Want to friend Archani? You need to log in or join our community, first! It's fast, free and easy.
Supernatural - Inherent abilities that are not magical or require spell. Smoke Manifestation Belphagor gave her the capability to manifest smoke even if there is no environmental factors. It is a deadly corrosive and noxious smoke. Night Vision: Belphagor granted her the ability to see in the dark and also thermal vision. Iron Immunity Due to her new boon with Belphagor, she is now immune to irons effects that it would normally have on Fey. Spells - Abilities that require mana and focus as well as verbal and or physical components (such as the crystals on her body) Illusion Projection (depending on what she's attempting to do, 100 mana to 500 mana. May include necessity of remaining focused on spell to last. Telekinesis Dependent on Object or herself or how many she's levitating at once, 100 to 500 mana. May include necessity of remaining focused uninterrupted. Raise Dead Ability to heal undead as well as raise undead and control them to do her will. Dependent on how many undead she manipulates and how often she is healing them. Rotborn up to Rust Knights and Wraithborn Daegni can also now be summoned. Up to 150 can be summoned. Deflect Arcana Ability to take arcana energy thrown at her of whatever school or type and dissipate it, rendering it useless or hang onto it to use for her own spells in return. Mana Cost: 150 each spell deflected. Mind Control Ability to control target mentally entirely. (Emotional, memories, actions and thought as well as senses). Saving throw of d20 to succeed or fail. Mana Cost: 150 for maintenance each round. Minor Possession Archani can fragment his essence to temporarily possess individuals or groups. Victims fall under her control and carry out her will, their actions aligning with her goals in subtle or overt ways. Afterward, they retain no memory of their actions, creating confusion and chaos. Can target a single individual or multiple individuals within a radius of 50 feet. Long-term possession leaves lingering corruption, weakening the victim’s resistance to future influence and causing paranoia or violent tendencies. Teleportation Archani can vanish and reappear in an instant, leaving behind a burst of sulfuric smoke. This ability makes her nearly impossible to corner, as she can effortlessly escape physical confinement or reappear in advantageous positions during combat. Up to several miles in a single jump, with near-infinite precision. Her teleportation destabilizes the environment, causing cracks in walls, withering nearby plants, and a momentary flash of heat. Smoke Form Archani can dissolve into a sentient plume of smoke, allowing her to slip through cracks, spy undetected, or evade physical attacks entirely. Her smoke form is nearly invulnerable but still detectable by the lingering stench of sulfur and rot, which causes nausea and disorientation in living beings. Her smoke form corrodes non-magical objects it comes into contact with and can suffocate those who remain in proximity for too long. Doppelganger Using her smoke, Archani can create exact replicas of herself or others, including multitudes of copies. These doppelgangers are indistinguishable from the original, capable of speech and basic interaction, though they crumble into ash when destroyed. Her doppelgangers can act independently or in unison, creating overwhelming confusion on the battlefield. Weaknesses Vulnerability to Light While they are adept at manipulating shadows, members of the Dusk Court may be sensitive or vulnerable to intense light or direct sunlight. Exposure to bright light sources can weaken or even temporarily disable their shadow-based abilities. Holy Water Contact with blessed water causes Archanis' physical form to blister and burn as if exposed to acid. These injuries are agonizing and heal far slower than normal, leaving vulnerable gaps. Holy water can also disrupt her smoke form, forcing her into partial corporeality, where she is more easily harmed by physical attacks. Airtight Spaces If trapped in an airtight vessel while in her smoke form, Archani is effectively imprisoned. This state renders her unable to reform, interact with the world, or escape unless the seal is broken. Archani instinctively avoids areas or objects she suspects might be designed to entrap her, such as enchanted jars, warded rooms, or mystical containment artifacts. Sealing her requires precision and power—her smoke form can slip through tiny cracks unless the vessel is flawless and often magically reinforced. Uncorruptable Individuals Pure beings, such as archangels, seraphim, or individuals embodying pure magical or moral essence, can resist Archanis' influence. Their presence can banish her temporarily or prevent her from corrupting or possessing others but with great effort. These beings can create wards or sanctified areas that serve as “safe zones” where Archani cannot tread or influence. Such wards require significant effort to destroy, forcing her to operate indirectly. Such beings are rare, and even they must remain vigilant, as prolonged exposure to Archanis' corruptive whispers can wear down all but the most resolute. Dependency on Corruption Archanis' power is intrinsically tied to the corruption she spreads. In environments or realms of purity, where sin is minimal or entirely absent, she strength wanes dramatically. She becomes more vulnerable and unable to regenerate effectively. Sanctified spaces, untouched wilderness, or places of absolute moral harmony act as natural barriers to her influence. Prolonged exposure to such areas can weaken her to the point of temporary banishment. |