able to use cast spells, the next ability one has
       with magic is how they can usually find uses for magic during
       combat. Most users of magic find ways to use their magics in
       combat situations, whether it's attack magic, defensive magic,
       or other kinds of magic. Typically, each magic has its own
       strengths and weaknesses, and some work better for certain
       aspects of combat than others. Typically, the type of magic
       combat depends on the magic, as there are many ways to use
       magic. For example, besides the usual attack, defense and
       elemental magics most know, those with physical amplification
       magic may be able to use that to fight opponents in physical
       combat, or those with recovery magic could act as support in
       combat for allies. There are certain magics that are difficult
       to use in combat, such as divination magic, or magics that are
       used outside of combat like enchanting items, but usually
       creative enough magic users can find ways to apply magic to
       their combat abilities. Users don't have to go as far as only
       using magic based fighting styles, but users can find ways to
       use spells in combat. This usually includes finding ways to find
       the best times during fights to cast spells so that users can
       cast spells in battle without being interrupted (usually for
       those with longer charging times for spells), or this could be
       used for finding methods of using spells during combat, such as
       a physical amplification magic user may use this in combination
       with martial arts to more easily utilize their physical
       amplification. For the most part, this is a passive ability
       where users will instinctively try to find the best ways to use
       their magic in combat. Almost any magic type or spell type can
       be used in battle in some ways, even if some are mostly support
       or defense. While some may be harder than others to use in
       combat, such as enchanting objects, there are some creative
       people who might still find ways to do so. However, one should
       know that every combat ability has weaknesses, depending on the
       magic and spell types, which should be stated by players since
       there are many magic types and spell types out there and many
       ways to use this.
       Magic User Skill: Unique Magic Weapon (Optional Skill):
       ~When it comes to magic weapons, there are a few ways that one
       can gain magic weapons. This is a skill that is optional for
       magicians, where they can get a magic weapon designed to work
       for their brand of magic, and usually, can supplement one's
       ability to combat others using magic. Typically, magic weapons
       are designed to either cast spells (like a magic staff or wand),
       or allow one to fight and do damage using magic (like a magic
       sword). There are a few ways to gain a magic weapon. Some may
       have arts to use magic to awaken magic weapons tied to the
       person, similar to how some may have familiar arts to create or
       summon familiars. In a similar manner, one can either do a
       special ritual through magic to unlock a magic weapon unique to
       the person, which grants them their own unique magic weapon.
       There are a few magics that allow this, and usually have
       specific methods depending on the magic. However, the other way
       is to create or have someone else create the magic weapon one
       wants to use. Magic users can find ways of creating their own
       weapons using various methods, such as blacksmithing while
       infusing with magic spells, or special enchantments of made
       weaponry. Users can make weapons themselves, or they can
       commission other weapons makers to make weapons for them.
       Thankfully, it is not necessary for a magic user to make or call
       on weapons themselves, and they can rely on weapons made by
       others. While many will often try to get special weapons made
       tailored to their magic based combat styles, it is an optional
       thing that magic users can pursue to help them utilize magic
       more easily. For the most part, each magic weapon tends to be
       unique, depending on how its made, even if weapons are similar
       in nature. Even making a weapon with the same process twice will
       usually result in a different weapon, even if the only
       differences are the combat statistics of the weapon. This means
       each weapon has its own strengths and weaknesses, but it should
       be noted that unless a weapon has special durability or is made
       of stronger materials, almost any weapon can be broken if it is
       hit with enough power, and most of these have skills that can
       still be dodged or blocked like any other similar power or
       weapon one might encounter.
       Magic User Skill: Item Enchantment:
       ~There are a number of ways to enchant items. Most magics have
       some way of doing this, where they will often do things like
       using runes, glyphs or magic energy infused into an object. The
       general idea is that one can infuse magic into an object, in
       which there are a few ways to use objects with magic. Some may
       do things like infusing magic spells into magic books, and then
       releasing them from the spell books during battle, or some may
       infuse magic into items so that the items have specific effects
       when used, or some may just use this to enchant weapons and
       armor that can be used in battle. There is a number of ways to
       use this, and each magic often has its own ways of doing this,
       but it is usually something that most forms of magic can do in
       some form. Whether or not one can actually use item enchantment
       usually depends on the user, but most magic users at least know
       how the process is done, and those that can learn it can learn
       to use it in different ways. For the most part, this uses some
       method to infuse magic into objects, and then the objects will
       have magic based effects depending on the magic used. For
       example, infusing lightning into an armor could grant it
       lightning defense, or may electrocute anyone who touches it as a
       defense (depending on the magic infused). Even using the same
       magic, different effects can be infused if a user utilizes the
       right magic. Typically, the magic used, as well as the item, are
       the biggest things that determine the magic's effects on the
       item. Some may also use things like scrolls, which can hold
       magic enchantments. While there are many ways to use this, so it
       is hard to quantify each way this can be used, as it is not only
       determined by objects and spells available, but how creative and
       knowledgeable about magic one can get. For example, one may look
       at an armor and think that it can only be charged with defense
       magic, but more creative magic users could infuse it with
       offensive magic to trigger when the armor is struck. For the
       most part though, this is something that has to be done out of
       battle, and even if one does use this, one can find ways around
       the enchantment effects if they know how it works.
       Magic User Skill: Written Magic Incantation:
       ~Those that know magic know that words hold a special power,
       which is why verbal incantation is so effective. Magic users
       learn to take advantage of this, where they can learn to use
       words not just in verbal form, but in written form as well. By
       writing down magic spells, they can cast them by using written
       magic incantations as well as verbal incantations. When used,
       this allows a magic user to write down spells, and then activate
       the spells whenever they need to. While magic spells can be
       charged using enchantment, writing spells down is also effective
       for allowing activation of spells. In doing this, a user is able
       to cast spells without needing verbal incantations, and instead
       just rely on the written incantation to activate their spell.
       This is an ability that not all can learn to use, but many
       magics can utilize this in some form. Those that use this can
       even learn certain skillsets that may utilize the power of words
       specifically, where some magic users can assign words to certain
       magical effects as a means to associate certain words with
       specific spells. For example, "physical hardening" is sometimes
       used to describe a defense spell that hardens the body against
       damage. Another method this is used for is for those that want
       to create notes on how to use magic, where they can use written
       incantations that can allow one to use magic in order to
       understand how to use spells. There are other ways to use this
       spell, but those that use it will often find ways to make use of
       it. Typically, how it's used does depend on the magic though, as
       different magics may offer different written spell abilities. So
       magics even have entire skillsets based around written magic.
       While this does depend on the magic used, the main thing to note
       about this is that those that use it always need to write down
       spells, so the best way to prevent this from being used is to
       prevent someone from writing spells, like washing away ink used
       when the user writes. And any spells used still have the same
       weaknesses they normally would as well, usually regardless of
       the art (Any exceptions must be stated).
       Magic User Skill: Magic Charge:
       ~Another ability that comes with spell-casting is charging up
       one's magic. Usually when casting spells, a spell has to be
       charged in some way, where the spell is cast and then charged to
       it's peak so that it will do optimal damage. There are two ways
       this usually works. The first is that charging the spell is
       mandatory for the spells, such as in the Way of Eweca magics,
       where users must charge the spells before they can use them. In
       this case, this is a necessary skill that one must learn in
       order to use the magics they are going to use. The other method
       is that one may use this to charge spells in order to make them
       more powerful. In this method, a user casts the spell, and then
       keeps charging so that they can add more magic power into the
       spell. By doing this, magic users can fire more power spells by
       charging longer. Depending on how it's used, this can be quite
       useful, and some users can even utilize this in creative ways to
       boost their magic. For example, one might charge a fire spell to
       create more explosive power, or one might charge a defense spell
       to make their defense spell stronger. However, one can also try
       to use this in other ways, such as some may apply this to their
       magic amplification of their abilities to charge up their
       physical abilities (though one has to be careful not to charge
       too much power in this method). This is a fairly basic aspect of
       spells, and many forms of magic have some use for this. However,
       for some magics, it is not absolutely necessary to learn, just
       helpful and grants more options. For the first method (the one
       where some spells need to be charged), this can be interrupted
       by attacks, where users cannot charge attacks while they are
       being attacked (since charging spells may take concentration).
       For those that have to use it, it is a necessary skill, and must
       be used according to whatever magic one uses. However, for those
       that don't need to use it (those that can use it to charge
       spells with more power), charging can also be interrupted, and
       if one charges too much power into a spell, they may overcharge
       it and cause it to become unstable (often causing the spell to
       explode in one's face).
       Magic User Skill: Magic Skills:
       ~Along with spells, there may be other abilities that come with
       one's specific type of magic. Depending on the magic, some may
       gain abilities through magic that aren't necessarily magic
       based. For example, those with physical amplification magic may
       have enhanced strength and physical stats, to the point where
       their bodies may grow stronger with enough exposure. Some other
       examples also include wind magic users being able to fly by
       casting wind magic, or those with shapeshifting magic may gain
       other abilities through forms they may shapeshift into (such as
       something with wings could fly, or something with claws could
       use claw slashes). These are usually special abilities granted
       by spells, or by magic in general. Some abilities may be
       passive, while some may be active (in that they have to be
       consciously used). It is hard to quantify every ability that can
       be gained by magic, and this mostly depends on the user and the
       magics they use. This also depends on how creative the user is
       with their magic, as some magics can be made to be used for
       other purposes if one is skilled enough, such as how some wind
       users can use wind magic to create lightning (though lightning
       magic is it's own unique magic type usually). Abilities gained
       can be temporary because of cast spells, or they can be
       permanent passive abilities granted by spells (Such as special
       passive magic amplifications). Some also gain special abilities
       through magic aura, where some abilities can be used through
       one's magic aura such as some regeneration magics may operate
       from being a passive aura skill. Typically, the ability gained
       depends on the magic and types of magic one uses. It should also
       be noted that not everyone can gain magic from magic, as there
       are certain types of magic that may not grant extra skills or a
       lot of creative room for using, such as chaos magic tends to
       offer little in terms of extra abilities. Typically, each skill
       will come with weaknesses and strengths, depending on the skill.
       For example, flight through wings can be interrupted if the
       wings are damaged. Each ability usually has strengths and
       weaknesses, and without magic, most of the time these skills are
       no longer able to be used since many run on magic in some form.
       Magic User Skill: Magic Suppression:
       ~Those that use magic sometimes need to not use magic. For those
       that have to suppress their presence, magic users usually
       possess the ability to suppress their magic abilities at will,
       where they can suppress their magic and magic connections if
       needed. Typically, this is most useful for blending into a
       group, where one can come across as not being a magic user when
       their magic is fully suppressed. When used, this can be useful
       in certain situations, and is an active skill that magic users
       can use. This skill is more about temporary suppression, where
       one temporarily suppresses their magic. While this is mostly
       useful for trying to hide one's magic nature, it can also help
       magic users recover from anti-magic, where suppressing their
       magic lessens the effects of anti-magic by reducing one's magic
       abilities that would be affected by anti-magic. Depending on the
       skill of the user, users can often have varying methods of
       suppressing their magic, where some may be able to suppress
       their magic better than others. Typically, this is better used
       by those of lesser magic ability, because it makes their magic
       ability much harder to sense, while with stronger magic users,
       it is harder to suppress as much of one's magic power. And this
       skill also depends on the magic, where certain magics may work
       better than others when it comes to suppression. For example,
       dark magic can be a bit hard to suppress, unless one has special
       spells to do so. This also brings up another thing to note,
       which is that some magics may have skills specifically designed
       for this purpose, such as magics that have suppression skills
       that will hide their presence and make them appear as something
       else. This is often used to hide or infiltrate, where magic
       users will often disguise their presence when not using magic.
       However, those with strong senses may still sense their magic
       even when suppressed, depending on the magic user and their
       suppression abilities. As mentioned, those with weaker magic
       abilities can use this more easily and are harder to sense,
       while those with stronger magic abilities have a harder time
       hiding them from others.
       Magic User Skill: Advanced Magic Skills:
       ~Once users manage to reach a certain level, there are certain
       advanced magic skills that one can learn. These usually have
       something to do with optimizing the spellcasting process, or may
       be advanced skills that magic users can learn to better utilize
       their magic (such as learning to charge spells into objects to
       release at will). For the most part, spells that modify the
       casting process are usually the most common magic skills one can
       learn. The first example is chain cast, where one can learn to
       cast multiple spells of the same kind at once (usually as a
       means to bombard an opponent with multiples of the same spell).
       There is also multi-cast, a spell which can cast multiple spells
       at the same time (such as casting two different spells
       simultaneously to try and use two different spells at once).
