MERLIN SATANSPAWNYOU? YOU'RE HARDLY WORTH MY TIME.
- MERLIN THE GREAT -
STATUS INFORMATION:
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AGILITY: B
MANA: EX
LUCK: A+
ENDURANCE: D[/ul]
MASTER: None Yet — send a PM if you want Merlin Satanspawn[/size][/blockquote]
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SKILL LIST:
list here special combat skills your character may do. you may have a maximum of five skills, two of which are already determined by your class. please use the same ranking system shown above.
[/b] This ability allows Caster to render a large area advantageous to her. At this rank, Caster can make an entire fortress into her own personal territory.
ITEM CONSTRUCTION: B This ability allows Caster to create magic items. At this level, Caster can create items of magic power just shy of a Mystic Code, though their durability only lets them survive one or two uses.
HIGH SPEED DIVINE LANGUAGE: A This ability allows Caster to to activate magic of great power with a single action. While the language itself is from the Age of Gods, Caster's heritage grants this power to her.
DIVINITY: EX One's Divinity shows the strength of one's godlike nature. Caster, being the child of Lucifer Morningstar himself, is so close to the ranks of the divine as to almost be a fallen angel herself.
RESTART: A The ability to escape battle. Known in life for her "tactical retreats", Caster can return an unfavorable battle to the beginning and flee, restoring both combatants to the conditions they were at when the battle commenced, so long as no Noble Phantasms have been unleashed.
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SPELL LIST:
[/b] Merlin's training as a Druid in her youth, combined with High Speed Divine Language, lets her bend nature to her will. Gouts of fire, blades of wind, bolts of electricity, shards of stone from the earth, these and more are all under the druidic abilities granted to her. Merlin does
not, however, possess the gift of Marble Phantasm, and thus cannot match the power of nature itself.
DOPPELGANGER — OUT OF HARM'S WAY: This spell, when used in conjunction with Merlin's Noble Phantasm, Samhain, allows her to produce a duplicate of herself to send anywhere she can see with the Noble Phantasm's scrying. All of the double's parameters are reduced a full level (Mana from EX to A, Luck from A+ to B, etc.) and it cannot use Merlin's Noble Phantasms. Any killing blow destroys the double, and only one double can be active at a time.
CAMELOT — FORTRESS WALLS: This spell gives Merlin's skin the protective abilities of a fortress, protecting her from attacks and Noble Phantasms up to A-Rank. Any Anti-Fortress Noble Phantasm, such as Excalibur, can bypass her defense effortlessly, though.
HELLFIRE — FLAMES OF DAMNATION: A spell drawing directly on Merlin's origin, Damnation, Hellfire produces mass quantities of blood-red fire from the pits of Hell itself, reeking of brimstone and sulfur. The fire burns through protective Phantasms and enchantments up to A-Rank and can be controlled with utmost efficiency.
SIEGE PERILOUS — THE UNFILLED SEAT: This spell brings forth Siege Perilous, the unfilled seat of the Round Table enchanted to kill any who were unworthy of seating themselves upon it, and forces the target to sit unless they possess Anti-Magic or a defensive Phantasm of C or higher. If the foe sits upon Siege Perilous and was not a knight or of similar social standing and repute, they will die instantly. This spell can only be used on Servants, and does not affect the three Knight classes.
ROUND TABLE — WE ARE ALL EQUALS: This spell of Merlin's augments her Master's physical and magical capabilities, allowing them to fight on the same level as a Servant as long as they remain within Merlin's Territory, or accompanied by Merlin or a Doppelganger. This spell affords protection against everything below C in power.
ADVISORY WHISPER — NOT ALL BATTLES USE STEEL: This spell of Merlin's is a mental assault against her target, with the intensity varying between a feather-light touch and a siege engine, depending on the task. She can implant the hypnotic suggestion to enter her territory, or can shatter one's mind and rip out their memories and experiences. Servants are immune to this ability, and if a Magus detects Merlin's influence, they can shut her out.
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NOBLE PHANTASM:
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This Noble Phantasm is Merlin's damned heritage. Being the child of a virgin clergywoman, Creation, and the fallen Morningstar, Destruction, Merlin possesses innate abilities beyond the mortal ken, as fitting the intended Antichrist. The natural world itself bends to her will, letting her control the forces of nature. She holds access to Hellfire, the fires of the damned, able to burn away even magic. Lastly, for one to actually kill Merlin, her heart must be completely destroyed. If her head is severed, she can simply place it upon herself again. If her heart is removed, she can simply take it inside herself again. Only when her heart is destroyed will the Satanspawn die.
RANK: EX
TYPE: N/A
RANGE: N/A
MAX. TARGETS: N/A
SAMHAIN — THE DRUID'S STAVEThis Noble Phantasm is an oaken staff with a spherical blue crystal embedded in the top. Oak is the most potent wood for magic, with the spells produced from an oaken focus being incredibly powerful, yet holding the capacity for great precision. The sphere atop Merlin's staff is a scrying orb, allowing her to cast her gaze upon any that she has encountered and target her magic there, as well as project a phantom of her presence to that location.
RANK: B
TYPE: Reconnaissance
RANGE: Infinite
MAX. TARGETS: 1
CLARENT — LA MORTE D'ARTURIAThe sword of Mordred that killed King Arthur, taken into Merlin's possession following Arturia's death. When invoked, Clarent moves of its own accord, the vengeance of Merlin, the grief of Arturia, the jealousy of Morgan Le Fay and the hatred of Mordred all embodied in this kinslayer's sword. Seemingly wielded by a shadowy wraith in Mordred's form, Clarent viciously attacks its foe until a killing blow is struck upon the wraith, thus ending the duel between knights.
RANK: A
TYPE: Anti-Unit
RANGE: Initial Invocation: Line of Sight
MAX. TARGETS: 1
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