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Realistic or Modern Victory Hall: Green City CS

OOC
Here
Characters
Here
Lore
Here
Other
Here

SomebodyElse

Caught in a storm
Name:
Age:
Gender:
Species:
Superhero Alias:
Appearance:
Superhero Costume:
Height/Weight:
Hair/Eye Color:
Skills:
Powers:
Personality:
Biography:
Family/Upbringing/Reason For Attending Victory Hall
Likes:
Dislikes:
Gear/Gadgets:
 

1636107811319.png
JANICE MUELLER
aka RICOCHET


  • Species:
    Human
    Age and Birthday:
    18 (Sep 2)
    Height:
    5’6”
    Accent:
    American (California) with Australian influence
    Other Stuff:
    Variable length hair - color subject to change without notice, but usually shock red or dyed. She may tone this back to a more subdued, more natural color like reddish brunette as she learns that the world of employment frowns on wild colors. Green eyes, well tanned Caucasian. Slender build, like a swimmer or dancer.

    Superhero Costume
    None. Bioplastic catsuit. Her mask is actually her face altered through the use of her powers to look like a clear translucent mask, enough to distort her identity.

 
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IAN “JAMES “ FLEMING
aka STRIKER


  • Species:
    Human
    Age and Birthday:
    16 (Mar 7)
    Height:
    6’4”
    Accent:
    British

    Superhero Costume
    https://i.pinimg.com/236x/ac/bb/29/acbb296a8dfa9cb7e2c9032b7899daae.jpg needs a slightly more hockey uniform look. Yuck to the helmet here.

    https://hockeygods.com/system/gallery_images/8225/normal.jpg?1328866085 just the hockey stick. Not wood, rather made of space age alloys, designed to survive his strength. The end has the option of delivering a taser charge with 10 settings. Anything above setting 3 is for tough opponents. Above 5 is for metahumans. (Max is 10.)

 
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Name: Piper Mirwood
Age: 16
Gender: Female
Species:
Superhero Alias: Miss Fission
Appearance:
Amber.JPG
Superhero Costume:
jack daw (1) (1).jpg
Height/Weight: 5'9/ 135
Hair/Eye Color: Auburn Hair, Brown Eyes
Skills: Trains at Hardy's Gym in Green City, Boxing

Powers:
Radioactive Conduit: Her cells naturally accumulate radiation which become stored in her cells. By using this energy she can emit beams of energy from her hands and increase her own physical capabilities. The more she uses her powers the more reserves she ends up using up to the point of becoming increasingly weaker until she is powerless until she regenerates her stored radiation

Simulated Flight: By using her hands as jets she can push herself through the air and simulate flight.

Toughened Cellular Makeup: While she has stored up radiation her body is stronger and tougher giving her limited amounts of increased physical strength and durability.

Energy Absorption: If she is near a source of energy she can recharge her body by absorbing the energy within the source.

Personality:
Piper is quite headstrong and prefers to bash things in when things get tough. She tends to blame everyone else except herself for any of her problems and is quite stubborn despite being quite fun to be around. She comes off as a troublemaker punk-girl.
Biography:
Piper was born to a middle class family, her father was a scientist who worked at a nuclear power plant performing tests for experimental energy. Her father often spent most of his time delved into his work instead of spending time with Piper and her mother. Naturally piper wanted to see her father more and eventually snuck into the facility by sneaking into shipment boxes that were headed into the facility. She eventually was transported to the powerplant itself and she ended up causing the powerplant to melt down, however it transformed Piper's cells to naturally absorb radioactive energy. However her father would die in the process of the breakdown and the powerplant was shut down forever. The EEC, would later arrive with agents shutting down the facility and covering the entire event up as simply a normal breakdown.

Family/Upbringing/Reason For Attending Victory Hall: Piper is naturally preparing to become a pro hero.
Likes: Loves listening to punk rock and rock and roll, metal and so on, Loves root beer, kicking trash at junkyards
Dislikes: Her mom, People that mess with others.
Gear/Gadgets: None
 
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Name: Lisa Carmichael
Age: 17
Gender: Female
Species: Human
Superhero Alias: Bishop
Appearance:
gwen-stacy-57617-normal (1).jpg
Superhero Costume:
6eb9916c02d7d6aacc0183a708f6a9e7 (1).jpg
Height/Weight: 5'6, 119
Hair/Eye Color: Blonde Hair, Blue Eyes
Skills:
Expert Combatant/Skilled in Martial Arts
Deductive Skills
Weapon Master

Powers: None
Personality: Lisa is generally more focused on trying to be a perfect student and hero than anything. She gets quite high grades constantly within Victory-Hall and usually appears to have a perfect life due to being popular and a cheerleader. The reality is much different as Lisa is far more depressed more than anything. She constantly doubts her own ability due to her lack of powers and really wants to not make any mistakes in life as she sees mistakes as being the difference between life and death.
Biography:
Lisa is the daughter of a rich affluent politician and the protege of a superhero known as mockingjay. Unknown to her father she is a superhero known as Bishop, who began reaching headlines as everyone's newest obssession being one of the first new generation superheros to end up appearing. People weren't used to seeing such a young individual being a superhero so it became something that reached headlines often, much to Lisa's dismay. She spent many years as a sidekick to Mockingjay before being invited to Victory-Hall where she quickly became popular due to her own publicity. She however in reality has very few actual friends and really relieves her stress by drowning herself in school activities and her own grades.

Family/Upbringing/Reason For Attending Victory Hall: Lisa is the protege of "Mockingjay" She has worked for years being a sidekick before attending Victory Hall
Likes: Butterflies, Swimming, Sitting on the roof
Dislikes: Spiders, Bullies, Letting people in
Gear/Gadgets:
Flamebringer, a pyrokinetic sword that ignites and can create trails of fire. Knives, often carries around chess shaped throwing knives
 
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2021.pngName:
Betty Gibbs

Age:
16

Gender:
Female

Species:
Half Human, Half Alien

Superhero Alias:
Storm Witch

Height/Weight:
5'05"/88.1

Hair/Eye Color:
Purple/Purple
4GO_Nepgear.pngSkills:
Pianist
Can speak 5 languages - Spanish, French, German, Italian and Japanese

Powers:
Weather Manipulation
- can sense, create, shape and manipulate weather, i.e. the meteorological patterns, creating rain, wind, hail, lightning, snow, sleet, fog, and temperature changes. This includes the ability to generate various natural phenomena or control the intensity of the weather in highly concentrated (inside room) or vastly extended (continental) areas.
Air Manipulation - Can create, shape and manipulate air. It is an important factor in determining and controlling climate and weather, and the generating force of most ocean and freshwater waves. Wind occurs because of horizontal and vertical differences in atmospheric pressure, and include breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.
Electricity Manipulation - Can create, shape and manipulate electricity, a form of energy resulting from the movement of charged particles (such as electrons or protons), allowing control over electric fields, all charge carriers (Ions, Electrons, Protons, and Positrons), and electronics. She can also manipulate the weather and create thunderstorms.
Thermal Manipulation - Can create, shape and manipulate temperature.
Water Manipulation - Can shape and manipulate water. She can use water-related weather such as blizzards and rainstorms. and is able to completely control the temperature of the water at will.

Personality:
Betty is a bubbly eccentric girl who almost always has a smile on her face. Always looking to have fun, she is often comes up with strange activities and ideas that entertain herself and the others. She is mostly oblivious to the atmosphere of the room, resulting in her being an unpredictable element. But at the same time she can be oddly perceptive at times. Because of her lax attitude and childish antics, many seem to view her as simple-minded. Ironically, Betty is actually quite talented in a variety of areas. She can also be quite devious and underhanded, often attempting to cheat in a lot of games. Betty is obsessed with anything that has to with love, whether its movies, books, manga, cartoons, anime, and otome games, she just loves love. She considers herself to be a love expert, gives relationship advice to others and even tries to help set people up, with or without their knowledge, even though she herself has never had a boyfriend before.

Biography:
Betty lived a pretty normal life....well normalish. Betty is half Alien and her father was originally a prince to Alien planet that tried to take over the earth. But after having a change of heart and falling in love with her mother. He ended up going against his planet and joining the side of earth instead and even ended up living there. At first Betty's parents didn't think she had any powers but on her 10th birthday she some how manage to create a thunderstorm. Her father helped her by teaching her how to use her powers and control it properly.

Reason For Attending Victory Hall:
She wants to become a hero. Is she has these powers might as well do something with them. Plus being a hero just sounds like a lot fun to her.

Likes:
Drawing/painting
Reading
Games
Music
Romance

Dislikes:
Spiders
Losing
Being bored
Her ships not being canon

Gear/Gadgets:
- she has her broom but that's mostly just for looks.
- People can't recognize who she is when she's wearing her hero outfit.​
 
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JqKX9kD_dMDaYRE2WdmcBs3c2DOzesNEmA1YdpVdTzTjH7YR-PVKQ2OXswhci3xq_tOzub38w3vydqISl9bWErEPxPN2a9gzs8qoyZc5tA6G_RMFJ7bccQ92DF-nVon6ndmkqFNu


CHEYSULA
Nova’s Pet Dragon
(Note: Nova is deceased)


  • Species:
    Xeyrhan Dragon
    Length:
    8 meters (Nose to tail tip)
    Other Stuff:
    Dragon Image Illustration Artist - PNG - Download Free
    Link included here for color scheme. Bioluminsecent. Eyes change to reflect mood.

    Superhero Costume
    Xerhan bioplastic suit. Was originally created to protect Chelsula before she was altered by nova of one of the Xeyrhan suns.

 
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Name: Adelia Hale Brooks
-Ad-eel-ee-uh
-They gave themselves the name Adelia Brooks after she escaped from the lab she was experimented on in, then found out her actual last name and made it her middle name.
Age: 16
Gender: unlabeled, she/they pronouns
Species: technically human, however experiments were performed on her which gave her her abilities
Superhero Alias: The Sense-Blur
Appearance:
View attachment 928210
-Art Credits: :)
Superhero Costume:
View attachment 928218
-This includes the mask and goggles
-I sadly can't find the art credits but I will add them as soon as I do!
Height/Weight: 5'9, 164 lbs
Hair/Eye Color:
-Hair: They have auburn hair that they dyed semi-permanently. And yes, she knows it's coming out. She just hasn't had time to redye it yet.
-Eyes: A hazel mix of brown and green
Skills: Being intimidating, interrogation, knives, pick-pocketing, persuasion (not included in powers because it's not enhanced, they're just good at it), and this isn't really a skill but they know a whole lot of people which automatically means they have... connections in high places.
Powers: She can take away one of the five senses from seven people at a time, however five people is incredibly exhausting and hard to do if there they need to take away more than just one sense. For example, taking away sight from three people would be easy for her. However, taking away sight for one person, hearing from another, and taste from another would be harder. The only time she could take away from over people would be in cases of extreme emotion and she would be passed out for hours afterwards.
Personality: The best way to describe Adelia would be "morally grey." She grew up in an environment where she was taught that she was only worth something if she was better than everyone else. While she got help changing herself from that mentality of feeling worthless, she's still incredibly competitive and always reaches for the top. They aren't really afraid to do what it takes to get there.
While typically they claim they only side with heros, that's not really the truth. In reality, the side with whoever benefits their cause they most. "Betrayal" doesn't really phase them that much. You would have to have done something bad to end up in that position, right? That's at least what she tells herself on the nights where she lets all her guilt and anger and sadness and emotions catch up to her. There are very few times where she lets her emotions slip out because in her eyes, being vulnerable is a weakness. Everyone tells her that's not true, but she refuses to listen to that.
Don't be offended if she acts very defensive around you. Trust me, she's like that with everyone, and especially new people. When faced with a fight, taunting is pretty much never used. She'll occasionally snap back to other people's taunts, however she'll definitely never start it. However, she will try to scare people off before resorting to violence. You can tell if they're lying if you look at their face after they make a statement. If their lips and nose are slightly scrunched, that means they're lying. If they're scowling or have almost any other expression on they're face then they most likely aren't lying.
Biography: At only the age of three years old, Katherine Hale was taken from her family in Salt Lake City Utah to a lab somewhere around green city. At the age of five, experiments were conducted on her which gave her her abilities. For the rest of her childhood, she was put through incredibly intense training that essentially made her and many other kids into weapons for the lab and whoever was behind running it. However when she was thirteen, she decided to put an end to the lab and experiments once and for all by getting all the other kids out and the burning the place to the ground. The day after, she started going by the name "Adelia Hale Brooks" (the middle name "Hale" added later after she did some digging and found her real last name) and has been surviving on her own ever since. A year after the fire in the lab however, she made a vow to take down every corrupt person and organization she can; especially one that target kids the most. They think that attending Victory Hall and becoming an official hero will make that goal easier.
Likes: Sparring, fall/winter, dark blue, flipping people off, any food, classical music, dark academia music, a certain type of alt music, older music that wasn't made by racists.
Dislikes: Having their time wasted, people betraying them, summer, corruption, sexists/being catcalled, people being unreasonably rude, scammers.
Gear/Gadgets:
-A slightly concerning amount of knives
-Smoke grenades
-Two guns
-Lock picks disguised as hair clips
-Bombs for starting fires
-Boots that slightly enhance speed/jumping abilities and are also silent, kinda like those ones from Black Panther
-I'm sure i'll think of more later
 
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Name:
Taylor Bright

Age:
17

Gender:
Male

Species:
Human

Superhero Alias:
Blink Arc

Appearance:
utZvmxM.png


Superhero Costume:
ZOyGxQQ.jpeg


Height/Weight:
5'9/130 lbs

Hair/Eye Color:
Blonde/Blue

Skills:
Book smart, particularly with math
Knowledge of magic, and the occult in general

Powers:
Teleportation - Can teleport himself, and can also move anything he's in contact with. However, he cannot overlap objects. For example, he cannot just teleport a needle inside of someone.

Magic blades - Taylor can create a blade of magical energy from each of his fingers. They can contract and expand in size, varying between about the size of the blade of a paring knife to five feet in length, and there isn't much that they won't cut through. He can also "detach" them, sending them flying at a target.

While his magic blades are his main spell, with sufficient preparation Taylor can use other spells as well. They're mostly things on the level of party tricks. He can:
-Summon a small fireball that he can control with his mind. It's fairly warm, but not really dangerous unless it touches something flammable.
-Create harmless visual effects, such as sparks or puffs of smoke. Perhaps the most practical uses of this are creating smokescreens, and creating messages in the air.
-Summon a jet of water from his finger. Basically like a normal water gun.

Personality:
Playful and upbeat, Taylor is often described as enthusiastic and honest. Generally outgoing and enjoying the company of others, he's the type to be familiar with a lot of people, and what people are interested in.

Biography:
The son of two magicians, Taylor was expected to become an expert magician himself. Yet instead of any great mana reserves or talent in magic, he was born with the ability to teleport. Something about the change in his body compared to a normal person's ended up making him somewhat incompatible with magic use, which rendered him unable to use magic for most of his childhood despite his and his parents' best efforts. It wasn't until he was 12 that he managed to successfully conjure a tiny spurt of water. He didn't lose heart however, and in that same year came across a certain spell in his parents' library that he could actually make use of: magical blades.

However, that was the only real spell he managed to make use of by the time he was about to finish middle school. The path of being a great magician probably wasn't going to work out, even his parents had long stopped telling him to learn magic. So instead, he decided he'd try to become a great hero with the talents he did have.

Family/Upbringing/Reason For Attending Victory Hall:
Taylor intends to build himself up as someone separate from his parents by taking his ability and magical knowledge to the field of superheroes instead.

Likes:
Parties, studying, burgers

Dislikes:
Participating in sports, being compared to others, spicy food

Gear/Gadgets:
He has various magical preparations, but he doesn't always carry them around since there's a lot of them.
 
Name: Troy Simmons
Age: 17
Gender: Male
Species: Solarian (Alien)
Superhero Alias: Valor
Appearance:
bcda2a624e71288f87c0d7b90fa019fd.jpg
Superhero Costume:
3873e1eb7276da4836035a0acf7563f1.jpg
Height/Weight: 6'1 145lbs
Hair/Eye Color: Brown, Brown
Skills: None
Powers:
Flight
Super-Strength
Super-Human Durability

Personality:
Troy is a seemingly
Biography:
Troy is the son of Victory-Man, the world's greatest hero. He's always looked up to his dad however he always felt that he wasn't good enough to be a hero.
Family/Upbringing/Reason For Attending Victory Hall
Likes: Football, Video Games, Running
Dislikes: Bullies, Being Alone
Gear/Gadgets: N/A
 
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Ava
markoff
“That, to me, is by far the oddest thing about black holes. Sure, they warp space, distort time, play with our sense of what’s real and isn’t… but when they touch on the everyday and screw with that, well, that’s what gets me.” – Phil Plait
01
basic information
name
Ava Markoff
alias
Singularity
gender
female
age
seventeen (17)
class
senior (12)
species
human (Indian-American)
02
appearance
height
5' 9" (175 cm)
hair
brown
eyes
gold

Fairly average build, maybe a little on the tall side. Medium-brown skin. Tends to dress in form-fitting, dark and purple-toned clothing.
O4RELfL.jpg
03
personality
Egotistical, judgmental, possessive, perfectionist

Ava expects nothing but the best of others but also of herself. She's ridden with a superiority complex that has not been hampered in the slightest by being surrounded by other powerful and talented individuals. That being said, she's not so self absorbed that she's lost her moral sense, and currently has a very black and white view of right and wrong.

Likes
astronomy, being right, citrus, low-fi
DisLikes
dogs, crude humor, being ignored
04
backstory
Ava is an only child who was living the privileged upper class life, on track for early admission to a prodigious university to pursue a degree in theoretical physics when her powers manifested suddenly at the end of freshmen year. She saw it as a new challenge, something to master and bring in to line about herself, and so Ava dropped her existing life trajectory and switched tracks to pursuing the superhero thing. Victory Hall was the obvious place to go, and so with her parents' apathetic permission obtained and a lot of money thrown at the right people, that was where she went.
06
power
Ability
Density Manipulation

Ava can increase or decrease the density of herself or objects she can see within 250 feet of herself (a bit less than a soccer field). In extreme cases, Ava can increase the density of an object enough that it will develop its own gravity well, pulling nearby entities toward itself. In the opposite extreme, she can decrease density enough to cause floating even in air.
Since she is altering density while the volume of the thing she alters stays constant, Ava is effectively changing the mass of the objects she affects. This causes items to feel lighter or heavier, and weapons to hit harder or lighter depending on her changes.
Uses are really only limited by imagination and concentration.
07
extras
1.
Use of power on herself or other living beings causes body aches much like growing pains.

2.
She's currently trying to figure out how to utilizer her powers to be able to fly.
code by @Nano
 
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Name: Vincent Vaughn

Age: 18

Gender: Male

Sexuality: Homosexual

Species: Dimensional Hybrid

Superhero Alias: Dēmiurgós or The Demiurge

Appearance:
D1AyzAZXcAUc4iL.png
Superhero Costume:
RCO019_1553719990.jpg
marvel_future_revolution.jpg
RCO010_1582352490.jpg
8872d4ebe34cd782fba69b83c8baadaf.jpg
Height/Weight:
Height- 6′ (1.83 m)
Weight- 170 lbs (77.11 kg)

Hair/Eye Color:
Hair Color- Black
Eye Color- Red

Skills:
Expert Martial Artist- Vincent is a skilled athlete and was trained in the martial arts used by Tibetan monks in Kamar Taj, proving sufficiently talented to rival his mentor. To defend himself when his magic fails, Vincent has learned multiple forms of hand-to-hand combat from various teachers. Vaughn is a formidable opponent to any skilled attacker and continues to train regularly with his mentor and other Tibetan monks.
  • Mixed Martial Arts Intuition- He can combine and utilize multiple forms of martial arts at once and independently, allowing him to effectively create a new fighting style unique to him and flawlessly move from one form of martial arts to the other, improvise new attacks, and more. Modern forms of Martial arts are unknown to him.
Weapon Proficiency- He possesses proficiency, capabilities, and knowledge in traditional/combat weapons. This means he is skilled in wielding various forms of weapons, from swords to hammers to chains to shields, being able to beat most persons wielding similar forms of weapons virtually instantly and effortlessly. Being proficient in most weapons comes with a plethora of various abilities as well, like overall better precision, accuracy, and combat capabilities. The limitation to this skill he possesses is that he has no skill nor knowledge in using modern weaponry such as rifles and hand-guns.

Expert Strategist- Though Vincent seems to suffer from an impulsive nature, instinctively jumping into situations of life-or-death, it's apparent that he works best this way possessing considerable strategic skills, which has been employed in leadership structures, and spontaneous situations, all of which is a necessity in the random environment of Mysticism. He can also think and process information faster than any individual as such giving him time to think of a plan before his enemy attacks.

Expert Occultist & Magical Knowledge- During his studies which continued until recently Vincent Vaughn has gained expert awareness on occultism and the extra-dimensional entities that reside in other dimensions, this knowledge as of yet far exceeds any on Earth in the universe.

Mystic Archeology Intuition- He has great, if not innate knowledge of mystic archaeology, the study of mystic artifacts, antiquities, runes, and other magical objects. He possesses an extraordinary knowledge of the effects and properties of each mystical object and how they came to be.

Multilinguist- Aside from English, Vincent is quite fluent in other languages such as Spanish, French, Latin, Greek, German, Japanese, Mandarin Chinese, Italian, Arabic, Russian and Hindi.

Powers:
Exotic Physiology
- Due to his extra-dimensional parentage Vincent's physical condition is unique and works quite differently from most. His physical and mental conditions are at peak-human level, meaning he is superior to normal members of the human species, as well as Olympic-level athletes. He is strong enough to punch an individual through a wooden or thin-metal door; able to break thin steel bars with his bare hands; fast enough to catch up or outrun moving vehicles; able to exert himself to peak capacity for hours; producing top-endurance and lung capacity; agile enough to climb the tallest of buildings, leap high into the air and run distant miles; reflexive enough to effectively dodge multiple incoming attacks, as well as seemingly sudden motions (e.g. walls or debris of a crumbling roof), accurate enough to achieve multiple small and further distant targets, capable of living longer than the average-person, durable enough to withstand normal and enhanced physical/projectile attacks, intelligent enough to understand complex problems beyond the scope of average humans, he can heal himself in very short periods of time, flexible enough to coordinate his limbs perfectly and his combat skills are advanced enough to defeat large groups of enemies with ease. He also has one of the greatest mystic potentialities any mortal can possess and an affinity to magic, allowing him to utilize magic at a higher level and withstand the great price it has.

Extra-Dimensional Magic (Exocentric Arts) or known as Arcanum Exo (from the Greek: exo, "outside") This forbidden and forgotten form of magic, originally known as the Golden Way, is the ability to utilize magic/spells that originate from another dimension, enabling feats that are normally beyond the power of his native mystic energies. This very advanced form of magic refers to the form of magic that draws upon forces from dimensions outside of our own. Only very experienced sorcerers are able to communicate with powerful mystical beings that inhabit these “other dimensions'' and appeal to them for assistance. To invoke the aid of these god-like beings (Also referred to as mystic principalities) such as Cyttorak, Ikonn, Raggadorr, Watoomb, etc, a sorcerer must learn complex incantations and master subtle gestures in order to increase the chances of receiving a positive response. The more powerful the entity (Or the less powerful the sorcerer) the more complicated the ritual or invocation becomes. To attract the attention of an entity, a supplicant will generally use the entity's name in a rhythmic or rhymed incantation. Just as poets and musicians once tried to gain the favor of powerful monarchs by composing clever poems and songs about them, the sorcerer uses his words to gain an entity's favor and display his or her own wit and knowledge. A few examples of incantations…

A spell to conjure the Crimson Bands of Cyttorak.
Seven rings have Raggadorr --
from indigo to deepest black --
but Oshtur grant me something more --
The Crimson Bands of Cyttorak!


Summon and project the Vishanti’s Flames
By the Hoary Hosts of Hoggoth,
By Oshtur’s Ancient name,
Agamotto hear this novice,
Vishanti give me flame


Conjure the Mists of Morpheus to banish someone's mind to the Dream Dimension or induce a deep sleep onto them
May the Miasmic Mists of Morpheus now rise in a vaporous stream --
Enwrap you in their ghostly haze --
Till you reach the Realm of Dream!


Even after all the effort put forth for the invocation, an entity may or may not grant power to a petitioner. The mere act of being asked gives the entity power and so to encourage this action, some spiritual beings will grant power to any individual who invokes their name in the proper way; however, the entity may also choose to ignore the request. The spiritual energy or "mystic potential" present in the petitioner plays a part in how often requests are granted. The invocation or prayers of an individual who has large amounts of spiritual energy would provide the entity with a more enticing exchange and they would be more inclined to answer them. Some malevolent entities, like Chthon or Satannish, are willing to offer vast amounts of power, but only in exchange for the supplicant's soul, but this can be bypassed by giving them the soul of another being or one that already physically died. Those who have mastered the art of Exocentric summons will tell you that even perfectly performed rituals may yield no results. The entities can be as fickle as they are powerful. Special arrangements are sometimes made between entities and sorcerers, which allow a certain amount of energy to be accessed without the customary incantation or ritual. In these cases, a single pre-established "magic word" or gesture can be used to trigger the energy exchange.
  • Transcendent Sources: Vincent can channel the extra-dimensional energy of mystical and non-mystical beings in multiple dimensions (known as Principalities) to empower his spells. This can take the form of standard (or more say complex) spells ("Crimson Bands of Cyttorak '') or just state what he wants to occur and channel some being to make it happen. It is unknown at this time what debt, if any, he incurs by invoking the powers that be. There is no strict quid pro quo (as the simple acknowledgment and invoking of the entity increases the entity's own powers, inexplicably), though some entities will feel he is obliged to heed their call when they need help in their conflicts as did the Vishanti. This ability to be a conduit to multi-dimensional power sources has given rise to the phrase "He has the potential to be as powerful as the god he invokes." Vincent's powers typically come from many otherworldy sources: The Vishanti (a trinity formed of Hoggoth, Oshtur, and Agamotto) and the Trinity of Ashes (a trio of malevolent and dark entities comprised of Griefsavor, Ygmlosvorraich, and Misan-Ha-Gorath/Father of Pain), the Octessence (a group of eight beings, consisting of Balthakk, Cyttorak, Farallah, Ikonn, Krakkan, Raggadorr, Valtorr, and Watoomb), Elder Gods (Oshtur, Gaea, Set, Chthon) and other beings who owe him a debt (this includes Satannish and even Dormammu). However, certain abilities of his stem from more obscure sources, such as the Faltine, the Seraphim, Cinnibus, Sheol, Ikthalon, Denak, Cyndriarr, Munnopor, Morpheus, Dyzakk, Storaan, Kkallakku, Zarathos, Damballah, Dyskor, Enitharmon, Gorn/Gormac, Vyhagh Ar, Daveroth, Gondurr, Nirvalon, Mokarr, Pohldahk, Bromagdon, Jarakk, Umar, Yog-Sothoth, Shuma-Gorath, D'Spayre, N'Gabthoth, Kthl, Qu'vin, Zom, Phorcys, Yandroth, K'Kylthri, Nyerlathortech, the Demiurge and other beings invoked for power or strength include gods like Cernunnos, Mitra, Morrigan, Serushan, Taranis, Tetragrammaton and Valka, as well as the Greek Protegenoi such as Tartarus and Ananke; demons like Lilith, the N'Garai, the Nisanti, Quoggoth and the Great Old Ones; and cosmic entities like the Black Winter, Abraxas and Eternity. Dyzakk is the name of a dimension, but very little is known regarding other names used in invocations, including Amtor, Avanahm, Bharph, Bishru, Burballak, Cocteau, Courstatt, Daronthon, Draggus, Drood, Edor, Ereathe, Falroth, Gothorah, Gusoyn, Hrrs'hana, Iah, Ishtoreth, Kuma Rhan, Lantarr, Maalock, Magnium, Marchosias, Mercillon, Mehroth, Moshto, Mytorr, Nyogtha, Orvandel, Penemue, Quantu, Rabis, Rangsabb, Ravenna, Ryzzanel, Sharee, Skartekis, Sulfindum, Suvius, Syd'rakk, Taaru, Urzuu, Whazoom, Yasa, and Zhou'synn; some may even be locations or non-magical beings, such as ancestors or historical figures.
(NOTE: He does not have access to all these god-like entities and the powers they bestow, these are just to inform more about the beings and the powers they lend Vincent and as well as some of the beings he cannot currently invoke but will be able to in the future)

Agamotto - Usually invoked to summon spells dealing with truth, light and sight. Agamotto often grants power to others via exocentric magic; he is invoked to summon spells dealing with truth, light and sight. Among the specific abilities he has granted thusly (alone or invoked specifically in concert with other principalities, including the Vishanti) are absorbing mystic energy; augmenting other spells/principalities (such as the Flames of the Faltine); banishing darkness; disrupting other spells; binding others (sometimes via augmenting Strange's Cloak of Levitation); blessings (asking Agamotto to watch over someone); causing selective amnesia; conjuring or exposing an anagonist (specifically Nightmare); mental alterations; destroying a page from the Book of the Vishanti; dispelling illusions (augmenting the Eye of Agamotto); exorcising demons; exposing someone to his/her/its true nature (augmenting the Eye of Agamotto's power); forming protective spheres; generating blinding mystic light; levitating others; locating and safely navigating to the source of evil (specifically Nightmare's realm); opening and/or utilizing the Orb of Agamotto (Eye of Prescience); penetrating mental shields; petrifying others; flawless restoration; staving off death following mortal wounds; summoning and guiding the Hosts of Hoggoth; transporting others extradimensionally; unleashing one's astral self. Agamotto is also invoked in incantations connected to the Vishanti.
  • The Light of Agamotto is a spell that calls on the power of Agamotto to summon/conjure a bright mystic light that usually manifests in a ball of light or through the All-Seeing Eye which appears behind the caster when invoking White Magic spells of the highest order. The Light of Agamotto can create a field of absolute light that blinds the targets either temporarily or permanently and may also dull or even completely negate the other senses, it not only blinds the sense of sight but also blinds the mind. Typically the spell is used to reveal the truth, dispel illusions and disguises, exorcise any evil or demonic influences from people, reveal things that are hidden or bypass abilities that hide or conceal such as Invisibility, Imperceptibility, etc, shut down the mind of a target, empower White Magic spells, negate mental alterations and intrusions from the caster, banishment and casting of miracles and blessings. The power of the Light of Agamotto can be increased when in possession of either Agamotto's three artifacts (Eye of Agamotto, Orb of Agamotto and Amulet of Agamotto).
Balthakk - Usually invoked to summon the "Bolts of Balthakk", powerful fiery energy blasts of mystic origin. These can be mistaken for lightning or electricity, the bolts aren't actual bolts but raw exocentric energy formed into a lightning-like appearance.
  • The Bolts of Balthakk's energy can be harmless but also highly destructive, depending on the caster's power and on the power he wants to imbue in the Bolts. They can be directed on and affect a single target but also an area containing multiple targets. The Bolts seemed partially ineffective against undead beings from Hades. The Bolts can be used to counter-spell another enchantment or even a physical attack; they can vanquish the effect, reverse it or produce a different one. The Bolts of Balthakk can be incredibly destructive, depending on the caster's power and on the power he wants to imbue in the Bolts. If sufficiently powerful, the Bolts can even destroy an astral form, killing his owner.
    When one Bolt has a low intensity and strikes stone, it does not destroy the object immediately but can induce a vibration that will break it, sooner or later. The Bolts can find its target, capture and drag it toward the caster. Their energy can be so destructive that they can bore a hole through a planet, from hemisphere to hemisphere, in a few seconds, to reach the target.
  • The Bolts of Bedevilment is a magic spell used to summon or conjure beams used to banish or incinerate.
  • The Bolts of Bedevilment, too, were used with an abjuration purpose. The spell:
    • seem a resource appealing to "black magic";
    • have the "bedeviling" property;
    • sometime have a collateral effect of circular energy dots;
    • are usually shot as a beam (but many other spells are);
    • are sometimes coupled with the Winds of Watoomb.
  • Bands of Bedevilment is a magic spell used to mystically restrain spiritual, astral or incorporeal forms.
Cinnibus - Usually invoked to summon the "Seven Suns of Cinnibus", which shed powerful mystic light that drove all evil and can conjure or summon a blast with the force and power of seven suns.

Cyttorak - Usually invoked to summon the "Crimson Bands of Cyttorak". The bands can be shaped as rings, a thick circle, a box, a large gem, and so forth, whatever the caster desires and are almost always used to restrain or imprison an enemy. Occasionally the Crimson Bands may also be manipulated like a whip or like a rope for pulling others out of danger, he can also use them to pull in multiple enemies or incapacitate them (See below spoiler for visual outlook). Cyttorak also grants use of the Scarlet Sphere of Cyttorak and the Crimson Crystals of Cyttorak.
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  • Crimson Circle of Cyttorak was a spell that called upon the powers of Cyttorak and the Crimson Cosmos that conjures an enclosure around an opponent. The spell can also be used for healing and protective purposes.
  • Conjured Crystal of Cyttorak was a spell that called upon the powers of Cyttorak and the Crimson Cosmos that conjures a protective enclosure around the caster.
  • Similar to the Crimson Bands of Cyttorak, the Crimson Crystals of Cyttorak were a spell that draws on the powers of Cyttorak and the Crimson Cosmos to conjure shards of mystical energy to use as an offensive weapon. It can be invoked to strengthen or fortify the potency of spells
  • The Scarlet Sphere of Cyttorak is a spell invoking the power of Cyttorak to create a crimson sphere around the target to imprison and contain them, though the target or person is able to use their powers, it cannot exit the sphere whether it's physical or not. It can also be used to create a spherical crimson light to either materialize the incorporeal, reveal what cannot be seen and create a dome-like barrier around an area of the caster's choosing but how long and how much space the spell can protect is determined by the caster's magical skill.
  • Scarlet Screen of Cyttorak, a magic spell capable of creating a crimson screen to reflect incoming spells and attacks and as well as use as a support to stand on or be molded into a dome around the caster or the target.
  • Seven Bands of Cyttorak is a spell invoking the power of Cyttorak to conjure/summon seven parallel bands to ensnare the opponent if those bands were to ever meet and touch the bounded opponent would be doomed.
Chthon - Usually invoked to summon the darkest of magic, he requires the summoner's soul as payment. Invoking Chthon for power will allow for high-level Black Magic spells and utilization of the infamous Chaos Magic.

Denak - Usually invoked to summon 'Demons of Denak". This curse is used extensively through the chronicles, but it also is a spell that summons forth demons to do the summoner's bidding. The number of demons a magician can summon in a week's time is limited only by his experience. Not all the uses of the "Demons of Denak" power were directed to evil purposes, in some cases it was used to dispel other enchantments and to restore magic objects to its original form. Denak also grants power via the "Daggers of Denak", a whirling wheel of cutting magic blades, effective in physical attacks or defenses.
  • The Disks of Denak was a spell that called upon the powers of Denak to conjure swirling eldritch crystals of mystical energy of incredible power that can be used as an offensive attack.
  • The Demon-Claws of Denak was a spell that called upon the power of Denak to conjure magical claws to harm opponents.
Dormammu - Ruler of the Dark Dimension and one of the Faltine, he is usually invoked to summon the darkest of magic, and he frequently requires steep payment. His sister, Umar, is similarly invoked.