       There is also spells like snap cast, which can be used to
       instantly cast spells at certain times through buildups of magic
       power, and there is phrase shortening used by verbal
       incantations where users learn to shorten phrases used in
       incantations to more easily cast using less words (thus making
       it less likely an opponent can interrupt them). There are also
       other examples of advanced magic skills, such as how wind users
       may learn to cast lightning spells, cold wind spells, or
       explosive wind spells once they have reached an advanced skill
       level. There are a number of skills that one can learn once
       reaching this skillset, and usually depends on the magic one
       learns (with some skillsets having skills that can only be
       learned once one reaches an advanced enough level). It is also
       typically at this advanced stage that many can learn to start
       modifying spells as well, usually as a means to optimize them
       for better use in battle. Of course though, these skills are
       only as useful as the user's skill at using them, and requires
       knowledge and practice in order to utilize these spells. Only
       those at higher levels can learn these, and each comes with its
       own strengths and weaknesses (which must be stated by players).
       This is not a necessary set of skills to learn depending on the
       magic, but still useful as there are many optional advanced
       skills one can learn.
       Magic User Skill: Advanced and High Level Magic Spells:
       ~Once a magic user reaches a certain level, their magic starts
       to get stronger as their affinities are better trained. When
       their affinities reach a certain point and they have the energy
       to do so, they can then move on to higher level spells in their
       respective magics. Users of magic reach this point through
       experience and practice of using lesser level spells, and once
       they reach a certain mastery of those spells, these may become
       available if the user has a strong enough affinity and enough
       energy to cast such spells. There are different levels of
       spells, with some levels requiring more power than others. Some
       levels of magic may also have special requirements, such as
       being born with a certain magic affinity or they may require
       certain other skills be acquired before one can learn them (IE a
       high level fire spell often requires lower level fire magic to
       be used and mastered before it can be learned). Once one has
       reached this level, they can learn high level advanced magic,
       and even higher levels if they master the advanced magics. Many
       magics have higher levels of magic that one can reach, with many
       classifying magic into different categories. For example, there
       is the standard beginner, intermediate and advanced, but there
       is also certain other higher levels such as a high level of
       magic in one universe known as grand magic (the highest level of
       magic). Those that learn these advanced magics become capable of
       casting magics that many lesser magic users cannot, and usually
       have much stronger spells as a result. Most advanced and higher
       level magics are usually either stronger, more efficient, or
       have extra effects depending on the magic. It is hard to
       quantify every advanced skill (just like it is hard to quantify
       every type of magic out there), so it is difficult to go over
       them all. However, as one gets to higher level magics, it is
       required for them to be master magic at a certain level, and
       without that mastery, they cannot advance to this level. And
       those that use these magics will find they do still have
       weaknesses, like stronger magics will cost more power to use
       than weaker magics. It is important to know when these skills
       are necessary, but even more important to understand when to
       save these skills for tougher opponents.
       Magic User Skill: Spellbonding (Advanced Skill):
       ~This is another advanced skill that deserves its own mention.
       Those that reach advanced levels of magic can eventually learn
       beyond just casting spells. One such skill is learning to create
       new spells. When one learns to utilize magic at a higher level,
       they can learn to create new spells if they can find creative
       ways to use magic that others have not. One major way people
       create new spells is to fuse aspects of multiple spells
       together, where users may learn to bond certain traits of spells
       together in order to create their own spells. For example,
       someone with wind, lightning and water magic may use this skill
       to create storm magic using all three elemental magics, by
       combining the traits of all three elemental magics into one.
       This is a very useful skill, and depending on the creativity of
       the user, one can use this in a great many ways. This is usually
       how new spells get developed, where many magic users will
       research magic and practice these spells for years to build up
       the ability to use new spells. It is actually far easier to
       create new spells by combining existing spells than it is to
       create new spells from scratch, due to the fact that bonding
       spells together simply casts multiple spells combined into one
       rather than trying to come up with a new spell to cast. Some may
       even learn to adapt spells using aspects from other magics,
       where they may even learn to develop spells based on other
       spells. This is another aspect that is easier than creating new
       spells, due to the fact that it is easier to base spells on
       others than build new spells from scratch. For example, chi
       magic users adapted a few spells from normal magic to use in chi
       magic, but had to adapt them to using chi instead of normal
       magic. For the most part, this is a very useful skill one can
       gain, but takes a lot of experience and practice to learn to
       create new spells. This also requires knowledge of magic and how
       to use it, as without it, users cannot easily combine aspects of
       multiple spells. Also, spells learned may still have the
       weaknesses of the original spells, such as a water spell will
       still have water type weaknesses when combined with another type
       of spell.
       Vampire Magic Abilities/Spells:
       Vampire Magic:
       ~The user is capable of performing magic associated with
       vampires. Sources can include actual instruction from vampiric
       beings, using the vampires as a source of magical power or even
       using substances/tools that come from or are connected to them.
       Blood Magic:
       ~The user is able use a form of magic that allows them to cast
       magical spells related to blood.
       The user is able to use Blood Magic in two ways: to gain access
       to (esoteric/mystic/magical) blood-based powers/abilities (E.g.
       Blood Manipulation) or to cast spells that require or are
       related to blood (E.g. an astral projection spell or healing
       spell).
       In some cases, the user has the inherent power in their blood to
       manipulate and/or fuel spell-casting. This is an ancient version
       that predates word-based magic and was considered by some to be
       more powerful. Blood Magic was a kind of magic based on the
       employment of blood which is an important component in many
       rituals, spells and other aspects of the supernatural world.
       Demonic Magic:
       ~The user is capable of using demonic magic to achieve several
       feats such as creating, destroying and reconstructing anything,
       sometimes even to warp reality. This type of magic is usually
       used by a dark and evil entity or those related to them.
       Decay:
       ~This power accelerates the decrepitude of its target, causing
       it to wither, rot, or otherwise break down. The target must be
       inanimate, though dead organic matter can be affected.
       Anguish:
       ~Cause a target to feel pain simply by standing in its presence.
       The figure has to be at least no more than 6 feet away from him
       in order for the spell to take affect. Still vulnerable to long
       range attacks.
       Shattering:
       ~Cause a target's bones to break or its organs to rupture. The
       target has to be close in order to do this. Those with
       regeneration can recover from this but won't minimize the pain
       unless the target has pain resistance powers.
       Agony Within:
       ~Cause a target's blood to transform into hooked tendrils that
       shred their arteries. The target has to be close in order to do
       this.
