Decaun Equino

''' Decaun Equino '''



He is one of the leading researchers in the Mage council of Eccanterlight, which aims to learn all about Mana, Light, and Darkness. During the first discovery of Mana, they realized that its properties can be affected by the hearts of the Mana wielder, and from then on, research was dedicated to the subject.

At first, it seemed remarkably simple. They worked on the simple theory of Tai Chi, where one is the opposite of the other, the antithesis which couldn’t coexist. However, a leader, named Grendel Bell, discovered that there was a correlation between these 2 energies, and found out that they coexisted like 2 sides of the same coin, with one being defined as the lack of the other.

Initially, Grendel Bell’s attempts at proving this was futile – The 2 groups of researchers, each an expert in their own field, rejected the idea fervently. Even though it was proven without a shadow of a doubt, the new system required a complete overhaul of the previous methods of research, as it revolutionized the ideas of what these 2 energies constitute, and altered the way in which they should gather information. Since then, some of the masters of Light and Dark have separated from Eccanterlight to form cults of their own, while the rest remained behind to investigate these new phenomena.

2 centuries passed, and Decaun is the current leader of such equilibrium experiments on the planet. Since then, the Eccanterlight group has expanded, with it’s influence spreading throughout one country. The Darkness and Light cults, however, have become empires, as people are often inclined to one side, instead of seeking a balance, resulting in their empires expanding far faster than Eccanterlight.

As of now, Eccanterlight will seemingly be caught in the crossfire, while the heralds of darkness and clerics of light gather.

As land becomes an expensive commodity, with diplomatic tensions rising between the 3 nations, War is looming. Who will emerge victorious? Time will tell.

Background
Decaun Equino grew up in an orphanage, in a town known as Boufre, a town controlled by the Dark Mages. Over time, he grew and understood how these Dark Mages worked, and pick pocketed for a living. For a long time he lived in the village, learning magic of his own from the residents. However, the fact that he lived the thug life meant that he had very little friends. Soon, at the age of 15, he left the area to be a wanderer.

Several years later, he had made many friends with merchants, clerics and the like, eventually arriving in the Light Capital of Baylorn. It was there where he lived the next 10 years, up to the age of 30.

Of course, during his stays at both countries, he learned many things about both cultures, and more importantly their magic. However, what puzzled him was the Eccanterlight cult. In both lands, he had heard the name Eccanterlight several times when eavesdropping on powerful mages (in an attempt to learn their secrets). His curiosity got the better of him, and he set out to learn more about Eccanterlight.

It was 1 year later when he found the Eccanterlight council, in the outskirts of village Brishtan, and it was there where he met the aged Grendel Bell in a run-down hut. Not knowing Grendel Bell’s background or anything, he went on to live with the old man (Mages are known to live for up to 3 centuries, Grendel has retired). For 3 years things were peaceful, with Decaun secretly practicing and learning more spells. However, unbeknownst to him, Grendel was always observing him in secret.

One day, deciding to break this monotonous lifestyle, Grendel “stumbled” upon Decaun when he trained.

Grendel, “I see you’ve been practicing… magic in my house? So you’re one of those dark magicians!? GET OUT!”

Decaun anxiously responded, “No! I’m not one of them! I can use white magic as well! See?”

True enough; a white orb appeared in his hand.

Grendel looked on, bemused, “So, you’re one of those wizards from Eccanterlight, eh? I can see that you’re quite skilled at both of the elements.”

Heaving a sigh of relief, Decaun replied, “I’m a wanderer old man, I just grew up liking magic.” ‘Why those religious nuts treat black/white magic like a cult is beyond me’

Grendel beamed, “Well, you certainly do have potential, that fiery passion shouldn’t be wasted on something so trivial as the basics. Come, I’ll instruct you on the more advanced spells. Oh, and tell you how those cults came about as well.”

‘He can read my mind?’ Decaun looked on, shocked.

“Yes, yes I can.” Grendel smirked as he summoned his staff and opened the door leading to the restricted basement.

“So, I’m guessing you have heard of Eccanterlight, the mysterious cult of magic.” Decaun nodded his head. “In truth, what Eccanterlight teaches mainly comprise both elements, and the mystical spells of equilibrium. I trust that you have heard of the spell, Chronoscythe?” Grendel asked.

“Yes, that spell wiped an entire forest off the edge of the map, but that’s just myth, right? According to the legends, it was said that a mysterious user by the name of Bell casted it to end the rampage of a dark mage gone rogue, crushing the million strong army to be wiped off the face of the earth. What of it? Seems too far-fetched to be true.” Decaun spoke, obviously not believing the tale.

“Oh it’s true all right, and I casted that spell myself. I once told you that my name is Grendel, I didn’t tell you that my surname is Bell. Now, why did you start learning both kinds of magic? Normally most would be prone to their religious dogma.” Grendel asked inquisitively, sitting down on a chair in the corner.

“Well, I believe that all magic is the same. They all use mana, whether light or dark, and both have their own benefits. I’ve been to both lands, and seen many similarities, but why they are unable to reconcile is beyond me. If something stems from the same thing, Magic, why is it that there are so many problems? I thought magic was an energy to be molded and wielded, tools to be used. Right now, it seems that both groups have become slaves to magic…” Decaun spoke, unknowingly ranting on the situation.

“Well then, I guess I should get you started. After all, this is the first time I’ve seen someone with as much passion as me in learning about both magics, the rest just seem to associate magic with good and evil, which is false, as ultimately, the magic, is directed and conjured by you. Come, disciple, you have a lot to learn.”

Decaun beamed, and followed. Eventually, he became the leader of the Council of Eccanterlight, and took over Grendel Bell’s research.

Appearance
Decaun appears to be a middle-aged man, and disciple of the deceased Grendel Bell. He has white hair and blue eyes, wearing traditional robes adorned with a pendant on his neck, ropes at his midsection, and a watch by his side. He also wields a staff with 2 ends, with a star on the ends of each.

Personality
A man who is neutral,. Decaun is a carefree man who willingly accepts and listens to others opinions, and helps relieve people of their problems. Also, he tries to do away with prejudice and looks at things objectively. This is because as a wanderer, he learned that there are people of all kinds, differing personalities, etc. and that it is important to let them speak their mind, no matter how undignified they may sound.

Mana
Decaun uses Mana in every single one of his attacks. Currently, he has 400,000 units of Mana. The cost of Mana of each technique is stated in the character’s abilities (Can apply to RP if needed)

Below are the basic spells which Decaun can use.

Flash Blink
Disappears in a flash of blinding light. Used to teleport over continental distances, arriving at any location of the user’s choice. Can be used almost instantly to avoid attacks.

Spell Type: Teleport

Mana Cost: 5

Darkness Collapse
Decaun collapses into the darkness, reappearing at any location that is dark. This grants him temporary invulnerability as he travels between “dimensions”. However, he must be in darkness to use this teleportation spell, or at least be in contact with his shadow.

Spell Type: Teleport

Mana Cost: 10

Magic Guard
One of the most natural abilities for Decaun. Magic Guard automatically directs 90% of damage to his Mana Points.

Spell Type: Passive

Mana Cost: 0

Criticality Enhancement
With each successful hit, the subsequent attacks deal increased damage, as they feed on the previous dark/light energy which was there. