
Age: 33
Race: Human
Nationality: Valoran, Terran
Magick:
The Lore of Celestia:
Saving Grace: The touch of the Mage brings the celestial energies of the heavens to bear, filling the touched individual with new life and renewed energy, as well as restoring the body's wounds, knitting together skin and muscle where accident or blade has caused injury. The spell can heal light to medium wounds, cannot mend broken bones or bring someone back from the brink of death if too much blood loss has occurred, it also relieved tiredness - though this is not a cure all, though it removes the feeling of fatigue it can mean that the person then works themselves to death with over-exertion, though the body is fooled into losing feelings of tiredness, it means that the warning that tiredness provided goes unheeded.
Moonlight: The Mage banishes the darkness with a radiant beam of moonlight, illuminating even the darkest of spaces and showing demons and their foul ilk true fear, as well as granting allies relief from their fears and filling them with strength. The spell creates a light, either on the tip of a stave, the palm of the hand or a separate orb, that illuminates the surroundings. Demons and the like have a very strong fear of this light, and will cower away from it should it come near to them. Allies under the light are filled with a powerful courage, and provided with fatigue relief similar to that of Saving Grace.
Sunlight: The Mage calls forth the fiery energies of the sun to burn at their foes, searing flesh and blackening bone. The spell generates a fiery projectile in the form of either a single bolt, a cone, or an aura of fire around a weapon. This fire acts as any other against the normal races, but against demons causes even more severe burning and can turn them to ash within seconds.
Starlight: The Mage summons the light of the stars to fall on their allies, offering a divine protection against harm. The spell places a starry aura on its subjects, that blunt any blade that seeks to strike them (to a point), meaning that what might otherwise have been a severe gash becomes but a bruise. Magical powers and demonic weapons are most effected by this, weaker spells failing completely on contact with the aura and demons burning if they touch it.
Nova: The Mage calls on one of their most powerful spells, drawing more of the sun's power into them than is possible for a lesser mage before unleashing it upon their foes in a devastating pillar of wrathful power. The spell takes several seconds to cast, as the mage begins to glow with a celestial light, rising into the air before the power erupts from them to form a large pillar of searing fire that deals massive area of effect damage.
Divine Shield: The Mage calls on the protective power of the stars to form a single, nigh on impenetrable barrier of celestial energy to protect their allies. This spell brings a wall of stars into the path of the enemy, impassable for most demons, though strength decreases as the surface of the barrier increases. This barrier can take the form of a single large wall, a single large dome, or smaller domes around particular allies or groups of allies.
Ascendency: The caster transforms themselves into an avatar of celestial power. This being has access to all the spells of the Celestial Lore with seemingly no limitation. The mage is also granted powerful holy armour in this form, as well as a longsword and shield that will not break under any natural force. The being has an innate weakness to dark magic, and the transformation does not last for a long time.
The Lore of Everia:
Summon Elemental: The mage can summon forth a fire elemental, a storm elemental, a water elemental or an earth elemental. The fire elemental is a small humanoid creature formed of fire, and can control and create fire. The storm elemental is a fluctuating sentient cloud of electricity, that can both shoot bolts of lightning and even use itself as one. The water elemental is a large being formed of the water itself, capable of shifting and contorting, immune to most physical assault due to its liquid nature, though somewhat lacking in offensive power, with only jets of water, and vulnerable to electricity and other magical assault. The earth elemental is a golem-like creature with immense strength and durability, capable of melding with the rock and earth to increase its own size.
Elemental Manipulation: Traditionally, an Everian mage can only master a single element, and maintain a low level of ability with the others. The same is true for Scarlet, and her chosen element is Earth. Using this power she can manipulate rock, soil, and the like, both to form walls, projectiles and armour and to cause tremors and quakes.
Pure Arcane: Everian magic also enables the user to manipulate mana in its purest form, described by some particular individuals as 'purple', while others refer to it rather more properly as 'arcane' energy. This allows the wielder to control these fluctuating energies, forming forcefields, pure energy blasts, and the like - though requiring less energy from the mage, as the mana does not need to be focused, arcane attacks and defences tend to be weaker than more refined abilities.
Personality: Taking a hands-on approach to her role as headmistress, it is not uncommon to find Scarlet patrolling the halls of her academy, picking up students on poor behaviour or stopping by to congratulate them on good reports. She frequently drops by lessons and practices, lending her own hand to a demonstration, or for students to test themselves against, or even to deliver a brief improvised lecture on the subject.