Faltine - The Faltine is both the name of a very old and very dense (i.e., with a greater number of spatial dimensions than three, as is the case in our universe) universe (or, improperly, "dimension"), and of its native race, although those are also referred to as "Faltinians". We shall use the latter term to distinguish the natives from their universe. There is no matter in the Faltine, only energy in various forms. The Faltinians are pure energy creatures whose entire life, civilization and pursuits are based on differentiating between degrees and kinds of energy (e.g., between a quark and a gluon). These differences are as important to them as the difference between lead and gold would be to a human. The Faltinians reproduce by scissiparity (fission): a little like Earth amoebas. The goal of every Faltinian is to gather more and choicer combination of energies. When that happens, a Faltinian "genitor" or "progenitor" gives birth to a "scion" - or "kin-being" - who is devoted to him. The purpose of each Faltinian is, naturally, to increase the size of his "clan". This gives rise to complex family relationships (such as being a "third quark proto-scion") and unending feuds. Usually invoked to summon the "Flames of the Faltine". This is an extremely common entreaty and has many effects, though they are similar. These can be mistaken for fire, which it isn't, its extra-dimensional energy manifesting into a flame-like appearance.

Farallah - Usually invoked to summon the "Fearsome Fangs of Farallah". Creates a huge, gaping, serpentine jaw of fangs with a long green tongue floating in the air. The forked tongue strikes with enormous strength to snatch up to two targets or bite through almost anything including energy. The jaws are constantly snapping and moving. The duration of the spell seems to be until the original caster's concentration is disrupted or until a victim is destroyed by the fangs. Advanced sorcerers are able to use Farallah's Fangs to chew through the dimensional fabric, creating rips in time and space that may be used to travel through or imprison an enemy. It also can be invoked to empower, increase and/or extend other's spells effects, counterspell different kinds of enchantments, banish objects or creatures back to their planes of existence or on another plane.
  • The Pentagram of Farallah is a spell that called upon the powers of Farallah of the Hunt to teleport. The spell does require at least five individuals to be cast, but not all the participants need to be trained in the mystic arts.
  • Talons of Farallah is a spell to summon the power claws of Farallah of the Hunt to trap targets, grasp onto objects or persons.
  • Fearsome Fists of Farallah, a spell invoking the power of Farallah the Hunt to augment the striking power of offensive spells and as well as increase the strength of the caster.
Hoggoth - Hoggoth is one of the Vishanti and the enigmatic survivor of an ancient, mystic race. He was already ancient when encountered millions, if not billions, of years ago by Oshtur while she explored various realms after departing Earth prior to the fall of the Elder Gods. Usually invoked to summon the "Hoary Hosts of Hoggoth" incantation which calls upon the ghosts of the deceased members of Hoggoth's race, presumably in addition to Hoggoth himself; they are commonly used to introduce a spell of banishment. If successful it will send a target to another dimension or point in Earth's dimension, it can also reverse banishment spells and banish spells as well. The skilled magician will be able to choose the location. The Hosts also aid in banishing others' power; banishing storms; dispelling other mystic incantations; immobilizing others; generating a path of force; making right what has gone wrong; move inanimate matter; neutralizing conflicts (stopping fights and making the fighters forget the struggle; replacing items to pre-fight state); protect the spell-caster; restoring vigor; sending beings into the past; and strengthening other spells (including those of Hoggoth's, including the Fist of Hoggoth). Other spells invoking Hoggoth include the "Mists of Hoggoth", which acts as a traveler's guide through an entered dimension and the "Spell of Hoggoth", which causes sleep and forgetfulness. Other powers granted by Hoggoth via spells include absorbing ambient force; accelerating time around the caster; accessing mystic realms (such as the Crimson Cosmos); amplifying other spells and abilities; awakening an enchanted sleeper; banishing other beings; bringing falling beings safely to the ground; conjuring primordial winds; dispelling illusions; destroying prisons/restraints; exorcising demons; facilitate the ritual of delivery of the Crystal of Bas-Lyonesse; gaining access to others' thoughts; neutralizing other spells; preventing banished beings from returning; protecting the spell-caster via a black globe; shattering barriers; strengthening one's astral self; strengthening the Cloak of Levitation for use as a weapon' strengthing locks; transferring pain and injuries to another source; and reverting vampires to humanoid from bat form. Hoggoth is also invoked in incantations connected to the Vishanti.
  • The Awesome Unstoppable Hand of Hoggoth was a dreaded and deadly spell that generates a mystic hand that can strike and grasp with great force as well as release energy to burn dark forces; further, it can bypass certain other spells.
  • Hounds of Hoggoth is an ancient spell that invokes Hoggoth the Hoary to send imperceptible hounds of unknown nature to drag the target into a magical rift that would carry them to a place worse than death.
  • The Hook of Hoggoth was a spell that called upon the powers of Hoggoth the Hoary to conjure mystical energy scythe to hook and redirect incoming objects or spells.
Ikonn - Usually invoked to summon the "Illusions of Ikonn", which act as either an Illusion spell or as a Dispel Illusion spell. The Ikonnian incantation acts as a Trance spell of a very high skill level. It also is used as the Image Projection spell called the 'Images of Ikonn", except it can create multiple images at once. Invoking Ikonn can allow the caster to manipulate illusions so powerful they outweigh reality.
  • Shifting Sands of Ikonn can have different effects, depending on the purpose to achieve. The functions can be grouped into two versions; The Sands could affect minds, erasing memories and introducing confusion that slowed down one or more targets. And secondly, the Shifting Sands of Ikonn has the power to dispel other enchantments, ending their effect or changing it. Spellbreaking can also involve the possession or the control of an intruder on an unwitting host, leading to the banishment of the intruder.
  • The Illusions of Ikonn can have different effects, depending on the purpose to achieve. The functions can be grouped into three versions: (1) The images can seem as real as the material ones; even if depicting never-existed things, they can be perceived as real and, if perceived as such, can harm like the real thing. The images can be cast into the mind and affect the mind for a plethora of purposes like calmness, confusion, fear, doubt and so on. (2) The Images of Ikonn have the power to dispel other active enchantments, or change their effect in a less harmful way up to the point to nullify them; they can also repel spells or creatures in a given area. (3) The Illusions of Ikonn let the caster find what was hidden or not immediately visible, disguised, difficult to learn, not known at all or forgotten.
Ikthalon - Usually invoked to summon the "Icy Tendrils of Ikthalon" which can be used to freeze or immobilize an enemy. The spell is mistaken for being cryokinetic in nature, which is wrong, the ice-like substance you see being conjured/summoned by invoking Ikthalon is the physical manifestation of stagnancy or resistance to change not ice.

Krakkan - Usually invoked to summon the "Chains of Krakkan", which serve to entrap and hold others, often preventing them from utilizing their powers. The Enchanted Chains of Krakkan can also be used to bind the word given, to strengthen the pacts taken. The consequences of breaking the vows, the promises, the contracts and so on, are unrevealed.

Munnopor - Usually invoked to summon the "Moons of Munnopor", which are typically used to focus or to enforce a spell the effects of which can be varied. These spells are usually produced in conjunction with invoking another mystic entity, but their related spell can also be used without "help" from other entities. The Moons are called "mystic" or "dozen" or "twelve" or "many", and they have been used, among other purposes, to break an opponent's existing spell, or to banish an enemy. The "Mists of Munnopor" may also be summoned. These are used to conceal an object or to confuse an enemy.
  • Munnopor's Moonlit Maze usually has an effect on the mind of the target. It can induce a confused state or other intended state of mind, whose mind is entrapped or distracted by the mental maze, or can attract the attention of the creature.
  • Mystic Mists of Munnopor are used to banish an enemy or to hide something or someone. It can also be used to impede opponents
Nightmare - Usually invoked to generate spells pertaining to dreams or sleep and oneiric abilities.

Nirvalon - Usually invoked to summon the "Nirvalonic Sphere", which creates a rigid sphere around the user of pure Nirvalonic light. This acts as a Shield-Aura spell, but does not allow the flexibility of a normal Shield-Aura. The "White Light of Nirvalon" has been used to dispel illusions or dark energies and blind the opponent's mind.

Oshtur - Usually invoked to generate or to strengthen spells that are associated with the element of air, intellect, and reason. Her "mighty hands" and "omnipotence" are usually noted by magicians. She can grant power across dimensions to allow those her invoking her (via exocentric magic) to possess the power to absorb magical assaults; alter the physical properties of matter (such as condensing water from the vapor in the air); alter time's flow; awaken others from a trance or similar states; banish illusions, objects, malevolent spirits (or exorcise them), and mystic bonds; congeal a group of demons into a mass; facilitate communication between people speaking different languages; generate fire, thunder (and presumably lighting), and winds (such as to disperse fragments); grant knowledge, wisdom and/or strength; magically enhance/seal cages; open or widen interdimensional portals; paralyze others; provide protection from other mystic assaults/spells; re-direct emotions; strengthen one's spirit and/or astral self; strengthen other spells or facilitate communication/aid from other principalities. Oshtur is also invoked in incantations connected to the Vishanti.
  • The Arrows of Oshtur have been invoked, capable of shooting arrow-like projectiles with the power of nuclear missiles...also the Fires of Oshtur....and thunder ("Oshtur lose your thunder") can be invoked as well.
Raggadorr - Usually invoked to summon the "Seven Rings of Raggadorr", the Rings of Raggadorr is a spell that summons a cylinder of perfect magical force that separates into seven powerful circular bands. The Rings range in color from indigo to black. This versatile use the Rings for offensive attacks, to bind opponents, or to protect locations for mystical attacks. In some cases the Rings float over the target, drop down on him, and contract, binding a target and often preventing it from utilizing its powers. The area of effect is always one target, though that target can be as large as an elephant. Alone or in concert with other mystic principalities, the invocation of Raggadoor has facilitated numerous spells, including banishment beings or other magical constructs, conjuring, teleportation, speed enhancement, the revival of dormant beings, imprisonment of others in crystal, blasts of mystic force. The rings can also surround its caster to protect them from harm and also reflect projectile attacks ten times the power behind it.
  • The Rains of Raggadorr are a virtual shower of "swollen energy motes" that are a bane to supernatural beings, such as demons, angels, gods, superhumans, etc
  • The Ribbons of Raggadorr is a spell tapping into the god-like power of Raggadorr to create 'ribbons' to bind opponents. The ribbons can be molded into energy that can incapacitate his foes, create various constructs and increase the size and strength of the binds to restrain an opponent/s.
Satannish - A demonic Hell-lord whose name is usually invoked to summon the darkest of magic, he frequently requires the summoner's soul as payment. Satannish is also known as the Father of Blood Magic and can be invoked to cast potent spells of the forbidden art of Blood Magic, one such usage is to strengthen the power of other spells.
  • Sons of Satannish, a powerful summoning spell that summons the "Sons of Satannish" that dwell and oversee his hellish dimension, these blood drooling, morbid beings can be controlled by the will of the caster but it isn't absolute and losing concentration of these beings by the slightest can result in the death of the caster and the opponent. The Sons are capable of developing counter-abilities to rival the opponent but the greater the chance of the summons developing such countermeasures depends on the caster's skill and willpower.
Seraphim - The Seraphim, who evolved from the Bird-Men of Akah Ma'at, are Oshtur's spawn. They usually manifest as veiled figures, but their demeanor is so stoic and silent that these angels may seem carved from marble. They are not the same as the Seraphim in Judaism Christian Mythology. Their staid nature is a sign of their endless vigilance against the forces of chaos and destruction. There is a well-known Seraphim expression, "The first layer of the Seraphim's Shield is Stillness, the second layer is Silence". Across the dimensions, they are known to possess special magic pertaining to protection and defense. The Seraphim can grant a sorcerer potent mystic defense known as the Shield of the Seraphim or the Sphere of the Seraphim, which are capable of containing or restraining even powerful beings such as Ikonn. However, the full extent of the Seraphim's power is unknown. The Seraphim are prone to grant similar powers to those who invoke them in the right way for evil or good purposes. The power granted can make concrete different effects:
  • The "Shield of the Seraphim" (also called Seraphimic Shield or Seraphim's Shield) is a barrier, often circular or spherical, which can deflect, restrain, slow and/or neutralize almost every kind of force directed against it, from magic blasts to iron bullets, from cosmic rays to laser beams. The Shield can be used to surround and capture an enemy, or to protect the user or another
  • The "Skill of the Seraphim" lent to the conjurer greater agility, movement coordination, dodging, reflexes, perception and probably tumbling capabilities - all at a supernatural level
  • The "Speed of the Seraphim" let the caster enhance personal speed on foot and in flight
  • The "Circle of the Seraphim" is a ring used as defense to resist an external force. The caster can separate/block anything inside the circle from anything and everything else. When this spell is cast, it makes it impossible for matter and waves to react with, enter, leave, move through, or be absorbed within the circle, or for any energy to be transferred to and from the separated area, or simply for any alteration/interaction to occur with the circle.
  • The "Serum of the Seraphim" is "the most potent medicine known to the occult".
Valtorr - Usually invoked to summon the "Vapors of Valtorr". These are generally used to conjure a deep dark mist capable of blotting out light and concealing all things, concealing an object or confusing an enemy, but they may also be used to create a cushion of vapors to act as a cushion from a great fall. Another use of the vapors is to churn them into mystic storm clouds and call forth the energy that resides within them as arcane lightning bolts. Valtorr may also send the "Vipers of Valtorr". First, his Vapors appear, but out of the vapors emerge huge, green, sucker-covered tendrils that can cause great harm to an intended target. Their strength is incredible.
  • The Vapors of Dark Valtorr can be cast in several different ways, each one granting a different power and different effects. (1) The spell can be used to counteract the effects of other spells or particular actions, transforming the original effects to a less harmful way, till the point to annihilate the original spell. (2) The Vapors can damage the target in several ways, most of them are unrevealed. They can be used to limit the target's actions or to kill him. The Vapors can reach the target even if he is not directly seen by the caster, provided that the caster has other means to link the spell to the target, for example, a statue resembling him. When the Vapors of Valtorr are cast using black magic, they can be dispelled only using black magic. The Vapors can also conjure a simple mist, but very thick, that can cover a valley and can be used for concealment. The Vapors can be used to teleport people. (3) To contact a creature far from the caster, even on another dimension or plane of existence. (4) The Vapors can force some creatures to sleep. Using the Vapors to stun a subject, to subdue him, to force him to stay still and calm, is useful when the target is needed awake and, or, capable to speak. (5) The Vapors of Valtorr can be used as a ranged attack weapon, shot at a target. It is unrevealed if the caster needs to aim at the target. (6) The Vapors can have a necromantic power, usually enfeebling, weakening, life-draining an enemy, hitting from a distance or touching the target. (7) The Vapors can transform the target to enhance/reduce/give/activate a skill/power/quality that he didn't have before.
  • The Vipers of Valtorr can be cast in different ways, each one granting a different power and different effects. (1) The Vipers of Valtorr slowly but inexorably dealt damage to an enemy. The power of the Vipers was such that they could resist some defensive spells, so that the target soon found himself enveloped and entangled, to the point that no further action could be possible for him. At that point, the coil's constrictor force should slowly kill the target. (2) The Vipers of Valtorr can transform multiple objects into snakes. It is unrevealed whether the spell can also transform living beings and whether it is only limited to some reptiles.
  • Valtorr's Stings is a spell that consists of a series of bolts coming from all directions striking the enemies of the caster. The targets can be solid or in gaseous form but they all are affected by the bolts. When hit, they are banished into their own dimension or exploded.
Vishanti - The collective might of Agamotto, Oshtur and Hoggoth is usually invoked to dispel evil energy or reveal the truth. They also lend power to absorb mystic force; alter the passage of time; banish and/or exorcise demons; banish mists or other sources of darkness; block flight; communicate across distances; compel others; conjure mystic light (which can also contain others); conjure psychic shields; destroy a page from the Book of the Vishanti; destroy dark forces and/or objects (sometimes with mystic bolts from "beyond time and space"); determine the source of abduction/possession; dispel other mystic energies or incantations (including illusions); enhance the power of the Cloak of Levitation; facilitate the ritual of delivery of the Crystal of Bas-Lyonesse; form mystic shields (sufficient to vanquish the shades of the Seraphim); free others from mental control; generate mystic flames; immobilize others; manipulate or control objects; mentally control others; neutralize distortions; neutralize mental barriers; neutralize mystic prisons; protect and/or strengthen the caster or another specified person; restore things as they previously were; return an astral self to the physical plane; reverse an attack back on the attacker; revert a vampire from bat to human form; strengthen other spells; strike with mystic force (bolts or explosions); summon all of a portion of the Book of the Vishanti; transport across space, dimensions, and time; translate foreign languages (and arrange communication between beings speaking different languages); and weaken foes.
  • The Symbol of the Vishanti cannot be looked upon by any being consecrated to evil; such beings are affected much like vampires are affected by religious symbols
  • The Vagile Visions of the Vishanti guides beings on mystic journeys, such as to the astral plane.
Watoomb - Millennia before the modern era, Watoomb became an immensely powerful mage. Instead of listening to the lectures of his long-winded wizard elders, Watoomb listened to the wind itself and it told him many secrets about the ways of magic. He became the first wizard in his world to practice Exocentric Magic to summon the power of extradimensional entities. Watoomb was not satisfied with wielding the parceled power from mystic entities, and he eventually joined the elite ranks of mortal sorcerers, like Agamotto, who were able to become mystic principalities. Usually invoked to summon the "Winds of Watoomb", often used by magicians of every ilk, this spell creates a strong, mystical wind, which acts as both an unlimited Teleport spell and unlimited Dimensional Aperture spell. Vincent Vaughn says that the Winds of Watoomb "have sped me past light-years of real distance through unreal ways". The power of the Winds can be increased if the user is also the possessor of the Wand of Watoomb and of the Scrolls of Watoomb.
  • The Winds of Watoomb are magic winds that can perform several tasks for the caster. (1) Banishment of creatures back to their plane of existence, counter-spelling of some kinds of enchantments, depleting or negating their effects. (2) Ranged physical control on creatures or objects, used for ranged attacks, or for transport, from short distances, into air and water, to journeys through the void of space. (3) To teleport a high number of targets even across the universe. To open dimensional portals to enable the passage to Earth. (4) Increase, empower, extend other spells' effects.
Darkness of the Divine Conduit (Black Magic): By sheer force of will he can "take" the power of another entity. This does not require the use of a spell. He used this ability against Arioch and Shuma-Gorath. The fact that Vincent can do this is a testament to his incredible willpower and strength of mind. This is considered black magic and as such he rarely employs this. Also when taking the powers of celestial entities he absorbs the mind and assumes their duties and roles in the dimension in which they exist. If his will falters, he can lose all sense of self. He is, however, unable to use this against superhumans, humans and basically any mortal being that lives in the universe.