       Old Hunter Bone:
       ~Allows the user to perform the "art of quickening". It
       increases invincibility frames when dodging, and makes players
       vanish in-between dodges. Last for two rp turns (basically a
       teleport dash).
       Beast Roar:
       ~The user will brace its own body and produce a roar, unleashing
       a shockwave that bounces almost any thrown object at the player,
       and will cause any small enemy to be thrown violently at the
       ground.
       Augur of Ebrietas:
       ~The user will summon dark tentacle like tendrils to deal damage
       to enemies and knock them to the ground. Has limited range and
       takes a while to reach its maximum distance. Sends most enemies
       flying and can parry if timed correctly upon an enemy attack.
       When it strikes the back of an opponent, it will guarantee the
       opportunity for a backstab visceral attack or can perform a
       surprise attack by grabbing them from behind.
       Tiny Tonitrus:
       ~Summons many consecutive pillars of dark magic energy in a
       straight line, dealing massive damage and possibly hitting
       multiple opponents. It is, however, extremely easy to dodge, but
       excels in tight corridors.
       Accursed Brew:
       ~The user will throw a dark purple magic energy projectile that
       will explode midair after a short range, similar to a Molotov
       Cocktail, although it has a much faster projectile speed.
       A Call Beyond:
       ~Unleashes a myriad of small dark magic orbs, some of which will
       track opponents, while others simply surround the caster and
       blast around him. It is an incredibly powerful tool and should
       be used mostly in tight situations, such as when being
       surrounded. It will essentially destroy everything inside a
       small room. It is extremely hard to dodge and deals insane
       damage. It can be blocked but can damage shields and those with
       tough skin.
       Sleep:
       ~A spell of lethargy which, if successful, will send the victim
       into a deep slumber from which they cannot awaken until attacked
       or the spell wears off.
       Chains of Agony:
       ~Glowing black chains bind the target of this spell, hindering
       their ability to strike and do damage.
       Combat Abilities:
       Magic Combat:
       ~The user is able to infuse magic with physical attacks, using
       magical energies to blast away, hex opponents, and strengthen
       attacks.
       They can infuse their attacks with magic, augment their physical
       capabilities, use magic attacks, etc.
       Demonic Combat:
       ~The user is able to incorporate demonic power into physical
       combat.
       Supernatural Hunter:
       ~The user possesses the powers of a supernatural hunter, having
       the innate ability to hunt down supernatural creatures. They are
       able to physically match and fight off most of the creatures
       they hunt, have innate combat abilities and information about
       the paranormal world, ability to detect supernatural creatures,
       and know how to kill and trap them. They may have immunity
       towards the creatures they hunt (immune to vampire's compulsion,
       werebeast's infection, demon's possession, witch's magic, divine
       influences, etc.).
       Dhampirs are commonly known for being supernatural hunters by
       hunting vampires and other supernatural creatures.
       Supernatural Training: Supernatural Hunting and
       Tracking/Tracking Avoidance:
       ~For the most part, supernaturals have to learn specifically how
       supernaturals are tracked, not just so they can track their
       enemies, but to learn how those like supernatural hunters might
       track them . Because supernaturals are getting smarter and
       learning to counter supernatural hunters, supernatural hunters
       have to be creative in how they handle tracking supernaturals,
       which also means supernaturals must adapt in response in a
       never-ending cycle. Usually, training can involve things like
       being able to analyze foot steps of creatures to find out more
       about where their opponent is going, while some more skilled
       supernaturals can use tracking more effectively to learn more
       about the supernaturals they're tracking. For example, many
       supernaturals that don't rely on supernatural senses may use
       foot prints to track an opponent, but master level supernaturals
       can learn what kind of creature made the prints by analyzing
       things like how deep the footprint is and the size of the stride
       being a way to tell a rough estimate of the weight of the make
       of the tracks, or even traces of elements in the footprints
       could be signs of certain supernaturals (such as demons leave
       behind a sulfuric trace wherever they go and is also in their
       footsteps). In addition, supernaturals are also trained to
       listen to the environment, in which the environment can be a
       great way to track opponents. For example, most know that when
       everything in a forest goes quiet, even the bugs, it usually
       means there is a predator nearby, and some supernaturals can use
       that to tell when they are close to a possible target. This
       skill is something that not only requires knowledge of tracking,
       and using the environment, but also requires knowledge of
       supernaturals as well. For example, some werecreatures actually
       jump through trees in the forest rather than walk on the ground,
       in which supernaturals have to understand that and use that
       knowledge to their advantage. Supernaturals usually have a sense
       of when creatures are around them, and most are trained
       specifically to track supernatural creatures. Most have come up
       with many ways to track supernaturals, as the world of
       supernatural hunting is rapidly changing as supernaturals come
       to learn supernatural hunter tricks for hunting. And while some
       may learn to use hunting and tracking without supernatural
       senses, many supernaturals also have supernatural senses that
       can also help them more easily track or sense potential enemies
       they may encounter, or potential enemies that might be tracking
       them.
       Supernatural Training: Supernatural Hunter Extermination
       Experts:
       ~Supernaturals who want to survive supernatural hunters have to
       become experts in supernatural hunting techniques. Besides just
       using them to fight other supernaturals, supernaturals also have
       to use supernatural hunting tactics to counter supernatural
       hunters that hunt them. Most supernaturals will learn how
       supernatural hunters operate, whether the hunters are human,
       werewolf, vampire or even demon or angel. In order to survive,
       supernaturals learn everything they can about how supernatural
       hunters operate, and how to avoid most supernatural hunter traps
       or tracking. This is another aspect that makes some
       supernaturals even more dangerous, as many supernaturals in
       recent years have had to learn ways to counter supernatural
       hunter traps and learn quickly the tricks supernatural hunters
       used to find and combat them. Because all supernaturals do
       encounter supernatural hunters from time to time that will try
       to kill them (Some will hunt down supernaturals for simply
       existing), they will often not only learn through books and
       training, but most end up having to fight to survive against all
       manners of creatures (not just humans, as there are even
       supernaturals who act as supernatural hunters in some places).