Invisible Shield of Everlasting Enchantment: To protect himself from harm, Vincent has an invisible shield around him at all times that softens impacts and absorbs magical energies to protect him from harm. This does not make him invulnerable, and things like bullets and arrows, falling from high buildings, super-strong beings, telekinesis and powers that affect physical forces can still kill him. And he doesn't completely absorb the magical energies from mystical attacks, only by a certain amount to lessen the damage/effect, but sufficiently powerful spells can overpower this enchantment.

Mirror Dimension Manipulation: After his training at Kamar-Taj, Vincent Vaughn is able to manipulate and access the Mirror Dimension. He uses this ability sometimes in his many battles.
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"The Mirror Dimension, ever-present but undetected. The real world isn't affected by what happens here. We use the Mirror Dimension to train, surveil, and sometimes to contain threats."
Yao, Ancient One, to Vincent
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The Mirror Dimension is a parallel dimension that mimics Earth's plane of existence. It is complete with the same surroundings and inhabitants, but its visual appearance is distorted like a fractured mirror. It allows an advanced sorcerer to train more advanced and dangerous spells without adversely affecting the real world, keep an eye on threats without being noticed, and a prison for those without a Sling Ring, since it can be reshaped and manipulated freely without fear of adversely affecting the natural order of the world. The final usage is paramount that a prisoner is locked without a Sling Ring as it is the only means to escape. However, the realm is shown to be accessible without the use of the Sling Ring, which allowed the likes of the Ancient One and Vincent Vaughn to transport themselves and others into the dimension, though a Sling Ring was ultimately required to leave it.
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In addition, the Mirror Dimension can be used in combat by a sorcerer with the knowledge and skill needed to perform it liberally by manifesting a gateway to it to absorb attacks and then sending the manifestation at the enemy to trap them at the Mirror Dimension. As well as reshaping and manipulating it for various purposes, such as collapsing the dimensional gateway to create shards of the Mirror Dimension to rain upon his opponent/s. (Something like this, see below spoiler)
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Those who channel extradimensional power from the Dark Dimension have been stated to be more powerful in the Mirror Dimension.
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Weaknesses:
Incantations and Gestures Dependency: Vincent also depends on spoken incantations, mystical gesturing, and his arcane artifacts in his duties; likely these can be counted as weaknesses. Vincent has been incapacitated various times by being gagged and bound, preventing him from uttering arcane invocations or performing mystic gestures. Breaking his hands can greatly cripple his magic ability for instance.

Artifact Dependence: Though much of his power comes from powerful beings, a great deal of his strength comes from his magical artifacts that can be disarmed or destroyed.

Astro-Limits: Such is the skill and mastery of Vincent Vaughn that he is capable of spending up to 24 hours upon the astral plane before he must rejoin his ethereal form with his physical one, lest succumb to corporeal deterioration leading to bodily death and eternal suspension as a spirit. The physical form remains in an inert, death-like trance, vulnerable to both physical and magical forms of harm while the astral form is absent. If harm were to befall his physical form while he was in his astral form, he would be stranded in his wraith-like state. Though Vincent has only his personal abilities in his astral form, the Ring of Oshtur/Ring (of Full Power) can grant him access to the same resources he possesses in his physical body. According to his mentor, the intense atomic radiation of the sun's core can change the composition of astral forms.

Human Factor: Another weakness is that Vincent, despite all his spells and magical training, is only human physically. Hence, if not taking proper care or defenses, Vincent can be overpowered by mere blows, energy attacks, or gas.

Magic-Induced Physical Changes: A fact not known by many people is that the use of magic takes a physical toll on its user. During his first lessons, Vincent vomited for three days straight because of this. As years went by, Vincent's body changed so much his stomach can't even accept human food and can only ingest that which would kill a normal person.

He cannot fight for long periods of time, since this magic is so complex and enigmatic that using it for too long can be severe for his bodily condition, thus must refrain from overusing it. This can cause him to get migraines, dizziness, nausea, vomiting, and other negative side effects of using his magic too much, even going potentially unconscious.

Vincent constantly analyzes things, creates new possibilities, returns to the 'what-ifs and the 'might-have-been-s’. He is always aware of possible dangers and worries about how to handle them. He cannot let go of fear and realization that he can’t always guarantee anyone absolute security.

Personality:
Reckless- Vincent is well known for his impulsiveness and way of taking risks. He would often jump into dangerous and life-threatening situations without minding the consequences. Invoking malevolent beings and casting forbidden spells without paying heed to the repercussions, though Vincent is a skilled and experienced magic-user he still has much to learn about life and the responsibilities of dabbling into things he should not.

Determined- Some might call it pure stubbornness -- and they wouldn't exactly be wrong -- but Vincent prefers to think of himself as determined. Driven. Feisty. He doesn't take crap from anyone, and when he has something to say he is not afraid to speak up. Vincent might know when he is beaten, but he doesn't know when to stay down and give up.

Wild Streak- Perhaps it's a family thing, but Vincent, despite what some might think, has a wild streak in him. There's a part of him that just craves the freedom of breaking convention and going a little crazy. He loves fast cars or riding on the back of a motorcycle that's taking curves way too fast. There are times when he even revels in the exhilaration of using his powers in combat, which becomes especially dangerous when he's pushing his limits. Self-control is a bit of an issue for Vincent. It isn't that he can't control his powers, it is that he enjoys using them so much that he sometimes has trouble controlling himself. If his emotions are running high -- anger and pain are notorious triggers -- and he can't get a lid on them, he could go overboard.

Humility- He is also very humble and selfless, a trait he developed from his father, and desires not to talk about himself and boast about his abilities because he prefers his friends and enemies to have a level of uncertainty and estimation that wouldn't give him great attention.

Biography: Vincent was born in a dimension far beyond the cosmic veil, a fabled place called the Dark Dimension. His mother, Clea, who lived in the Dark Dimension was always fascinated by Earth, she would often scry from her home dimension and see the many places on Earth she envied to go. She couldn't leave her home because doing that would be breaking the sacred law in the Dark Dimension, that was until she met Victor Vaughn. She would often watch him dreamingly and began developing a liking for Victor, this urged the young woman to leave her home dimension and never return. This, however, angered her father Orini and he swore she would regret the day leaving her home. After leaving she went directly to Victor, looking beaten up and distraught from the travel, as Victor looked at the strange young woman he too felt connected to her and took her with him. Years later Vincent was born and they were married, it was the best moment for Clea as she became a mother and Victor was the happiest man alive, he thought it was perfect, that was until Clea's father, Orini, came. During those years Victor learned everything about Clea and found out the reason why she noticed him than anyone else was because of his mystic potentially, Clea noted "You have the greatest mystic potential I have ever seen in a mortal, I once swore you were a god in hiding", it also showed Victor how his life was so smooth and positive, Clea was protecting him from the many revolting and malevolent beings that were attracted to Victor. Clea taught Victor magic because he didn't want to be too involved in the mystical world. But all happy things must come to an end, Orini, Clea's father came and was going to punish Clea for leaving him and her kin. Obviously, Clea and Victor were resistant and fought back Orini and his warlocks, but Victor got captured and Orini knowing Victor was precious to Clea he was going to kill him but Clea told her father to kill her instead and leave her husband and child. And Orini did as he promised, he killed Clea right in front of Victor, baby Vincent could hear his father's wails as his mother was stabbed in her heart.

After that tragic event, Victor was not the same anymore, so much guilt and sorrow were in him that he attempted suicide but he too one look at baby Vincent and it went all away, he couldn't dare take his life because of his wife's last dying wish, "To protect Vicent". But he blamed himself for being weak and unable to defend his wife, he hated himself for being so hesitant in learning magic, so to keep his wife's wish and get time to recover, he sent Vincent to an old friend of Clea, a wise and old sorcerer who names were whispered throughout the dimensions. He was known as Yao, the Sorcerer Supreme and Victor knew he would be the best person to take care of Vincent, taking Vincent with him to the Himalayas in Tibet Ya was already expecting the two and after sharing some words Victor gave Vincent to Yao and went his way to Norway. Yao had known of Vincent and his potential, which was greater than his parents combined, to serve as the Sorcerer Supreme prior to even Vincent's first encounter with him. He regarded his hidden prowess so highly that he rejected so many magic users and powerful beings for Vincent as his pupil. Yao had planned to make Vincent his successor for a long time, even before his birth. Growing up, Vincent was under the tutelage and guardianship of Yao, he would teach him everything he knew and raised him very well. Victor would occasionally visit Vincent, as he grew older Vincent was so skilled in magic that Yao was surprised and said even he couldn't do things Vincent was capable of when he was his age.

But Yao eventually thought Vincent needed to start becoming accustomed to the world and use his skills and magic for good, so giving Vincent to Victor so that he may be more with his father and also he can be enrolled in a prestigious school for supernatural beings alike. Yao sent them both to live in a sanctum that was located near the school Vincent would be going to, the time between that was with both Victor and Vincent having a good time with each other and building their lost relationship.

Family/Upbringing/Reason For Attending Victory Hall: Vincent Vaughn is the son of a Faltinian woman and a mortal man who had great mystic potential but no knowledge of magic. His father wanted Vincent to be protected by someone who could, still grieving over his wife's death due to his inability to protect her, send Vincent to a Tibetan sorcerer to protect Vincent for a time. The sorcerer known as Yao taught Vincent everything he knew about magic and trained him in the mystic and martial arts, his father would check on him occasionally. Yao thought it was time for Vincent to use his learned powers for the greater good and meet new people due to him being in the Himalayas all the time and being homeschooled. So sending him to attend Victory Hall so he can have a school life and use his powers for the good.

Likes: Reading, Finger/Hand Painting, Puzzles, long hot baths, Pasta and Nature Scenery Watching

Dislikes: Arrogance, Catfishes, Inconsideration, People who take advantage of him and others, and Obnoxious know-it-all people

Relationships:
Jaiden- A very close friend of Vincen, he met Jaiden in gym class and was paired with him. The two quickly became friends and Vincent was glad to have a friend in the school even though nobody would want to know him because of his secretive and dismissive behavior.

Gear/Gadgets:
Vincent's own power is often amplified by the numerous magical artifacts that are in his possession or by artifacts that he uses in the course of his adventures. The four artifacts he carries with him at all times are the Eye of Agamotto, the Cloak of Levitation, the yellow Sash of Cernunnos and the golden Sling Ring of Lantarr.

The Eye of Agamotto (which resides within the Amulet of Agamotto worn around Vincent's throat) is a powerful and valued artifact that has many functions. Using the Eye, Vincent can see through any lie, deception, or illusion, send the eye out at light speed to intercept and absorb massive amounts of any type of energy and free others who are trapped in their own illusions. It is often used to amplify his mind's eye, giving psychic abilities that rival the most powerful of telepaths. It is also often used to playback an area's past events, lift beings weighing thousands of pounds into the air telekinetically, and open dimensional portals, as well as place beings in suspended animation. The Eye can track beings by their psychic or magical emissions. The light given off by the Eye also weakens a variety of evil mystical beings, such as demons, devils, undead beings, dark extra-dimensional entities, and even sufficiently corrupt human practitioners of dark magic. When used offensively, no being can withstand its light for long; due to its lethal effect, it is often used as a weapon of last resort.
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(Instead of the green light, it's golden)

The Cloak of Levitation- A magical relic that allows him to fly (at subsonic speeds but can be augmented using magic), levitate and hover in the air. It appears to be sentient and can move on its own power, causing it to move and flap in the air without the presence of wind. Offensively, the cloak's ability to move and fly with or without a wearer allows it to grab, lift, tackle or send enemies flying through the air. The cloak assists Vincent in combat by protecting him from attacks, preventing his enemies from blindsiding him, as well as attacking enemies on their own whenever possible, and doing maneuvers that are difficult for most humans to do. It responds to his thoughts and has used it many times as a "third set of hands" to attack a foe when his own body has been incapacitated. The Cloak is near-indestructible to almost any and all physical harm, often escaping damage during even the most violent confrontations but might suffer great damage in physical confrontations if not careful.
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Sash of Cernunnos- worn around Vincent's waist, this quasi-sentient enchanted yellow sash can be extended ten times its normal length and can be used to bind, grapple or get things for him. The sash is very durable but not invulnerable and can be ripped or damaged. It also can also harness nearby energy to be stored for later use. (See sash up in his superhero costume^)

Sling Ring of Lantarr- Sling Rings are used by the users of the Mystic Arts and other magic-users to facilitate long-distance travel where a temporary portal is desired. Sling Rings are worn on the second and third digits of the left hand when conjuring a portal, and this is achieved by the wearer tracing their right hand in an anticlockwise circular pattern while focusing on a destination beyond the space directly in front of them. Most of the time they are simply carried until needed, typically somewhere on a user's belt. Each ring is uniquely crafted for its wearer. The portals created by the Masters of the Mystic Arts through the Sling Rings share numerous similarities with an Inter-Dimensional Gate, as they both channel extra-dimensional energy from other dimensions to open a door to a specific place they wish.
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Name: Jaiden Manson

Age: 17

Gender: Male

Species: Human

Superhero Alias: Overdrive

Appearance:
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Superhero Costume: (except with an O on the chest instead of an S)
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Height/Weight: 5'10, 149 lbs

Hair/Eye Color: Brown, red

Skills: Martial arts, strategizing, teamwork, improvisation

Powers: His main power is super strength and heightened regeneration. His uses of super strength is versatile and allows him to emulate other super powers to an extent but not to the same degree of those who actually have those powers. He can use his power to run faster than an average human but not as fast as someone with super speed. He can use his power to jump high and far to emulate flight but can't actually fly. He is able to heal his wounds faster than an average human. Something which can take days or weeks to heal can be healed for Jaiden in mere minutes or hours.

Personality: Despite having lived in Green City for approximately three years now, Jaiden still has that small town charm. He's a polite guy who tries to be respectful to everyone and see their point of view. That doesn't mean he has his fair share of disagreements. In fact, he can get pretty argumentative with others if he cannot see eye to eye with them. He tries his best in his courses, believing he's very lucky to be able to not only attend Victory Hall but also have any sort of super power in general. He believes he has been given a one in a million chance and plans to make the most of it.

Despite his outward friendliness, he does still have his own biases. Being a from a small town, he hadn't experienced much diversity before coming to Green City. Everyday is a learning experience, and sometimes he finds himself ignorant about or even uncomfortable around others due to his upbringing.

Biography: Jaiden was a normal kid until his powers awoke at the age of thirteen. This happened when he was attempting to save a kitten from a tree. While attempting to climb the tree, he accidentally ended up uprooting it and lifting it over his head instead. The kitten was brought back to the ground, but it may have also been more terrified than when it was in the tree. Coincidentally, the kitten belonged to a local reporter who did a story on the incident. Continuing from there, Jaiden's story was picked up by a popular talk show and aired on national TV. From there, a superhero management agency saw potential in him and funded his tuition at Victory Hall.

Likes: Video games, cartoons, reading, sports

Dislikes: Weight lifting, rude people, reality shows

Gear/Gadgets: None
 
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Name:
Frederica Varon

Age:
15

Gender:
Female

Species:
Half-human, half-angel

Superhero Alias:
Sefira

Appearance:
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Superhero Costume:
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Height/Weight:
5'4/115 lbs

Hair/Eye Color:
Brown normally, White/purple when channeling Kether

Skills:
Plays the violin, proficient cook, can speak in angelic tongue

Powers:
As a half-angel, Frederica's physiology differs from a human's in certain respects, even without channeling Kether. Her body naturally disintegrates harmful substances and is difficult to injure. She also does not need to breathe, but does still need to eat and sleep. Physical attributes such as strength and speed are also higher than average, but would generally still be considered within the realm of human. Even if her capabilities would be considered absurd for her body type.

Kether - One of the emanations of heaven that can be utilized by angels and other divine entities. It could be considered mana, but for the divine. By channeling it, Frederica's body changes and ascends to that of a true angel, yellow wings of energy emanating from her back. While under the influence of Kether, she becomes drastically more physically powerful and her eye and hair color change to purple and white. Currently, she can only channel this power for around half an hour straight, and needs to take a break afterwards.