       Usually, hunters will hunt down almost any supernatural creature
       even if some may only ever go after dangerous supernaturals, as
       many hunters will see supernaturals as enemies. Because of this,
       supernaturals have to learn quickly about how to avoid, counter
       and kill almost any manner of supernatural hunters (many only
       kill supernatural hunters when necessary, though the less moral
       ones will actively hunt down and kill supernatural hunters to
       protect themselves). Most supernatural hunters have to be very
       creative about how they lure out spirit users like many
       supernaturals, because of the fact that most learn over time how
       supernatural hunters work, where supernatural hunters have to
       learn new tricks and supernaturals have to again learn the new
       tricks in a never-ending cycle. Of course, supernatural hunters
       can learn to adapt, and usually do, so it is difficult to adapt
       to every strategy since each supernatural hunter may have
       different strategies for different things. Supernatural hunters
       also tend to shift strategies in order to keep supernaturals off
       guard, so one should keep this in mind if learning how hunters
       operate and hunt down supernaturals.
       Supernatural Hunter Training: Supernatural Hunter Counter
       Experts:
       ~Because of the rivalry between some supernatural hunter groups,
       there are some supernatural hunter groups that fight each other.
       Because of this, most supernatural hunters also have to worry
       about other supernatural hunter groups, or some supernatural
       hunter hunter groups who use their own tactics against them,
       which even applies to spirit users who become supernatural
       hunters. Because of this, supernatural hunters have to be aware
       of when groups are using their own tactics, and they have to
       adapt and counter those tactics when they arise. This training
       also teaches supernatural hunters how to avoid certain traps and
       tracking that other supernaturals will use, with some groups
       training their supernatural hunters how to counter the
       supernatural hunter group rivals of the group they're trained by
       (For example, the Christian churches may have rivalries with
       different churches supernatural hunter groups, or certain other
       secret groups like the Men of Letters may refuse to cooperate
       with other groups). Because of this, it's also important for
       supernatural hunters to realize that their enemies are not
       always supernaturals, but sometimes other humans and other
       supernatural hunters. This mostly applies to supernaturals that
       double as supernatural hunters (and may apply to spirit users),
       as they often come under scrutiny for hunting their own kind and
       some human supernatural groups won't let them operate as
       supernatural hunters in fear they may turn on humans. Because of
       this, supernatural hunters are not only weary of supernaturals
       they hunt, but also of other supernatural hunters (though many
       supernatural hunters often form groups for better survival
       chances). To an extent, supernatural hunters have to be weary of
       supernatural hunters they might come across, though most have to
       learn when other supernatural hunters are enemies and when they
       are allies, or else they could make unnecessary enemies. Of
       course, this also works to counter when supernaturals use this
       as a means to counter supernatural hunters, which is a tactic
       that many supernatural hunters are seeing more and more of in
       the current days.
       Supernatural Training: Presence Suppression/Crowd Blending:
       ~Most supernaturals have to learn how to blend into crowds and
       learn to avoid suspicion in order to avoid things like
       supernatural hunters. It used to be that supernaturals had to
       operate in secret in order to avoid the secrets of supernaturals
       existing from getting out as was the unspoken rules before
       supernaturals were revealed to the public. While that is not a
       focus anymore, supernaturals still learn to blend into crowds
       and learn to avoid suspicion from normal people, mostly to avoid
       unnecessary attention. And because many supernaturals also live
       in the open by learning to blend into crowds, this even more
       important to avoid other dangerous supernaturals who might try
       to take them out if they are discovered. As such, the ability to
       blend into a crowd is still just as important as it was before
       supernaturals were discovered. For the most part, supernaturals
       often learn the best ways to avoid drawing attention to
       themselves in crowds, learning methods to keep suspicion off
       them. For example, some supernaturals will have ways to hide
       their weapons or supernatural items when out in public, often
       wearing casual clothes or clothes to fit whatever area they're
       in (such as wearing clothes common to the area they're in to
       avoid looking out of place) that can allow them to not show
       anything they might carry with them. Because a lot of
       supernaturals aren't human, many supernaturals also have the
       help of supernatural abilities to help hide their presences, and
       even humans can learn things like the assassin's wavelength to
       help them avoid detection by supernaturals and supernatural
       hunters. Crowds can be very useful, as crowds can mask someone's
       scent, due to so many people often being in one area that the
       scents are impossible to differentiate, and hiding in crowds can
       make one hard to find if they blend in to the crowd well enough,
       allowing a supernatural to be able to avoid suspicion from
       supernaturals they are hunting or from supernatural hunters (as
       many supernaturals are always on the lookout for hunters).
       Almost any supernatural, no matter how they're trained, use this
       to blend into crowds whenever they can, as they often don't want
       to draw attention to themselves, which has become quite
       important over the years both to hide from supernatural hunters,
       but also to hide form enemy supernaturals.
       Murderous Intent Sense:
       ~This lets those with this sense when an attack is coming,
       usually by being able to tell when someone has the intent to
       kill. This is a skill most warriors get by fighting constantly
       for many years, learning how to sense someone's murderous intent
       usually through encountering it first-hand enough that they
       start to develop a strange sense that lets them read people and
       be able to tell when someone has the intention to kill. This
       lets the user read their environment as well as the people
       around them in order to see what attacks might be coming their
       way by reading an opponent's body language and the "sense" of
       people around them. This gives them a passive sense of reading
       people who might try to hurt them, as they can sense when
       someone is ready to attack, and most people can usually sense
       when that murderous intent is aimed at them. Some can sense this
       literally as an aura through things like ki sense, but most
       sense it in an instinctive way once their instincts have been
       developed through constant fighting and battles. This gives the
       user time to predict an attack, and to some extent, helps the
       person predict what opponents will do in a fight by reading
       their murderous intent. For example, by reading an opponent's
       body language, such as how they move or how tense they might be,
       a user of this can read opponents movements in order to predict
       how they will fight or attack, as some have developed entire
       fighting styles predicting people through this method, such as
       the Hiten Mitsurugi sword style that uses this to predict
       opponents. However, this sense is not perfect, and some
       opponents can't be read if they can disguise their murderous
       intent or they learn skills that can trick people with this
       sense. Those who have no ability to feel emotions also don't
       give off this murderous intent, as those who don't have emotions
       don't feel the intent to kill. This sense is usually pretty
       reliable unless one can suppress their murderous intent, and is
       usually instinctive among people who have seen a lot of battle
       and those that have fought for their lives multiple times. The
       only real way to develop this is experience, as no amount of
       training can truly grasp how this sense truly works as it is
       only a passive ability that one can pick up by experiencing
       murderous intent firsthand from enough people that they learn to
       recognize the murderous intent in the feelings they get from
       people.