Modes - While channeling Kether, Frederica gains access to different modes based on emanations of various angels. Only one can be used at a time, but they can be switched between freely. She currently possesses:
Remiel - The "thunder of god", this mode allows Frederica to fire divine bolts of lightning. As divine lightning, it does not follow the rules of real lightning or electricity and can be controlled completely. This also means the lightning will not serve as a power source for electric devices, or anything like that.
Tamiel - Also known as Kasyade, or "hidden power", this mode allows for Frederica to create invisible barriers and utilize powerful invisible tendrils.
Kokabiel - The "angel of the stars", this mode allows Frederica to make use of Divination. The primary use of this is to see anything that she has seen before. Additionally, it can let her see through walls and other obstructions. While using this mode, she also may be able to see things that would normally not be visible such as magical leylines, invisible beings, and other similar things.
Arakiel - The "earth of god", this mode allows Frederica to conjure a landslide of nearly unbreakable rock debris. This landslide can be created anywhere and from any direction, allowing absurd uses such as a landslide that comes from below while on the tenth floor of a building. The speed of the landslide and size of the debris can be adjusted to change the force of the impact.
Bezaliel - The "shadow of god", this mode has two functions. The first allows for Frederica to create up to 3 illusory clones of herself. No damage they do occurs in the real world, but any observer of the illusions will feel their actions as if they were real. The second is that anything caught in the shadow of Frederica herself or any of her illusions can be paralyzed.
Gadreel - The "wall of god", this mode allows Frederica to create a wall up to 8 feet in length, width, and depth that can repel any sort of attack, as long as the attack is directed towards who or whatever the wall is currently protecting. This wall can also be moved in order to change its target of protection. However, Frederica cannot move while this mode is active.

Personality:
Frederica usually appears stoic and inexpressive. However, she actually gets emotional rather quickly, but simply tries to hide it. She can be judgmental, and quick to react to insults and other perceived slights, depending on her mood or the topic.

Biography:
Frederica is the child of a human woman and an angel. Angels are not supposed to mate with humans, and thus her father disappeared before she was even born. Nevertheless, Frederica's mother raised her well. She was enrolled in violin classes, often cooked meals with her mother, and generally just lived a rather normal childhood. She was quiet and shy, but a good kid who smiled often. This was all the more impressive as her mother was part of The Protectors, which gave her quite the busy schedule. It was probably this part of her mother that let her raise Frederica as well as she did, despite the quirks that came from her heritage. Even while being stronger than any kid her age, and most adults, she never once hurt anyone else. No one ever even really noticed anything different about her, thanks to her mother's teachings.

However, half of The Protectors died. Including her mom. Frederica nearly lost it. Hearing that news was when she channeled Kether for the first time and nearly tore apart her own home. It was only hearing the voice of her mother inside her head, and remembering the things her mother had told her that calmed her down. After channeling Kether for about ten minutes, she fainted. Something changed inside of her, and hearing that the Terror League was responsible for the demise of The Protectors, she joined Victory Hall to find and get rid of them. But the voice of her mother seems to be getting ever quieter...

Family/Upbringing/Reason For Attending Victory Hall:
To become a hero for the sake of taking revenge for her mother.

Likes:
Classical music, fiction reading, nature scenery, walks, sweets

Dislikes:
Very loud music (even if it is classical), meat, loud people

Gear/Gadgets:
None
 
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    Name: Raisa Sokolov
    Age: 14
    Class: 9
    Gender: Female
    Species: Human-alien hybrid
    Superhero Alias: Tantrum
    Height: 5'4"
    Weight: 100lb
    Hair: Black
    Eyes: Red

 
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Name: Adam DeLuca
Age: 16
Gender: Male
Species: Human
Superhero Alias: Solo
Appearance:
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Superhero Costume:
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Height/Weight: 6ft, 120lbs
Hair/Eye Color: Purple, Blue

Skills:
. Martial Arts: Level 5
. Athletics: Level 4
. Swordsmanship: Level 3
. Investigation: Level 2
. Appraisal: Level 1

Powers:
My Life is an RPG: Thanks to the whims of a fickle wizard. Adam's existence has been transformed into that of a Role-Playing Game Character. He has stats for his abilities, an inventory to store things in and skills to hone. Not only that but he also has a quest-log that records tasks completed and to be completed. Objects in his vicinity can be interacted with like game items. Instead of regular damage or mental fatigue. He suffers from loss of Health and Magic points. Whenever he gathers enough experience points, he can level up. This gives him ten skill points with which to invest in his six primary stats (STR, VIT, AGI, INT, WIS, LUCK). While he can instantly learn certain skills by having them taught to him. Adam can also absorb knowledge directly from manuals on the subject. Although his proficiency can only be raised through leveling.

Personality:
Adam is someone who seems pretty happy to live his life as he pleases. He doesn't like having his freedoms encroached upon. Nor does he like having unwanted responsibilities thrust upon him. Although this doesn't mean he's completely self centered. Adam is loyal to his friends and unyielding to those who would take away their rights. An avid gamer and subculture enthusiast. He's mostly happy with the power he's received. Although he dislikes how fickle or whimsical it can be sometimes. Despite training to become a hero. Adam is very much a believer in ruthlessly punishing criminals. He likes employing brutal and merciless methods to convince wrongdoers to turn their lives around. His belief is that some criminals CAN change for the better. They just need to be pushed until they are forced to REALLY think about the worth of their actions.

Biography:
Adam DeLuca was just your average gamer. He wasn't a standout person, nor was he particularly disliked. Burying his face in games allowed him to experience fantastical worlds that were much more preferable to his real one. Adam hadn't been born with powers in an age where the empowered were capable of great things. This changed when he helped a drunk old man who lost his dog in a well. Although a hero could have been called to help. Adam chose to do it himself. The old man revealed himself to be a powerful wizard. As a reward, he cast a magic spell on Adam. Although he didn't know it at the time. Adam's life was to be forever changed. Eventually he discovered that he had been transformed into a video game character. After grinding his skills, doing daily quests and raising his stats. Adam decided to hit up Victory Hall...

Likes:
.Games
.Eating
.Loot
.Levels

Dislikes:
.No Loot
.Willful Ignorance
.Free Will being encroached on
.Arrogant Criminals

Gear/Gadgets:
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Foresters Sword: The reward for slaying an ent summoned by a Dryad. Its wood, gathered from the fallen foe has strength like that of steel. This is a non-lethal weapon that can be used against many different kinds of foes. However despite its strength, it possesses a great weakness to flames.
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Gill Ring: A gift from the system to reward its user for helping the Ocean Man escape captivity at the hands of the US Government. It allows the wearer to not only breathe underwater, but also swim just as fast as the Ocean Man.
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Buzz Bracelet: Purchased from a man in Chinatown. If the wearer finds themselves under the sway of a spell to induce fatigue. This bracelet will send a minor electric shock through the wearers body in an attempt to nullify the effects.
 
Name: Viren Kastel
Age: Unknown
Gender: Male
Species: Inverted
Superhero Alias: Rift
Appearance:
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Superhero Costume:
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Height/Weight: 6’5
Hair/Eye Color: Hair is inky black, eyes are a bright Purplish Pink


Skills:
-Very good at lying, and manipulating people to get to his end-goal

Powers: Inverted Energy
He draws power from various Inverted worlds. This allows him to unleash either waves of energy, or concentrated small blasts(though has much less radius and range, more for close combat), and medium range tendrils for an amount of time. He can also, for a period of time, create weapons out of the energy, and create medium ranged portals. Rumour has it that he can unleash some sort of eldritchian monster from a portal, but so far no one has seen it, or have been able to prove it


Personality: A very self righteous, and cold person. He sees everything as either a victory, or a defeat, and he does not intend to have defeat. It can be hard to frustrate him, though when he is frustrated, he rather laughs instead of get irritated, making a show that he’s already won. He does have somewhat of a superiority complex, seeing others as inferior to his power, and treating them as such, unless they prove to be an equal to him

Biography: He comes from a separate universe, known as the Otherverse. In this universe, a species known as the Inverted ruled, after finding an infinite power source, that sustained their people. They lived in prosperity, using their powers to create, and advance themselves. There was however, a group that desired a different outcome. They didn’t want to settle, they wished to expand, have more. Rift was part of it. He was one of the first to be sent to another universe, this one.

However, upon arrival, he soon learned his powers were weakened in this universe, as the source of his power was no longer their. He ended up allying with other villains, to make up for the power difference, and hid his endgame plan from them. For now, he waits until the right, to kick the world while its down, and create a new empire, under the Inverted


Family/Upbringing/Reason For Attending Victory Hall: N/A
Likes:
-Victory
-Anything spicy “For a pitiful world such as this, they do have excellent culinary skills. I might keep a human around around to continue making these to serve the inverted
Dislikes:
-Losing
-Humans who are equal to him in power
-Surrender, or being inferior
Gear/Gadgets:
 
Name: Keethan Kastel
Age: 17
Gender: Male
Species: Inverted/Human
Superhero Alias: Paradox
Appearance:

KEETHAN KASTEL.jpg
Superhero Costume:
paradox.jpg
Height/Weight: 6’
Hair/Eye Color:
Skills:
-Combat with primarily bladed type weaponry
-Very observant
-Very good liar, a skill passed to him from Viren

Powers: Dimensional energy:
Much like his alternate self, Viren, Keethan also posses Dimensional Energy Control, however his skillset differs. His powers are more utility based, allowing him to
-Materialize Energy, however the bigger and longer he keeps it, the more toll is taken on himself
-Portal Creation, allowing travel to short distances away
-Shockwave, which can negate any electric impulses, and created an impact that ranges from cracking glass, to knocking over nearby vehicles. Radius and impact varies based on how much energy is used.
-Shock, allowing him to launch a bolt of energy. Can only send one out at a time, and when hit, causes burns that act slightly different than regular burns, and can knock opponent out for a few minutes. Can also be used to fry things that run on other sources of energy


Personality: A very coolheaded person, he’s rarely the one to make himself the center of attention. Most of the time he can be seen as devoid of any sort of emotions, but at times you can spot the smallest of smiles, or frowns on his face. He prefers to sit back and watch the show, rather than get involved in most conflicts, unless necessary. Unlike his alternate self, he’s much less about winning, rather instead preferring whichever outcome benefits him the most. Though he often acts bored by people, he does find interacting with them somewhat enjoyable

Biography: Keethan is from an Inverted world, however on this one, Humans and Inverted coexisted. After Viren was able to bring him into this universe, his memories were wiped, only small flashes of his past remained. After that, he was trained under Viren, how to use his powers in combat, how to lie, and manipulate. Though often, he was disinterested in his goal of subjugating this universe, he never voiced his opinions, keeping most of it to himself. After Viren enrolled him into the school, he was secretly glad for a chance to get away from Viren, and be able to explore this universe a little more
Family/Upbringing/Reason For Attending Victory Hall: Placed their by Viren to take it down from the inside
Likes:
-Meeting people (Though he’d never admit it)
-Salty Foods
Dislikes:
-Viren
-Aggressive people
-Any food thats too sweet

Gear/Gadgets:
 
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BASIC INFORMATION
Name: Dylan R. Burns
Age: 16
Gender: Male
Species: Human
Superhero Alias: Pastamancer
Height/Weight: 183cm/97kg
Hair/Eye Color: Peach Brown/Green

SKILLS
  • Empathy: Being a Chef has allowed him to become extremely skilled in being able to understand motives and reasons of others. As the best chef knows exactly what his customer wants.
  • Master Chef: Has dedicated most of his life into cooking and the culinary arts, can make most dishes from all cultures and cuisines.
  • Culinary Creativity: Can draw upon the perks and flaws of an ingredient to heighten a dish to its limits. Usefully employed for both battlefields.
  • Astute Learner: Dylan is particularly observant, able to effortlessly learn a wide variety of skills in a very short period of time, even in activities outside of cooking.
  • Observant: Able to pick out key details. Especially during situations where all is falling apart.
  • Basic Multilingust: Being a chef has taught him all sorts of cultural terms and words from all over the world. Is very fluent in English, Japanese, French, Italian, Mandarin, and Spanish, and can speak the basics all most languages, as long as if they have a robust culinary history.
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POWERS
Heat Resistance: Spending his days in the kitchen has taught him how to deal with the heat of the kitchen, which allows him to be able to stand the heat. Any heat.​
Pasta Manipulation: The ability to manipulate, control, sense, and shape whatever is socially considered as pasta, or noodles, a common food item with a rich history.​
Pastamancy: The unnatural, and mystical understanding of the arcane secrets of Noodlecraft, the Pastamancer is a force to be reckoned with, as the Pastamancer has must have a fundamental understanding of the laws of the universe, of negentropy and entropy, of life and death, of delicious and disgusting, and their place in this universe, then to bend it to their will, or become lost yourself in the sheer potential of Pastamancy, potential that'll make you a terrible threat to everything you've ever cared about. They have the ability to create fresh, delicious pasta and infuse it with arcane powers which can be barely comprehended. A heed of warning to those who may encounter a Pastamancer; whatever you do, do not treat them as a joke.​

WEAKNESS
Necrotic/Rot Vulnerablility: He may be extremly powerful, but his powers comes only comes from Pasta...​
Only Human: His defenses and skills may be immensely powerful however, a simple bullet to the head, or a knife in the abdomen will kill him...​
Inflictor: He cannot hurt himself with his abilities, but he cannot heal himself with his abilities either.​

BASIC PASTAMANCY ABILITIES
  • Entangling Noodles: Summons a wad of sticky, thick noodles from the ground to bind and restrain your opponents.
  • Spaghetti Spear: Conjure Fast moving darts of dry spaghetti, not cooked spaghetti to hurl at your enemies. It won't do much damage if it was cooked will it?
  • Lasagna Bandage: Summon a lasagna infused with life energy, when applied, will heal most flesh wounds.
  • Shield of Spaghettoni: Summons a thick, spinning, floating shield of sturdy spaghetti, defending his allies and bystanders from danger by getting in the way of said dangers, as they say, the best defense is a good defense.
RELATIONSHIPS
Sylvie: Grew up together in the orphanage, saved Dylan from absolute despair without even knowing, has an inferiority complex with his extreme ease in learning new things.​
LIKES
Smiling, Enjoying his high school days, cute animals, teaching, causing harm, being a good friend.​

DISLIKES
Eating too much Pasta, Death, Haggis, those who dare hurt his friends​

GEAR
Faintly Enchanted Colander: Enchanted to be unbreakable; doesn’t do anything else, he just wears it for fun
Pasta Spoon of Peril: A handcrafted, spaghetti spoon made from something which looks like wood. Has been infused with immense arcane power.
Personality
Dylan is what many consider to be naive, rebellious, spontaneous, friendly, and nonschelant, he is someone who is willing to sacrifice himself first before sacrificing others. He is a very comical, silly, benevolent, and slack person. As he always holds back no matter the situation. He does not care for insults thrown at him. However, he deeply cares about those who he's close to, whoever dares to throw mud on his fellow classmates, will get what they deserve. Defending them from those who dare to look down upon them with no remorse.​

Backstory
Dylan was what many called a prodigy, a genius, a wonder child, as no matter what he did, he always managed to learn skills perfectly on the first try. , raised in an orphanage, where he was raised as a baby, where he always had a knack for whatever he did. As a result, he spent most of his time growing up confused why people were worse at something than he was, resulting in him making no friends amongst his fellow orphans, that was until he learned how to cook delicious food, which helped him befriend his fellow orphans, yet his cooking always was missing something. He did not know what it was, yet, for the first time in his life, he wanted to do something to its fullest. For the first time, his heart was set ablaze. His uncanny skills in cooking earned him many teachers and masters, who were willing to pass their knowledge and techniques in the culinary arts, and which he absorbed them all. Yet, despite all the skill and talent he had, it still didn’t solve his problem. No matter how delicious his dishes were, they were empty, lonely, and passionless. His great talent would have eventually destroyed himself. That was until he met her, she was someone who had to put all her effort into doing one single thing, Someone who wished to be the best at one single thing, through perfect practice. Her majestic and beautifully cultivated skills in making pasta inspired him, and saved him from the constant dread of being perfect at everything he did. He knew he'd never be able to taste failure, or to learn from it, but he could use his immense talent and skills into something else. Helping others in their journey to become the best person they can be. From this goal, came understanding, and understanding, came the world. He did not need to understand the world fully, or to know why he was here, he had a purpose. A purpose in life, and for the second time in his life, his heart was set ablaze, with burning passion. To achieve his goals, he is willing to sacrifice himself, and only himself. That’s when he learned of the ancient arts, magic, arcane, and sorcery, however it never truly was his, he knew that there was something only he could do, something only he had the ability to do. That’s when he created the ways of Pastamancy. Taking all his accumulated knowledge of the arcane, he shall pave a new road, as he could not be perfect in something that nobody has discovered before.​
Recently, his supernatural abilities has allowed him to study at Victory Hall, a place where he could spend his youth around people in similar predicaments as him.​
 
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Name:
Frederica Varon

Age:
15

Gender:
Female

Species:
Half-human, half-angel

Superhero Alias:
Sefira

Appearance:
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Superhero Costume:
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Height/Weight:
5'4/115 lbs

Hair/Eye Color:
Brown normally, White/purple when channeling Kether

Skills:
Plays the violin, proficient cook, can speak in angelic tongue

Powers:
As a half-angel, Frederica's physiology differs from a human's in certain respects, even without channeling Kether. Her body naturally disintegrates harmful substances and is difficult to injure. She also does not need to breathe, but does still need to eat and sleep. Physical attributes such as strength and speed are also higher than average, but would generally still be considered within the realm of human. Even if her capabilities would be considered absurd for her body type.

Kether - One of the emanations of heaven that can be utilized by angels and other divine entities. It could be considered mana, but for the divine. By channeling it, Frederica's body changes and ascends to that of a true angel, yellow wings of energy emanating from her back. While under the influence of Kether, she becomes drastically more physically powerful and her eye and hair color change to purple and white. Currently, she can only channel this power for around half an hour straight, and needs to take a break afterwards.

Modes - While channeling Kether, Frederica gains access to different modes based on emanations of various angels. Only one can be used at a time, but they can be switched between freely. She currently possesses:
Remiel - The "thunder of god", this mode allows Frederica to fire divine bolts of lightning. As divine lightning, it does not follow the rules of real lightning or electricity and can be controlled completely. This also means the lightning will not serve as a power source for electric devices, or anything like that.
Tamiel - Also known as Kasyade, or "hidden power", this mode allows for Frederica to create invisible barriers and utilize powerful invisible tendrils.
Kokabiel - The "angel of the stars", this mode allows Frederica to make use of Divination. The primary use of this is to see anything that she has seen before. Additionally, it can let her see through walls and other obstructions. While using this mode, she also may be able to see things that would normally not be visible such as magical leylines, invisible beings, and other similar things.
Arakiel - The "earth of god", this mode allows Frederica to conjure a landslide of nearly unbreakable rock debris. This landslide can be created anywhere and from any direction, allowing absurd uses such as a landslide that comes from below while on the tenth floor of a building. The speed of the landslide and size of the debris can be adjusted to change the force of the impact.
Bezaliel - The "shadow of god", this mode has two functions. The first allows for Frederica to create up to 3 illusory clones of herself. No damage they do occurs in the real world, but any observer of the illusions will feel their actions as if they were real. The second is that anything caught in the shadow of Frederica herself or any of her illusions can be paralyzed.
Armaros - The "accursed one", this mode allows Frederica to curse a target of her choice. This curse takes the form of a divine corrosion, resulting in the eventual destruction of whatever has been cursed. This can be applied to a wide variety of things, from the obvious use of cursing an enemy or barrier, to more benevolent uses such as cursing another curse or a poison. However, this effect takes a couple of minutes to complete regardless of the target's nature or size, which prevents Frederica from using her other modes in the meantime.

Personality:
Frederica usually appears stoic and inexpressive. However, she actually gets emotional rather quickly, but simply tries to hide it. She can be judgmental, and quick to react to insults and other perceived slights, depending on her mood or the topic.

Biography:
Frederica is the child of a human woman and an angel. Angels are not supposed to mate with humans, and thus her father disappeared before she was even born. Nevertheless, Frederica's mother raised her well. She was enrolled in violin classes, often cooked meals with her mother, and generally just lived a rather normal childhood. She was quiet and shy, but a good kid who smiled often. This was all the more impressive as her mother was part of The Protectors, which gave her quite the busy schedule. It was probably this part of her mother that let her raise Frederica as well as she did, despite the quirks that came from her heritage. Even while being stronger than any kid her age, and most adults, she never once hurt anyone else. No one ever even really noticed anything different about her, thanks to her mother's teachings.

However, half of The Protectors died. Including her mom. Frederica nearly lost it. Hearing that news was when she channeled Kether for the first time and nearly tore apart her own home. It was only hearing the voice of her mother inside her head, and remembering the things her mother had told her that calmed her down. After channeling Kether for about ten minutes, she fainted. Something changed inside of her, and hearing that the Terror League was responsible for the demise of The Protectors, she joined Victory Hall to find and get rid of them. But the voice of her mother seems to be getting ever quieter...

Family/Upbringing/Reason For Attending Victory Hall:
To become a hero for the sake of taking revenge for her mother.

Likes:
Classical music, fiction reading, nature scenery, walks, sweets

Dislikes:
Very loud music (even if it is classical), meat, loud people

Gear/Gadgets:
None
Okay I think cursing people to die is abit too OP.
 
Name: Vincent Vaughn

Age: 18

Gender: Male

Sexuality: Homosexual

Species: Dimensional Hybrid

Superhero Alias: Dēmiurgós or The Demiurge

Appearance:
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Superhero Costume:
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Height/Weight:
Height- 6′ (1.83 m)
Weight- 170 lbs (77.11 kg)

Hair/Eye Color:
Hair Color- Black
Eye Color- Red

Skills:
Expert Martial Artist- Vincent is a skilled athlete and was trained in the martial arts used by Tibetan monks in Kamar Taj, proving sufficiently talented to rival his mentor. To defend himself when his magic fails, Vincent has learned multiple forms of hand-to-hand combat from various teachers. Vaughn is a formidable opponent to any skilled attacker and continues to train regularly with his mentor and other Tibetan monks.
  • Mixed Martial Arts Intuition- He can combine and utilize multiple forms of martial arts at once and independently, allowing him to effectively create a new fighting style unique to him and flawlessly move from one form of martial arts to the other, improvise new attacks, and more. Modern forms of Martial arts are unknown to him.
Weapon Proficiency- He possesses proficiency, capabilities, and knowledge in traditional/combat weapons. This means he is skilled in wielding various forms of weapons, from swords to hammers to chains to shields, being able to beat most persons wielding similar forms of weapons virtually instantly and effortlessly. Being proficient in most weapons comes with a plethora of various abilities as well, like overall better precision, accuracy, and combat capabilities. The limitation to this skill he possesses is that he has no skill nor knowledge in using modern weaponry such as rifles and hand-guns.

Expert Strategist- Though Vincent seems to suffer from an impulsive nature, instinctively jumping into situations of life-or-death, it's apparent that he works best this way possessing considerable strategic skills, which has been employed in leadership structures, and spontaneous situations, all of which is a necessity in the random environment of Mysticism. He can also think and process information faster than any individual as such giving him time to think of a plan before his enemy attacks.

Expert Occultist & Magical Knowledge- During his studies which continued until recently Vincent Vaughn has gained expert awareness on occultism and the extra-dimensional entities that reside in other dimensions, this knowledge as of yet far exceeds any on Earth in the universe.

Mystic Archeology Intuition- He has great, if not innate knowledge of mystic archaeology, the study of mystic artifacts, antiquities, runes, and other magical objects. He possesses an extraordinary knowledge of the effects and properties of each mystical object and how they came to be.

Multilinguist- Aside from English, Vincent is quite fluent in other languages such as Spanish, French, Latin, Greek, German, Japanese, Mandarin Chinese, Italian, Arabic, Russian and Hindi.

Powers:
Exotic Physiology
- Due to his extra-dimensional parentage Vincent's physical condition is unique and works quite differently from most. His physical and mental conditions are at peak-human level, meaning he is superior to normal members of the human species, as well as Olympic-level athletes. He is strong enough to punch an individual through a wooden or thin-metal door; able to break thin steel bars with his bare hands; fast enough to catch up or outrun moving vehicles; able to exert himself to peak capacity for hours; producing top-endurance and lung capacity; agile enough to climb the tallest of buildings, leap high into the air and run distant miles; reflexive enough to effectively dodge multiple incoming attacks, as well as seemingly sudden motions (e.g. walls or debris of a crumbling roof), accurate enough to achieve multiple small and further distant targets, capable of living longer than the average-person, durable enough to withstand normal and enhanced physical/projectile attacks, intelligent enough to understand complex problems beyond the scope of average humans, he can heal himself in very short periods of time, flexible enough to coordinate his limbs perfectly and his combat skills are advanced enough to defeat large groups of enemies with ease. He also has one of the greatest mystic potentialities any mortal can possess and an affinity to magic, allowing him to utilize magic at a higher level and withstand the great price it has.

Extra-Dimensional Magic (Exocentric Arts) or known as Arcanum Exo (from the Greek: exo, "outside") This forbidden and forgotten form of magic, originally known as the Golden Way, is the ability to utilize magic/spells that originate from another dimension, enabling feats that are normally beyond the power of his native mystic energies. This very advanced form of magic refers to the form of magic that draws upon forces from dimensions outside of our own. Only very experienced sorcerers are able to communicate with powerful mystical beings that inhabit these “other dimensions'' and appeal to them for assistance. To invoke the aid of these god-like beings (Also referred to as mystic principalities) such as Cyttorak, Ikonn, Raggadorr, Watoomb, etc, a sorcerer must learn complex incantations and master subtle gestures in order to increase the chances of receiving a positive response. The more powerful the entity (Or the less powerful the sorcerer) the more complicated the ritual or invocation becomes. To attract the attention of an entity, a supplicant will generally use the entity's name in a rhythmic or rhymed incantation. Just as poets and musicians once tried to gain the favor of powerful monarchs by composing clever poems and songs about them, the sorcerer uses his words to gain an entity's favor and display his or her own wit and knowledge. A few examples of incantations…

A spell to conjure the Crimson Bands of Cyttorak.
Seven rings have Raggadorr --
from indigo to deepest black --
but Oshtur grant me something more --
The Crimson Bands of Cyttorak!


Summon and project the Vishanti’s Flames
By the Hoary Hosts of Hoggoth,
By Oshtur’s Ancient name,
Agamotto hear this novice,
Vishanti give me flame


Conjure the Mists of Morpheus to banish someone's mind to the Dream Dimension or induce a deep sleep onto them
May the Miasmic Mists of Morpheus now rise in a vaporous stream --
Enwrap you in their ghostly haze --
Till you reach the Realm of Dream!


Even after all the effort put forth for the invocation, an entity may or may not grant power to a petitioner. The mere act of being asked gives the entity power and so to encourage this action, some spiritual beings will grant power to any individual who invokes their name in the proper way; however, the entity may also choose to ignore the request. The spiritual energy or "mystic potential" present in the petitioner plays a part in how often requests are granted. The invocation or prayers of an individual who has large amounts of spiritual energy would provide the entity with a more enticing exchange and they would be more inclined to answer them. Some malevolent entities, like Chthon or Satannish, are willing to offer vast amounts of power, but only in exchange for the supplicant's soul, but this can be bypassed by giving them the soul of another being or one that already physically died. Those who have mastered the art of Exocentric summons will tell you that even perfectly performed rituals may yield no results. The entities can be as fickle as they are powerful. Special arrangements are sometimes made between entities and sorcerers, which allow a certain amount of energy to be accessed without the customary incantation or ritual. In these cases, a single pre-established "magic word" or gesture can be used to trigger the energy exchange.
  • Transcendent Sources: Vincent can channel the extra-dimensional energy of mystical and non-mystical beings in multiple dimensions (known as Principalities) to empower his spells. This can take the form of standard (or more say complex) spells ("Crimson Bands of Cyttorak '') or just state what he wants to occur and channel some being to make it happen. It is unknown at this time what debt, if any, he incurs by invoking the powers that be. There is no strict quid pro quo (as the simple acknowledgment and invoking of the entity increases the entity's own powers, inexplicably), though some entities will feel he is obliged to heed their call when they need help in their conflicts as did the Vishanti. This ability to be a conduit to multi-dimensional power sources has given rise to the phrase "He has the potential to be as powerful as the god he invokes." Vincent's powers typically come from many otherworldy sources: The Vishanti (a trinity formed of Hoggoth, Oshtur, and Agamotto) and the Trinity of Ashes (a trio of malevolent and dark entities comprised of Griefsavor, Ygmlosvorraich, and Misan-Ha-Gorath/Father of Pain), the Octessence (a group of eight beings, consisting of Balthakk, Cyttorak, Farallah, Ikonn, Krakkan, Raggadorr, Valtorr, and Watoomb), Elder Gods (Oshtur, Gaea, Set, Chthon) and other beings who owe him a debt (this includes Satannish and even Dormammu). However, certain abilities of his stem from more obscure sources, such as the Faltine, the Seraphim, Cinnibus, Sheol, Ikthalon, Denak, Cyndriarr, Munnopor, Morpheus, Dyzakk, Storaan, Kkallakku, Zarathos, Damballah, Dyskor, Enitharmon, Gorn/Gormac, Vyhagh Ar, Daveroth, Gondurr, Nirvalon, Mokarr, Pohldahk, Bromagdon, Jarakk, Umar, Yog-Sothoth, Shuma-Gorath, D'Spayre, N'Gabthoth, Kthl, Qu'vin, Zom, Phorcys, Yandroth, K'Kylthri, Nyerlathortech, the Demiurge and other beings invoked for power or strength include gods like Cernunnos, Mitra, Morrigan, Serushan, Taranis, Tetragrammaton and Valka, as well as the Greek Protegenoi such as Tartarus and Ananke; demons like Lilith, the N'Garai, the Nisanti, Quoggoth and the Great Old Ones; and cosmic entities like the Black Winter, Abraxas and Eternity. Dyzakk is the name of a dimension, but very little is known regarding other names used in invocations, including Amtor, Avanahm, Bharph, Bishru, Burballak, Cocteau, Courstatt, Daronthon, Draggus, Drood, Edor, Ereathe, Falroth, Gothorah, Gusoyn, Hrrs'hana, Iah, Ishtoreth, Kuma Rhan, Lantarr, Maalock, Magnium, Marchosias, Mercillon, Mehroth, Moshto, Mytorr, Nyogtha, Orvandel, Penemue, Quantu, Rabis, Rangsabb, Ravenna, Ryzzanel, Sharee, Skartekis, Sulfindum, Suvius, Syd'rakk, Taaru, Urzuu, Whazoom, Yasa, and Zhou'synn; some may even be locations or non-magical beings, such as ancestors or historical figures.
(NOTE: He does not have access to all these god-like entities and the powers they bestow, these are just to inform more about the beings and the powers they lend Vincent and as well as some of the beings he cannot currently invoke but will be able to in the future)

Agamotto - Usually invoked to summon spells dealing with truth, light and sight. Agamotto often grants power to others via exocentric magic; he is invoked to summon spells dealing with truth, light and sight. Among the specific abilities he has granted thusly (alone or invoked specifically in concert with other principalities, including the Vishanti) are absorbing mystic energy; augmenting other spells/principalities (such as the Flames of the Faltine); banishing darkness; disrupting other spells; binding others (sometimes via augmenting Strange's Cloak of Levitation); blessings (asking Agamotto to watch over someone); causing selective amnesia; conjuring or exposing an anagonist (specifically Nightmare); mental alterations; destroying a page from the Book of the Vishanti; dispelling illusions (augmenting the Eye of Agamotto); exorcising demons; exposing someone to his/her/its true nature (augmenting the Eye of Agamotto's power); forming protective spheres; generating blinding mystic light; levitating others; locating and safely navigating to the source of evil (specifically Nightmare's realm); opening and/or utilizing the Orb of Agamotto (Eye of Prescience); penetrating mental shields; petrifying others; flawless restoration; staving off death following mortal wounds; summoning and guiding the Hosts of Hoggoth; transporting others extradimensionally; unleashing one's astral self. Agamotto is also invoked in incantations connected to the Vishanti.
  • The Light of Agamotto is a spell that calls on the power of Agamotto to summon/conjure a bright mystic light that usually manifests in a ball of light or through the All-Seeing Eye which appears behind the caster when invoking White Magic spells of the highest order. The Light of Agamotto can create a field of absolute light that blinds the targets either temporarily or permanently and may also dull or even completely negate the other senses, it not only blinds the sense of sight but also blinds the mind. Typically the spell is used to reveal the truth, dispel illusions and disguises, exorcise any evil or demonic influences from people, reveal things that are hidden or bypass abilities that hide or conceal such as Invisibility, Imperceptibility, etc, shut down the mind of a target, empower White Magic spells, negate mental alterations and intrusions from the caster, banishment and casting of miracles and blessings. The power of the Light of Agamotto can be increased when in possession of either Agamotto's three artifacts (Eye of Agamotto, Orb of Agamotto and Amulet of Agamotto).
Balthakk - Usually invoked to summon the "Bolts of Balthakk", powerful fiery energy blasts of mystic origin. These can be mistaken for lightning or electricity, the bolts aren't actual bolts but raw exocentric energy formed into a lightning-like appearance.
  • The Bolts of Balthakk's energy can be harmless but also highly destructive, depending on the caster's power and on the power he wants to imbue in the Bolts. They can be directed on and affect a single target but also an area containing multiple targets. The Bolts seemed partially ineffective against undead beings from Hades. The Bolts can be used to counter-spell another enchantment or even a physical attack; they can vanquish the effect, reverse it or produce a different one. The Bolts of Balthakk can be incredibly destructive, depending on the caster's power and on the power he wants to imbue in the Bolts. If sufficiently powerful, the Bolts can even destroy an astral form, killing his owner.
    When one Bolt has a low intensity and strikes stone, it does not destroy the object immediately but can induce a vibration that will break it, sooner or later. The Bolts can find its target, capture and drag it toward the caster. Their energy can be so destructive that they can bore a hole through a planet, from hemisphere to hemisphere, in a few seconds, to reach the target.
  • The Bolts of Bedevilment is a magic spell used to summon or conjure beams used to banish or incinerate.
  • The Bolts of Bedevilment, too, were used with an abjuration purpose. The spell:
    • seem a resource appealing to "black magic";
    • have the "bedeviling" property;
    • sometime have a collateral effect of circular energy dots;
    • are usually shot as a beam (but many other spells are);
    • are sometimes coupled with the Winds of Watoomb.
  • Bands of Bedevilment is a magic spell used to mystically restrain spiritual, astral or incorporeal forms.
Cinnibus - Usually invoked to summon the "Seven Suns of Cinnibus", which shed powerful mystic light that drove all evil and can conjure or summon a blast with the force and power of seven suns.