       Celerity Art: Projectile:
       ~This is a basic vampire celerity art skill which most vampire
       clans teach, and is pretty easy to learn by vampires with a
       speed-based skillset. This combat technique speeds up something
       thrown at opponents, letting vampires transfer their celerity
       combat speed to projectiles. This speeds up an attack or weapon
       thrown using this training, essentially making a thrown knife
       into a speed akin to a bullet. In addition to increased speed,
       the increased speed also does more damage, as not only does
       whatever projectile hit the target, but the impact damage of the
       increased speed also does more damage as well. Fast opponents
       can still dodge this, and the attacks can still be blocked. This
       is designed for opponents fast enough to dodge normal
       projectiles, as this technique is designed solely for speeding
       up projectile techniques and making them harder to dodge.
       Celerity Art: Flower of Death:
       ~This is a vampire celerity art combat technique where a vampire
       transfers their speed with their celerity training and applies
       it to their combat tactics. This gives them a huge boost in hand
       to hand combat, letting them move extremely fast in their combat
       and making it so they are extremely hard to keep track of in a
       fight. Combined with an already fast opponent, this art can be
       deadly in close combat if the opponent can't keep up with the
       user. Users of this are taught to fight in close combat at
       incredible speeds, enhancing their speed, and at times, their
       strength as well due to the increased speed. Those who use this
       are dangerous in close combat, and when combined with techniques
       like Sonido and other martial arts, this technique can make a
       deadly fighting style even deadlier.
       Celerity Art: Zephyr:
       ~This celerity art is akin to comic book-style uses of enhanced
       speed, where the user moves so fast they can do things like
       running across water, running up walls, and in some faster
       cases, running across a ceiling. This technique requires
       precision control though, as one can easily flatten themselves
       into a wall if they can't keep up with their own speed. And for
       the most part, most vampires can only move this fast while in
       motion, as when they slow down, they will go back to their usual
       speed. This particular ability acts like a high speed amp,
       amping the speed of vampires. However, if one wants to train
       this, their best bet is to train their own speed, as their base
       speed increases more with this than trying to train the
       technique itself.
       Enhanced Swordsmanship:
       ~Users possess incredible proficiency and skill in wielding and
       utilizing a sword, a bladed melee weapon intended for cutting or
       thrusting that is longer than a knife or dagger, consisting of a
       long blade attached to a hilt. Regardless, of the sword’s shape
       or size, the user can wield it as if it were an extension of
       their hand(s). They can also wield a sword with incredible
       expertise in speed, power, and skill, allowing them to perform
       feats such as stopping and deflecting bullets, decimating large
       objects or areas, cutting through solid material such as steel,
       and even hold back their strength to deal damage to their foes
       without killing them.
       The user can sword-fight with little or no effort, deliver
       skillful strikes to weak points with great precision, and cut
       only and exactly what they want. This ability also allows them
       to become naturally skilled with multiple swords or any type of
       sword regardless of shape or size to suit their needs in combat.
       Their remarkably fast weapon control may allow them to bypass
       obstacles in order to cut their intended target.
       Passive Skills:
       Glowing Eyes:
       ~The user possesses eyes that glow which allows them to generate
       light, sometimes allowing them to see in the dark clearly. Some
       users' eyes vary in color while glowing. Users may or may not be
       able to control the color of the glow. Unlike Light Vision, the
       user can't manifest their eye lights as beams or blasts.
       In some cases, the eyes may glow involuntarily when the user
       calls on another power. This can cause Glowing Eyes to act a
       sort of limitation, tipping others off that they are or are
       doing something supernatural.
       Demonic Vampire Wings:
       ~Just like any other demonic vampires such as the Hazeldines,
       Mordecai have demonic vampire wings which he can summon from his
       back at any time. These wings can let him fly, or be used to
       help protect him from projectiles. These wings are almost always
       demonic in nature, radiating a demonic vampire energy from them.
       Mordecai can use these as defense to block attacks since his
       wings are strong enough to block some attacks. He also can
       infuse his wings with either black flames or shadows for
       offensive or defensive purposes. The wings can also provide some
       defense against light, which also helps due to his physiology.
       These wings can also use vampire regeneration and can use
       specific demon abilities to regenerate as well.
       Demonic Vampire Blood Power Gain:
       ~When a Angellis Ater drinks the blood of another supernatural,
       they are able to gain the abilities of the person they drink
       blood from as a standard vampire power. Depending on how much of
       the supernatural's blood they drink, they can gain the abilities
       temporarily or permanently. Unlike other power gain abilities
       though, all powers gained by the Angellis Ater with demonic
       enhancement are usually converted to demonic equivalents, acting
       as a sort of reverse version of a holy vampire's power gain.
       Angellis Ater are able to gain dark or demonic powers, and any
       holy powers are converted to demonic power instead of holy.
       Depending on the power, the Angellis Ater usually gains the
       power taken with this being a good way to gain new abilities.
       However, while they can gain new powers this way, they also gain
       the weaknesses of the power, and some more advanced powers may
       change the vampire's anatomy slightly to compensate. Usually the
       best way to avoid new weaknesses is to only absorb powers
       similar to the user, such as a darkness user absorbing blood
       from someone with a unique darkness ability to gain that
       darkness ability. For the most part, this is fairly standard
       except for the fact that the Angellis Ater gains a demonic
       equivalent rather than just gaining the power.
       Multilingual and Ancient Language Experts:
       ~Just like most creatures who have been around for thousands of
       years, the Angellis Ater can speak multiple languages. For the
       most part, depending on where they live and where they have
       lived, most of them speak a number of languages, and are experts
       on ancient languages, with most being able to speak and write in
       almost any ancient language of humans. Most are very fluent in
       Enochian, biblical Hebrew, normal Hebrew, and even most major
       languages spoken in major countries. They can even spoke mostly
       forgotten languages that most don't even know, like the original
       languages of the world that have been lost to time. For the most
       part, most of them are very good at learning new languages and
       at speaking and writing in multiple languages that have been
       used over the years. A Angellis Ater is able to speak most major
       languages in the world, including English, French, Spanish,
       Portuguese, Italian, German, Russian, Chinese, Mongolian,
       Mandarin, and Japanese. A Angellis Ater also knows forgotten, or
       "dead" languages (languages not used with no new words being
       added), including Sanskrit, biblical Hebrew, Latin and many
       ancient languages like ancient Egyptian, Mayan, Incan or even
       knowing Native American languages.