Cyttorak - Usually invoked to summon the "Crimson Bands of Cyttorak". The bands can be shaped as rings, a thick circle, a box, a large gem, and so forth, whatever the caster desires and are almost always used to restrain or imprison an enemy. Occasionally the Crimson Bands may also be manipulated like a whip or like a rope for pulling others out of danger, he can also use them to pull in multiple enemies or incapacitate them (See below spoiler for visual outlook). Cyttorak also grants use of the Scarlet Sphere of Cyttorak and the Crimson Crystals of Cyttorak.
  • Crimson Circle of Cyttorak was a spell that called upon the powers of Cyttorak and the Crimson Cosmos that conjures an enclosure around an opponent. The spell can also be used for healing and protective purposes.
  • Conjured Crystal of Cyttorak was a spell that called upon the powers of Cyttorak and the Crimson Cosmos that conjures a protective enclosure around the caster.
  • Similar to the Crimson Bands of Cyttorak, the Crimson Crystals of Cyttorak were a spell that draws on the powers of Cyttorak and the Crimson Cosmos to conjure shards of mystical energy to use as an offensive weapon. It can be invoked to strengthen or fortify the potency of spells
  • The Scarlet Sphere of Cyttorak is a spell invoking the power of Cyttorak to create a crimson sphere around the target to imprison and contain them, though the target or person is able to use their powers, it cannot exit the sphere whether it's physical or not. It can also be used to create a spherical crimson light to either materialize the incorporeal, reveal what cannot be seen and create a dome-like barrier around an area of the caster's choosing but how long and how much space the spell can protect is determined by the caster's magical skill.
  • Scarlet Screen of Cyttorak, a magic spell capable of creating a crimson screen to reflect incoming spells and attacks and as well as use as a support to stand on or be molded into a dome around the caster or the target.
  • Seven Bands of Cyttorak is a spell invoking the power of Cyttorak to conjure/summon seven parallel bands to ensnare the opponent if those bands were to ever meet and touch the bounded opponent would be doomed.
Chthon - Usually invoked to summon the darkest of magic, he requires the summoner's soul as payment. Invoking Chthon for power will allow for high-level Black Magic spells and utilization of the infamous Chaos Magic.

Denak - Usually invoked to summon 'Demons of Denak". This curse is used extensively through the chronicles, but it also is a spell that summons forth demons to do the summoner's bidding. The number of demons a magician can summon in a week's time is limited only by his experience. Not all the uses of the "Demons of Denak" power were directed to evil purposes, in some cases it was used to dispel other enchantments and to restore magic objects to its original form. Denak also grants power via the "Daggers of Denak", a whirling wheel of cutting magic blades, effective in physical attacks or defenses.
  • The Disks of Denak was a spell that called upon the powers of Denak to conjure swirling eldritch crystals of mystical energy of incredible power that can be used as an offensive attack.
  • The Demon-Claws of Denak was a spell that called upon the power of Denak to conjure magical claws to harm opponents.
Dormammu - Ruler of the Dark Dimension and one of the Faltine, he is usually invoked to summon the darkest of magic, and he frequently requires steep payment. His sister, Umar, is similarly invoked.

Faltine - The Faltine is both the name of a very old and very dense (i.e., with a greater number of spatial dimensions than three, as is the case in our universe) universe (or, improperly, "dimension"), and of its native race, although those are also referred to as "Faltinians". We shall use the latter term to distinguish the natives from their universe. There is no matter in the Faltine, only energy in various forms. The Faltinians are pure energy creatures whose entire life, civilization and pursuits are based on differentiating between degrees and kinds of energy (e.g., between a quark and a gluon). These differences are as important to them as the difference between lead and gold would be to a human. The Faltinians reproduce by scissiparity (fission): a little like Earth amoebas. The goal of every Faltinian is to gather more and choicer combination of energies. When that happens, a Faltinian "genitor" or "progenitor" gives birth to a "scion" - or "kin-being" - who is devoted to him. The purpose of each Faltinian is, naturally, to increase the size of his "clan". This gives rise to complex family relationships (such as being a "third quark proto-scion") and unending feuds. Usually invoked to summon the "Flames of the Faltine". This is an extremely common entreaty and has many effects, though they are similar. These can be mistaken for fire, which it isn't, its extra-dimensional energy manifesting into a flame-like appearance.

Farallah - Usually invoked to summon the "Fearsome Fangs of Farallah". Creates a huge, gaping, serpentine jaw of fangs with a long green tongue floating in the air. The forked tongue strikes with enormous strength to snatch up to two targets or bite through almost anything including energy. The jaws are constantly snapping and moving. The duration of the spell seems to be until the original caster's concentration is disrupted or until a victim is destroyed by the fangs. Advanced sorcerers are able to use Farallah's Fangs to chew through the dimensional fabric, creating rips in time and space that may be used to travel through or imprison an enemy. It also can be invoked to empower, increase and/or extend other's spells effects, counterspell different kinds of enchantments, banish objects or creatures back to their planes of existence or on another plane.
  • The Pentagram of Farallah is a spell that called upon the powers of Farallah of the Hunt to teleport. The spell does require at least five individuals to be cast, but not all the participants need to be trained in the mystic arts.
  • Talons of Farallah is a spell to summon the power claws of Farallah of the Hunt to trap targets, grasp onto objects or persons.
  • Fearsome Fists of Farallah, a spell invoking the power of Farallah the Hunt to augment the striking power of offensive spells and as well as increase the strength of the caster.
Hoggoth - Hoggoth is one of the Vishanti and the enigmatic survivor of an ancient, mystic race. He was already ancient when encountered millions, if not billions, of years ago by Oshtur while she explored various realms after departing Earth prior to the fall of the Elder Gods. Usually invoked to summon the "Hoary Hosts of Hoggoth" incantation which calls upon the ghosts of the deceased members of Hoggoth's race, presumably in addition to Hoggoth himself; they are commonly used to introduce a spell of banishment. If successful it will send a target to another dimension or point in Earth's dimension, it can also reverse banishment spells and banish spells as well. The skilled magician will be able to choose the location. The Hosts also aid in banishing others' power; banishing storms; dispelling other mystic incantations; immobilizing others; generating a path of force; making right what has gone wrong; move inanimate matter; neutralizing conflicts (stopping fights and making the fighters forget the struggle; replacing items to pre-fight state); protect the spell-caster; restoring vigor; sending beings into the past; and strengthening other spells (including those of Hoggoth's, including the Fist of Hoggoth). Other spells invoking Hoggoth include the "Mists of Hoggoth", which acts as a traveler's guide through an entered dimension and the "Spell of Hoggoth", which causes sleep and forgetfulness. Other powers granted by Hoggoth via spells include absorbing ambient force; accelerating time around the caster; accessing mystic realms (such as the Crimson Cosmos); amplifying other spells and abilities; awakening an enchanted sleeper; banishing other beings; bringing falling beings safely to the ground; conjuring primordial winds; dispelling illusions; destroying prisons/restraints; exorcising demons; facilitate the ritual of delivery of the Crystal of Bas-Lyonesse; gaining access to others' thoughts; neutralizing other spells; preventing banished beings from returning; protecting the spell-caster via a black globe; shattering barriers; strengthening one's astral self; strengthening the Cloak of Levitation for use as a weapon' strengthing locks; transferring pain and injuries to another source; and reverting vampires to humanoid from bat form. Hoggoth is also invoked in incantations connected to the Vishanti.
  • The Awesome Unstoppable Hand of Hoggoth was a dreaded and deadly spell that generates a mystic hand that can strike and grasp with great force as well as release energy to burn dark forces; further, it can bypass certain other spells.
  • Hounds of Hoggoth is an ancient spell that invokes Hoggoth the Hoary to send imperceptible hounds of unknown nature to drag the target into a magical rift that would carry them to a place worse than death.
  • The Hook of Hoggoth was a spell that called upon the powers of Hoggoth the Hoary to conjure mystical energy scythe to hook and redirect incoming objects or spells.
Ikonn - Usually invoked to summon the "Illusions of Ikonn", which act as either an Illusion spell or as a Dispel Illusion spell. The Ikonnian incantation acts as a Trance spell of a very high skill level. It also is used as the Image Projection spell called the 'Images of Ikonn", except it can create multiple images at once. Invoking Ikonn can allow the caster to manipulate illusions so powerful they outweigh reality.
  • Shifting Sands of Ikonn can have different effects, depending on the purpose to achieve. The functions can be grouped into two versions; The Sands could affect minds, erasing memories and introducing confusion that slowed down one or more targets. And secondly, the Shifting Sands of Ikonn has the power to dispel other enchantments, ending their effect or changing it. Spellbreaking can also involve the possession or the control of an intruder on an unwitting host, leading to the banishment of the intruder.
  • The Illusions of Ikonn can have different effects, depending on the purpose to achieve. The functions can be grouped into three versions: (1) The images can seem as real as the material ones; even if depicting never-existed things, they can be perceived as real and, if perceived as such, can harm like the real thing. The images can be cast into the mind and affect the mind for a plethora of purposes like calmness, confusion, fear, doubt and so on. (2) The Images of Ikonn have the power to dispel other active enchantments, or change their effect in a less harmful way up to the point to nullify them; they can also repel spells or creatures in a given area. (3) The Illusions of Ikonn let the caster find what was hidden or not immediately visible, disguised, difficult to learn, not known at all or forgotten.
Ikthalon - Usually invoked to summon the "Icy Tendrils of Ikthalon" which can be used to freeze or immobilize an enemy. The spell is mistaken for being cryokinetic in nature, which is wrong, the ice-like substance you see being conjured/summoned by invoking Ikthalon is the physical manifestation of stagnancy or resistance to change not ice.

Krakkan - Usually invoked to summon the "Chains of Krakkan", which serve to entrap and hold others, often preventing them from utilizing their powers. The Enchanted Chains of Krakkan can also be used to bind the word given, to strengthen the pacts taken. The consequences of breaking the vows, the promises, the contracts and so on, are unrevealed.

Munnopor - Usually invoked to summon the "Moons of Munnopor", which are typically used to focus or to enforce a spell the effects of which can be varied. These spells are usually produced in conjunction with invoking another mystic entity, but their related spell can also be used without "help" from other entities. The Moons are called "mystic" or "dozen" or "twelve" or "many", and they have been used, among other purposes, to break an opponent's existing spell, or to banish an enemy. The "Mists of Munnopor" may also be summoned. These are used to conceal an object or to confuse an enemy.
  • Munnopor's Moonlit Maze usually has an effect on the mind of the target. It can induce a confused state or other intended state of mind, whose mind is entrapped or distracted by the mental maze, or can attract the attention of the creature.
  • Mystic Mists of Munnopor are used to banish an enemy or to hide something or someone. It can also be used to impede opponents
Nightmare - Usually invoked to generate spells pertaining to dreams or sleep and oneiric abilities.

Nirvalon - Usually invoked to summon the "Nirvalonic Sphere", which creates a rigid sphere around the user of pure Nirvalonic light. This acts as a Shield-Aura spell, but does not allow the flexibility of a normal Shield-Aura. The "White Light of Nirvalon" has been used to dispel illusions or dark energies and blind the opponent's mind.

Oshtur - Usually invoked to generate or to strengthen spells that are associated with the element of air, intellect, and reason. Her "mighty hands" and "omnipotence" are usually noted by magicians. She can grant power across dimensions to allow those her invoking her (via exocentric magic) to possess the power to absorb magical assaults; alter the physical properties of matter (such as condensing water from the vapor in the air); alter time's flow; awaken others from a trance or similar states; banish illusions, objects, malevolent spirits (or exorcise them), and mystic bonds; congeal a group of demons into a mass; facilitate communication between people speaking different languages; generate fire, thunder (and presumably lighting), and winds (such as to disperse fragments); grant knowledge, wisdom and/or strength; magically enhance/seal cages; open or widen interdimensional portals; paralyze others; provide protection from other mystic assaults/spells; re-direct emotions; strengthen one's spirit and/or astral self; strengthen other spells or facilitate communication/aid from other principalities. Oshtur is also invoked in incantations connected to the Vishanti.
  • The Arrows of Oshtur have been invoked, capable of shooting arrow-like projectiles with the power of nuclear missiles...also the Fires of Oshtur....and thunder ("Oshtur lose your thunder") can be invoked as well.
Raggadorr - Usually invoked to summon the "Seven Rings of Raggadorr", the Rings of Raggadorr is a spell that summons a cylinder of perfect magical force that separates into seven powerful circular bands. The Rings range in color from indigo to black. This versatile use the Rings for offensive attacks, to bind opponents, or to protect locations for mystical attacks. In some cases the Rings float over the target, drop down on him, and contract, binding a target and often preventing it from utilizing its powers. The area of effect is always one target, though that target can be as large as an elephant. Alone or in concert with other mystic principalities, the invocation of Raggadoor has facilitated numerous spells, including banishment beings or other magical constructs, conjuring, teleportation, speed enhancement, the revival of dormant beings, imprisonment of others in crystal, blasts of mystic force. The rings can also surround its caster to protect them from harm and also reflect projectile attacks ten times the power behind it.
  • The Rains of Raggadorr are a virtual shower of "swollen energy motes" that are a bane to supernatural beings, such as demons, angels, gods, superhumans, etc
  • The Ribbons of Raggadorr is a spell tapping into the god-like power of Raggadorr to create 'ribbons' to bind opponents. The ribbons can be molded into energy that can incapacitate his foes, create various constructs and increase the size and strength of the binds to restrain an opponent/s.
Satannish - A demonic Hell-lord whose name is usually invoked to summon the darkest of magic, he frequently requires the summoner's soul as payment. Satannish is also known as the Father of Blood Magic and can be invoked to cast potent spells of the forbidden art of Blood Magic, one such usage is to strengthen the power of other spells.
  • Sons of Satannish, a powerful summoning spell that summons the "Sons of Satannish" that dwell and oversee his hellish dimension, these blood drooling, morbid beings can be controlled by the will of the caster but it isn't absolute and losing concentration of these beings by the slightest can result in the death of the caster and the opponent. The Sons are capable of developing counter-abilities to rival the opponent but the greater the chance of the summons developing such countermeasures depends on the caster's skill and willpower.
Seraphim - The Seraphim, who evolved from the Bird-Men of Akah Ma'at, are Oshtur's spawn. They usually manifest as veiled figures, but their demeanor is so stoic and silent that these angels may seem carved from marble. They are not the same as the Seraphim in Judaism Christian Mythology. Their staid nature is a sign of their endless vigilance against the forces of chaos and destruction. There is a well-known Seraphim expression, "The first layer of the Seraphim's Shield is Stillness, the second layer is Silence". Across the dimensions, they are known to possess special magic pertaining to protection and defense. The Seraphim can grant a sorcerer potent mystic defense known as the Shield of the Seraphim or the Sphere of the Seraphim, which are capable of containing or restraining even powerful beings such as Ikonn. However, the full extent of the Seraphim's power is unknown. The Seraphim are prone to grant similar powers to those who invoke them in the right way for evil or good purposes. The power granted can make concrete different effects:
  • The "Shield of the Seraphim" (also called Seraphimic Shield or Seraphim's Shield) is a barrier, often circular or spherical, which can deflect, restrain, slow and/or neutralize almost every kind of force directed against it, from magic blasts to iron bullets, from cosmic rays to laser beams. The Shield can be used to surround and capture an enemy, or to protect the user or another
  • The "Skill of the Seraphim" lent to the conjurer greater agility, movement coordination, dodging, reflexes, perception and probably tumbling capabilities - all at a supernatural level
  • The "Speed of the Seraphim" let the caster enhance personal speed on foot and in flight
  • The "Circle of the Seraphim" is a ring used as defense to resist an external force. The caster can separate/block anything inside the circle from anything and everything else. When this spell is cast, it makes it impossible for matter and waves to react with, enter, leave, move through, or be absorbed within the circle, or for any energy to be transferred to and from the separated area, or simply for any alteration/interaction to occur with the circle.
  • The "Serum of the Seraphim" is "the most potent medicine known to the occult".
Valtorr - Usually invoked to summon the "Vapors of Valtorr". These are generally used to conjure a deep dark mist capable of blotting out light and concealing all things, concealing an object or confusing an enemy, but they may also be used to create a cushion of vapors to act as a cushion from a great fall. Another use of the vapors is to churn them into mystic storm clouds and call forth the energy that resides within them as arcane lightning bolts. Valtorr may also send the "Vipers of Valtorr". First, his Vapors appear, but out of the vapors emerge huge, green, sucker-covered tendrils that can cause great harm to an intended target. Their strength is incredible.
  • The Vapors of Dark Valtorr can be cast in several different ways, each one granting a different power and different effects. (1) The spell can be used to counteract the effects of other spells or particular actions, transforming the original effects to a less harmful way, till the point to annihilate the original spell. (2) The Vapors can damage the target in several ways, most of them are unrevealed. They can be used to limit the target's actions or to kill him. The Vapors can reach the target even if he is not directly seen by the caster, provided that the caster has other means to link the spell to the target, for example, a statue resembling him. When the Vapors of Valtorr are cast using black magic, they can be dispelled only using black magic. The Vapors can also conjure a simple mist, but very thick, that can cover a valley and can be used for concealment. The Vapors can be used to teleport people. (3) To contact a creature far from the caster, even on another dimension or plane of existence. (4) The Vapors can force some creatures to sleep. Using the Vapors to stun a subject, to subdue him, to force him to stay still and calm, is useful when the target is needed awake and, or, capable to speak. (5) The Vapors of Valtorr can be used as a ranged attack weapon, shot at a target. It is unrevealed if the caster needs to aim at the target. (6) The Vapors can have a necromantic power, usually enfeebling, weakening, life-draining an enemy, hitting from a distance or touching the target. (7) The Vapors can transform the target to enhance/reduce/give/activate a skill/power/quality that he didn't have before.
  • The Vipers of Valtorr can be cast in different ways, each one granting a different power and different effects. (1) The Vipers of Valtorr slowly but inexorably dealt damage to an enemy. The power of the Vipers was such that they could resist some defensive spells, so that the target soon found himself enveloped and entangled, to the point that no further action could be possible for him. At that point, the coil's constrictor force should slowly kill the target. (2) The Vipers of Valtorr can transform multiple objects into snakes. It is unrevealed whether the spell can also transform living beings and whether it is only limited to some reptiles.
  • Valtorr's Stings is a spell that consists of a series of bolts coming from all directions striking the enemies of the caster. The targets can be solid or in gaseous form but they all are affected by the bolts. When hit, they are banished into their own dimension or exploded.
Vishanti - The collective might of Agamotto, Oshtur and Hoggoth is usually invoked to dispel evil energy or reveal the truth. They also lend power to absorb mystic force; alter the passage of time; banish and/or exorcise demons; banish mists or other sources of darkness; block flight; communicate across distances; compel others; conjure mystic light (which can also contain others); conjure psychic shields; destroy a page from the Book of the Vishanti; destroy dark forces and/or objects (sometimes with mystic bolts from "beyond time and space"); determine the source of abduction/possession; dispel other mystic energies or incantations (including illusions); enhance the power of the Cloak of Levitation; facilitate the ritual of delivery of the Crystal of Bas-Lyonesse; form mystic shields (sufficient to vanquish the shades of the Seraphim); free others from mental control; generate mystic flames; immobilize others; manipulate or control objects; mentally control others; neutralize distortions; neutralize mental barriers; neutralize mystic prisons; protect and/or strengthen the caster or another specified person; restore things as they previously were; return an astral self to the physical plane; reverse an attack back on the attacker; revert a vampire from bat to human form; strengthen other spells; strike with mystic force (bolts or explosions); summon all of a portion of the Book of the Vishanti; transport across space, dimensions, and time; translate foreign languages (and arrange communication between beings speaking different languages); and weaken foes.
  • The Symbol of the Vishanti cannot be looked upon by any being consecrated to evil; such beings are affected much like vampires are affected by religious symbols
  • The Vagile Visions of the Vishanti guides beings on mystic journeys, such as to the astral plane.
Watoomb - Millennia before the modern era, Watoomb became an immensely powerful mage. Instead of listening to the lectures of his long-winded wizard elders, Watoomb listened to the wind itself and it told him many secrets about the ways of magic. He became the first wizard in his world to practice Exocentric Magic to summon the power of extradimensional entities. Watoomb was not satisfied with wielding the parceled power from mystic entities, and he eventually joined the elite ranks of mortal sorcerers, like Agamotto, who were able to become mystic principalities. Usually invoked to summon the "Winds of Watoomb", often used by magicians of every ilk, this spell creates a strong, mystical wind, which acts as both an unlimited Teleport spell and unlimited Dimensional Aperture spell. Vincent Vaughn says that the Winds of Watoomb "have sped me past light-years of real distance through unreal ways". The power of the Winds can be increased if the user is also the possessor of the Wand of Watoomb and of the Scrolls of Watoomb.
  • The Winds of Watoomb are magic winds that can perform several tasks for the caster. (1) Banishment of creatures back to their plane of existence, counter-spelling of some kinds of enchantments, depleting or negating their effects. (2) Ranged physical control on creatures or objects, used for ranged attacks, or for transport, from short distances, into air and water, to journeys through the void of space. (3) To teleport a high number of targets even across the universe. To open dimensional portals to enable the passage to Earth. (4) Increase, empower, extend other spells' effects.
Darkness of the Divine Conduit (Black Magic): By sheer force of will he can "take" the power of another entity. This does not require the use of a spell. He used this ability against Arioch and Shuma-Gorath. The fact that Vincent can do this is a testament to his incredible willpower and strength of mind. This is considered black magic and as such he rarely employs this. Also when taking the powers of celestial entities he absorbs the mind and assumes their duties and roles in the dimension in which they exist. If his will falters, he can lose all sense of self. He is, however, unable to use this against superhumans, humans and basically any mortal being that lives in the universe.

Invisible Shield of Everlasting Enchantment: To protect himself from harm, Vincent has an invisible shield around him at all times that softens impacts and absorbs magical energies to protect him from harm. This does not make him invulnerable, and things like bullets and arrows, falling from high buildings, super-strong beings, telekinesis and powers that affect physical forces can still kill him. And he doesn't completely absorb the magical energies from mystical attacks, only by a certain amount to lessen the damage/effect, but sufficiently powerful spells can overpower this enchantment.

Mirror Dimension Manipulation: After his training at Kamar-Taj, Vincent Vaughn is able to manipulate and access the Mirror Dimension. He uses this ability sometimes in his many battles.

"The Mirror Dimension, ever-present but undetected. The real world isn't affected by what happens here. We use the Mirror Dimension to train, surveil, and sometimes to contain threats."
Yao, Ancient One, to Vincent

The Mirror Dimension is a parallel dimension that mimics Earth's plane of existence. It is complete with the same surroundings and inhabitants, but its visual appearance is distorted like a fractured mirror. It allows an advanced sorcerer to train more advanced and dangerous spells without adversely affecting the real world, keep an eye on threats without being noticed, and a prison for those without a Sling Ring, since it can be reshaped and manipulated freely without fear of adversely affecting the natural order of the world. The final usage is paramount that a prisoner is locked without a Sling Ring as it is the only means to escape. However, the realm is shown to be accessible without the use of the Sling Ring, which allowed the likes of the Ancient One and Vincent Vaughn to transport themselves and others into the dimension, though a Sling Ring was ultimately required to leave it.
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In addition, the Mirror Dimension can be used in combat by a sorcerer with the knowledge and skill needed to perform it liberally by manifesting a gateway to it to absorb attacks and then sending the manifestation at the enemy to trap them at the Mirror Dimension. As well as reshaping and manipulating it for various purposes, such as collapsing the dimensional gateway to create shards of the Mirror Dimension to rain upon his opponent/s. (Something like this, see below spoiler)
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Those who channel extradimensional power from the Dark Dimension have been stated to be more powerful in the Mirror Dimension.
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Weaknesses:
Incantations and Gestures Dependency: Vincent also depends on spoken incantations, mystical gesturing, and his arcane artifacts in his duties; likely these can be counted as weaknesses. Vincent has been incapacitated various times by being gagged and bound, preventing him from uttering arcane invocations or performing mystic gestures. Breaking his hands can greatly cripple his magic ability for instance.

Artifact Dependence: Though much of his power comes from powerful beings, a great deal of his strength comes from his magical artifacts that can be disarmed or destroyed.

Astro-Limits: Such is the skill and mastery of Vincent Vaughn that he is capable of spending up to 24 hours upon the astral plane before he must rejoin his ethereal form with his physical one, lest succumb to corporeal deterioration leading to bodily death and eternal suspension as a spirit. The physical form remains in an inert, death-like trance, vulnerable to both physical and magical forms of harm while the astral form is absent. If harm were to befall his physical form while he was in his astral form, he would be stranded in his wraith-like state. Though Vincent has only his personal abilities in his astral form, the Ring of Oshtur/Ring (of Full Power) can grant him access to the same resources he possesses in his physical body. According to his mentor, the intense atomic radiation of the sun's core can change the composition of astral forms.

Human Factor: Another weakness is that Vincent, despite all his spells and magical training, is only human physically. Hence, if not taking proper care or defenses, Vincent can be overpowered by mere blows, energy attacks, or gas.

Magic-Induced Physical Changes: A fact not known by many people is that the use of magic takes a physical toll on its user. During his first lessons, Vincent vomited for three days straight because of this. As years went by, Vincent's body changed so much his stomach can't even accept human food and can only ingest that which would kill a normal person.

He cannot fight for long periods of time, since this magic is so complex and enigmatic that using it for too long can be severe for his bodily condition, thus must refrain from overusing it. This can cause him to get migraines, dizziness, nausea, vomiting, and other negative side effects of using his magic too much, even going potentially unconscious.

Vincent constantly analyzes things, creates new possibilities, returns to the 'what-ifs and the 'might-have-been-s’. He is always aware of possible dangers and worries about how to handle them. He cannot let go of fear and realization that he can’t always guarantee anyone absolute security.

Personality:
Reckless- Vincent is well known for his impulsiveness and way of taking risks. He would often jump into dangerous and life-threatening situations without minding the consequences. Invoking malevolent beings and casting forbidden spells without paying heed to the repercussions, though Vincent is a skilled and experienced magic-user he still has much to learn about life and the responsibilities of dabbling into things he should not.

Determined- Some might call it pure stubbornness -- and they wouldn't exactly be wrong -- but Vincent prefers to think of himself as determined. Driven. Feisty. He doesn't take crap from anyone, and when he has something to say he is not afraid to speak up. Vincent might know when he is beaten, but he doesn't know when to stay down and give up.

Wild Streak- Perhaps it's a family thing, but Vincent, despite what some might think, has a wild streak in him. There's a part of him that just craves the freedom of breaking convention and going a little crazy. He loves fast cars or riding on the back of a motorcycle that's taking curves way too fast. There are times when he even revels in the exhilaration of using his powers in combat, which becomes especially dangerous when he's pushing his limits. Self-control is a bit of an issue for Vincent. It isn't that he can't control his powers, it is that he enjoys using them so much that he sometimes has trouble controlling himself. If his emotions are running high -- anger and pain are notorious triggers -- and he can't get a lid on them, he could go overboard.

Humility- He is also very humble and selfless, a trait he developed from his father, and desires not to talk about himself and boast about his abilities because he prefers his friends and enemies to have a level of uncertainty and estimation that wouldn't give him great attention.

Biography: Vincent was born in a dimension far beyond the cosmic veil, a fabled place called the Dark Dimension. His mother, Clea, who lived in the Dark Dimension was always fascinated by Earth, she would often scry from her home dimension and see the many places on Earth she envied to go. She couldn't leave her home because doing that would be breaking the sacred law in the Dark Dimension, that was until she met Victor Vaughn. She would often watch him dreamingly and began developing a liking for Victor, this urged the young woman to leave her home dimension and never return. This, however, angered her father Orini and he swore she would regret the day leaving her home. After leaving she went directly to Victor, looking beaten up and distraught from the travel, as Victor looked at the strange young woman he too felt connected to her and took her with him. Years later Vincent was born and they were married, it was the best moment for Clea as she became a mother and Victor was the happiest man alive, he thought it was perfect, that was until Clea's father, Orini, came. During those years Victor learned everything about Clea and found out the reason why she noticed him than anyone else was because of his mystic potentially, Clea noted "You have the greatest mystic potential I have ever seen in a mortal, I once swore you were a god in hiding", it also showed Victor how his life was so smooth and positive, Clea was protecting him from the many revolting and malevolent beings that were attracted to Victor. Clea taught Victor magic because he didn't want to be too involved in the mystical world. But all happy things must come to an end, Orini, Clea's father came and was going to punish Clea for leaving him and her kin. Obviously, Clea and Victor were resistant and fought back Orini and his warlocks, but Victor got captured and Orini knowing Victor was precious to Clea he was going to kill him but Clea told her father to kill her instead and leave her husband and child. And Orini did as he promised, he killed Clea right in front of Victor, baby Vincent could hear his father's wails as his mother was stabbed in her heart.

After that tragic event, Victor was not the same anymore, so much guilt and sorrow were in him that he attempted suicide but he too one look at baby Vincent and it went all away, he couldn't dare take his life because of his wife's last dying wish, "To protect Vicent". But he blamed himself for being weak and unable to defend his wife, he hated himself for being so hesitant in learning magic, so to keep his wife's wish and get time to recover, he sent Vincent to an old friend of Clea, a wise and old sorcerer who names were whispered throughout the dimensions. He was known as Yao, the Sorcerer Supreme and Victor knew he would be the best person to take care of Vincent, taking Vincent with him to the Himalayas in Tibet Ya was already expecting the two and after sharing some words Victor gave Vincent to Yao and went his way to Norway. Yao had known of Vincent and his potential, which was greater than his parents combined, to serve as the Sorcerer Supreme prior to even Vincent's first encounter with him. He regarded his hidden prowess so highly that he rejected so many magic users and powerful beings for Vincent as his pupil. Yao had planned to make Vincent his successor for a long time, even before his birth. Growing up, Vincent was under the tutelage and guardianship of Yao, he would teach him everything he knew and raised him very well. Victor would occasionally visit Vincent, as he grew older Vincent was so skilled in magic that Yao was surprised and said even he couldn't do things Vincent was capable of when he was his age.

But Yao eventually thought Vincent needed to start becoming accustomed to the world and use his skills and magic for good, so giving Vincent to Victor so that he may be more with his father and also he can be enrolled in a prestigious school for supernatural beings alike. Yao sent them both to live in a sanctum that was located near the school Vincent would be going to, the time between that was with both Victor and Vincent having a good time with each other and building their lost relationship.

Family/Upbringing/Reason For Attending Victory Hall: Vincent Vaughn is the son of a Faltinian woman and a mortal man who had great mystic potential but no knowledge of magic. His father wanted Vincent to be protected by someone who could, still grieving over his wife's death due to his inability to protect her, send Vincent to a Tibetan sorcerer to protect Vincent for a time. The sorcerer known as Yao taught Vincent everything he knew about magic and trained him in the mystic and martial arts, his father would check on him occasionally. Yao thought it was time for Vincent to use his learned powers for the greater good and meet new people due to him being in the Himalayas all the time and being homeschooled. So sending him to attend Victory Hall so he can have a school life and use his powers for the good.

Likes: Reading, Finger/Hand Painting, Puzzles, long hot baths, Pasta and Nature Scenery Watching

Dislikes: Arrogance, Catfishes, Inconsideration, People who take advantage of him and others, and Obnoxious know-it-all people

Relationships:
Jaiden- A very close friend of Vincen, he met Jaiden in gym class and was paired with him. The two quickly became friends and Vincent was glad to have a friend in the school even though nobody would want to know him because of his secretive and dismissive behavior.

Gear/Gadgets:
Vincent's own power is often amplified by the numerous magical artifacts that are in his possession or by artifacts that he uses in the course of his adventures. The four artifacts he carries with him at all times are the Eye of Agamotto, the Cloak of Levitation, the yellow Sash of Cernunnos and the golden Sling Ring of Lantarr.

The Eye of Agamotto (which resides within the Amulet of Agamotto worn around Vincent's throat) is a powerful and valued artifact that has many functions. Using the Eye, Vincent can see through any lie, deception, or illusion, send the eye out at light speed to intercept and absorb massive amounts of any type of energy and free others who are trapped in their own illusions. It is often used to amplify his mind's eye, giving psychic abilities that rival the most powerful of telepaths. It is also often used to playback an area's past events, lift beings weighing thousands of pounds into the air telekinetically, and open dimensional portals, as well as place beings in suspended animation. The Eye can track beings by their psychic or magical emissions. The light given off by the Eye also weakens a variety of evil mystical beings, such as demons, devils, undead beings, dark extra-dimensional entities, and even sufficiently corrupt human practitioners of dark magic. And also has the limited ability to manipulate time. When used offensively, no being can withstand its light for long; due to its lethal effect, it is often used as a weapon of last resort.
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(Instead of the green light, it's golden)

The Cloak of Levitation- A magical relic that allows him to fly (at subsonic speeds but can be augmented using magic), levitate and hover in the air. It appears to be sentient and can move on its own power, causing it to move and flap in the air without the presence of wind. Offensively, the cloak's ability to move and fly with or without a wearer allows it to grab, lift, tackle or send enemies flying through the air. The cloak assists Vincent in combat by protecting him from attacks, preventing his enemies from blindsiding him, as well as attacking enemies on their own whenever possible, and doing maneuvers that are difficult for most humans to do. It responds to his thoughts and has used it many times as a "third set of hands" to attack a foe when his own body has been incapacitated. The Cloak is near-indestructible to almost any and all physical harm, often escaping damage during even the most violent confrontations but might suffer great damage in physical confrontations if not careful.
View attachment 929027

Sash of Cernunnos- worn around Vincent's waist, this quasi-sentient enchanted yellow sash can be extended ten times its normal length and can be used to bind, grapple or get things for him. The sash is very durable but not invulnerable and can be ripped or damaged. It also can also harness nearby energy to be stored for later use. (See sash up in his superhero costume^)

Sling Ring of Lantarr- Sling Rings are used by the users of the Mystic Arts and other magic-users to facilitate long-distance travel where a temporary portal is desired. Sling Rings are worn on the second and third digits of the left hand when conjuring a portal, and this is achieved by the wearer tracing their right hand in an anticlockwise circular pattern while focusing on a destination beyond the space directly in front of them. Most of the time they are simply carried until needed, typically somewhere on a user's belt. Each ring is uniquely crafted for its wearer. The portals created by the Masters of the Mystic Arts through the Sling Rings share numerous similarities with an Inter-Dimensional Gate, as they both channel extra-dimensional energy from other dimensions to open a door to a specific place they wish.
View attachment 929029
Kinda debating exactly what I should do here considering the list of powers is really complicated and long.
 
Kinda debating exactly what I should do here considering the list of powers is really complicated and long.
The list of beings were just to inform on what he can do. Just saying he can draw power from this being and that being doesnt clarify on what he can do and be vary vague. I putted a notice that said he doesnt have access to all the powers and are restricted from some beings. As the rp goes along, he'll learn more spells.
 
The beings he can currently draw power from are the Vishanti (Hoggoth, Oshtur, Agamotto), Cyttorak, Raggadorr, Balthakk, Valtorr, Ikonn, Seraphim and Munnopor
 
The Mirror Dimension Manipulation thing doesnt affect the real world, so he cant do those reality warping stuff. And he doesnt have access to the Dark Dimension to do that yet. Its mostly for containing and training, as well as blocking and scrying without being seen. (You'll see the explanation up ahead)

The Eye of Agamotto, he knows most of what it can do but is still exploring the powers of the amulet.

If you watched Dr. Strange from the movies, you know what the sling ring can do.
 

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