       Demonic Supernatural Life Span:
       ~The Angellis Ater all live an indefinite lifespan like many
       vampires. Many of them are able to reach their prime and then
       they stop aging, with their regeneration negating most aspects
       of the aging process. While many older Angellis Ater still show
       some signs of age over time, most Angellis Aters are still in
       their prime, mainly due to their associations with demons. It's
       not known how long a Angellis Ater can live, but the older
       members of the clan have been around for almost 2,000 years if
       one looks at their history. Currently, it's believed that the
       Angellis Ater will continue to live on to have indefinite life
       spans, with them only dying of old age if their regeneration
       stops working when they reach a certain age, similar to how
       death wraiths eventually age and die once they reach a certain
       point in their life. Because no Angellis Ater has died of old
       age yet, no one is sure how long a Angellis Ater will live, but
       it is estimated that a Angellis Ater could probably live for
       thousands of years, if not tens of thousands of years granted
       their regeneration doesn't give out on them before then.
       Enhanced Supernatural Senses:
       ~Every Angellis Ater has enhanced senses, like many
       supernaturals, and gain a passive enhancement thanks to their
       supernatural nature. Each Angellis Ater, depending on their
       skills and their disciplines, they gain enhanced senses. All
       Angellis Aters usually also gain the ability to see, hear and
       smell things that most humans cannot, with some gaining
       specialties in this based on their abilities, such as a wolf
       smell being able to smell things humans cannot, or certain
       animal-demonic senses that sense frequencies and sounds that
       humans can't perceive.
       Angellis Ater Darkvision:
       ~Since the Angellis Ater clan is so steeped in darkness due to
       them having an odd bloodline between the Baali and the Lasombra,
       all Angellis Aters are able to see in all levels of light, being
       able to perceive what's around them, even if it's total
       darkness. This means that all the Angellis Aters have the
       ability to not be affected by darkness restricting attacks that
       attempt to blind opponents since they can see even in total
       darkness no matter how powerful the darkness. For the most part,
       this is a pretty simple power that comes from the clan's natural
       ability to control darkness and having affinities for darkness.
       They specialize in darkness, so they have to be able to see in
       the dark in order to see. However, things like flashbangs can
       blind them, and things like smoke or other vision obstructions
       can still blind them as well if it's a physical obstruction and
       not just pure darkness. This mostly only applies to darkness and
       darkness based attacks that try to blind them.
       Supernatural Sixth Sense:
       ~Much like vampires and other supernaturals, supernaturals with
       this sense can sense the presence of other beings, and sensing
       who and what they are. This can sense not only one's presence,
       but their levels of energy and how tough they are, allowing the
       user to gauge how they stand against them, as well as often
       being able to tell what they are by their presence if the user
       recognizes what kind of presence it is. However, this can be
       deceived by skilled opponents, sometimes not appearing correctly
       if the user can't sense the opponent's full power or use powers
       that fool this sense. There are also skills that hide one's
       presence so those with this sense can't sense them, or some
       opponents can suppress their presence so they're not fully able
       to be sensed. While this isn't always the best judge of
       someone's abilities, it can provide a slight insight to help the
       user as to what they face or what's around them.
       Tuned Mind:
       ~Mordecai learned this ability from a vampire. Through
       meditation, Mordecai is able to control his mind completely,
       allowing him to access and control his mind's inner world. Each
       inner world is unique to the user, and solely dependent on the
       user. They are able to do things like controlling their emotions
       and filtering out psychic powers that affect the mind.
       Magic User Skill: Magic Resistance:
       ~Almost every magic user has some form of magic resistance
       (usually to whatever magic they possess). This is covers how
       much resistance one has to magic attacks, which one can build up
       with a magic based skillset by strengthening their magic
       mastery. Magic defense grants a passive defense to magic,
       allowing slight magic resistance depending on the magic used
       (which translates to this magic resistance). Typically, the
       amount of resistance is dependent on the person's magic defense,
       which determines how strong their magic resistance is. For
       example, one who gain high training in holy magic may gain a
       high resistance to other forms of holy magic through magic
       resistance and training their magic defense. Typically, as one's
       magic defense rises, their magic resistance increases as well.
       This skill is attained through training one's magic defense,
       where their magic defense directly affects their magic
       resistance. This is done through training in magic, and as one
       exposes themselves to more and more magic, their bodies adapt
       and become resistant. High level magicians can gain high magic
       resistances, and some may even gain new resistances as they
       reach higher levels. For example, low level magicians who use
       holy magic may gain resistance to holy magic, but higher level
       magicians who use holy magic may also gain resistances to
       demonic or unholy magics as their holy magic strengthens their
       resistance to unholy power by strengthening the holy magic power
       in the person's body. This is a passive skill that applies to
       many magic users (though not all gain specific magic
       resistances, as this depends more on the type of magic). This
       not only applies to the type of magic one has, but also gives
       them resistance to the specific types of spells they may use or
       be most familiar with. For example, not only would a normal
       magic user be resistant to normal magic, but a normal fire magic
       user would be resistant to other forms of fire magic. Typically
       this depends on the user and how high their magic defense is. It
       should be noted that very few times does one gain complete
       immunity to magic (which is usually a different skill and comes
       from a skill people usually have to be born with), and only gain
       resistances. Also, their resistances may be limited to their
       specific kinds of magics or magics that interact with them, and
       may not apply to magics they don't know or haven't experienced.
       Dhampir and Combat Trained Enhanced Physical Stats:
       ~Just like any other supernatural hybrid, dhampirs like Mordecai
       have enhanced physical attributes. Depending on the dhampir,
       they can either focus on speed based or strength and stamina
       based combat. Mordecai is a balanced fighter since he believes
       that both speed and strength are important in combat. He can
       lean onto his speed and agility when facing speed based
       opponents and lean on his strength and stamina when facing
       strength based opponents. Of course, this doesn't work on those
       with immense speed and strength which he needs to be careful
       since beings like Grave can severely damage him if he's not
       careful. One thing to note on Mordecai is that he has a great
       durability as he was able to take multiple stabs from a
       supernatural hunter who is a specialist in close ranged weapons
       from behind and still being able to overpower them while
       appearing to be unfazed by the wounds. The one thing to take
       note of is that Mordecai is not a fighter to be taken lightly
       due to him being specially trained for combat against strong
       opponents.
       Transformation(s):
       Demonic Shadow Form:
       ~Due to his demonic vampire heritage, Mordecai is able to take
       on a demonic vampire form. In this form, all light seem to be
       sucked from it's surroundings. This form is weaker in the day
       but at night, it's stronger and dangerous due to it being
       surrounded by the night. His demonic vampire powers doubled
       along with his demonic physical stats. Only concentrated/strong
       divine light can harm Mordecai in this form to the point that
       enough attacks can force him back to his base form. Regular
       light attacks such as flash bangs annoys him while white light
       (stronger/purer version of light) slightly irritates him.
       Weaknesses:
       The Angellis Ater have the same weakness as other Lasombra —
       they do not cast reflections. They cannot be seen in mirrors,
       bodies of water, reflective windows, polished metals,
       photographs and security cameras, etc. This curious anomaly even
       extends to the clothes they wear and objects they carry.
       Although empowered by demonic weapons and artifacts, just like
       their demonic clan bloodline, Mordecai is weak to strong
       holy/light powers and attacks. He can enter a church or any
       other holy site but he will feel uncomfortable the longer he
       remains on holy ground. He can also touch things like silver or
       holy weapons but he prefers not to, going as far as wearing
       leather gloves since it simply annoys him. Though he is still
       weak to weapons such as stilled silver and other weapons that
       harms his regeneration and heaven gate pieces due to his demonic
       magic. Mordecai also needs to be careful with his magic since
       despite being a magic user, he has to make sure his magic is
       balance otherwise it won't work.
       Another weakness that came from the Lasombra is distorted image.
       All reflections and recordings distort, flicker, or become
       transparent (though this does not conceal their identity with
       any certainty). Microphones have the same difficulty with the
       vampire's voice as cameras have with their image, touch
       technology becomes unresponsive at best, and their anomalous
       nature makes it harder to avoid electronic detection systems.
       With effort they may overcome this difficulty but it’s as if
       they exist on a slightly different frequency to other beings,
       flickering in and out of light. Many Lasombra have attendants to
       handle technology for them, but a few strange beasts manage
       without.
       Like actual dhampirs, Mordecai need to ingest blood, but the
       results of not feeding is far less severe than what happens to
       vampires. The worst case is severe weakening of one's abilities
       but hardly ever death or desiccation like vampires. A dhampir's
       one true weakness is their bloodlust, a damning trait they
       inherit from their vampiric parents. In fact, it is because of
       this weakness that dhampirs refuse to be accompanied by
       companions on their journeys of hunts and self finding. As much
       as Mordecai hates to admit it, this is also a problem for him if
       he's not careful.
       Weapon(s):
       Demonic Cane Sword:
       ~made to be a demonic equivalent to the angel blades, which are
       weapons used by angels to kill demons. These are shaped similar
       to angel blades, but instead of being silver, they are black in
       color. These blades are able to interrupt regeneration for many
       types of supernatural creatures, and do extra damage to angels,
       even being able to kill them similar to angel blades. These
       demon blades can even be used to interrupt holy type
       regeneration of almost any creature (as long as it's holy
       regeneration), making this a great weapon to use against holy or
       angelic opponents. Instead of being holy weapons, these weapons
       shine with a demonic power, and can draw demonic power to
       enhance the blade's cutting efficiency to focus. Vicar's demon
       blade looks almost exactly like an angel sword except that it is
       black in color. This is also a dark magic type of weapon that
       amplifies and channel his dark magic.
       Personality:
       Cunning, Mordecai does not hesitate to seize opportunities to
       further his plans. He is cold and ruthless when it comes to
       achieving his goals. Mordecai talks in a polite manner most of
       the time, even during battle or while taunting his opponents. He
       has a somewhat humorous side to him, as shown when he stopped in
       mid-battle just to ask Theo why he was "taking out his
       frustrations on a wall". However, Mordecai's polite attitude is
       just a way to hide the darker side of his personality, and he
       has been able to trick many people at first before seeing his
       malevolent nature. He keeps a level head nearly all of the time,
       even in a situation where the odds are against him.
       Mordecai hate humans, especially hunters which he usually
       referring to them as "monkeys". He is cold, rude and extremely
       condescending towards normal humans and human supernatural
       hunters, using his alter ego Algan to fight humans who attack
       supernatural creatures and hybrids. Mordecai find normal humans
       disgusting enough to spray himself in order to disinfect the
       "monkey stench". He believe that those he call monkeys only have
       two roles in association with him, money-collecting monkeys and
       monkeys who are livestock for certain creatures such as vampires
       and werewolves. If they weren't fulfilling their roles or choose
       to defy them, Mordecai will gladly kill them or let others kill
       them without any remorse, regardless of age. He also believes
       that the monkeys don't want to admit superior physical beings
       exist and is disgusted by their pompous existence.
       In contrast, Mordecai cares deeply for his fellow supernatural
       creatures especially hybrids, referring to his small
       organization as family. He is even friendly to metahumans since
       he believes that those superior humans have actually reach human
       evolution and feels sorry for how they were treated by normal
       humans. Though there are a few metahumans he cannot stand such
       as Mr. Sinister for the crimes he has committed.
       Though Mordecai wasn't always like that. Before, Mordecai was a
       much more kind and proper young man back then. He understood the
       importance of manners and carrying himself with dignity. Despite
       his heritage, he was raised to help others in need regardless of
       race, hoping for humanity and supernatural creatures to coexist
       with one another. However, following the death of a young
       metahuman he befriended, things began to change. The followers
       of small church group applauded her death since they thought of
       her as a devil worshipper, a deplorable action that stayed with
       Mordecai. He decided not to kill them because of his mentor's
       teachings.
       Mordecai attempted to maintain his ideology but his path became
       more and more unclear as time went on. He that day saw a hideous
       evil that day and still chose to protect them, an action he
       grows to regret, calling them "monkeys" for the first time as he
       looks back on the memory. When asked if and why he hated humans,
       Mordecai replied that he used to think protecting humans was
       right but began doubting if they're worth fighting for along
       with being unable to tell the difference between the
       preciousness and ugliness of the weak. His decision was finally
       made when he saw a young werewolf/human hybrid being used and
       abused by human scientists that was working for Mr. Sinister in
       a remote village. In a rage, Mordecai killed all one hundred and
       twelve people in the remote village and rescued the young
       werewolf, officially becoming a anti-hunter. On that day,
       Mordecai chose the true side of himself, deciding that he
       doesn't like monkeys and will fight for a world of only beings
       like him.
       Bio:
       ((Will do later))
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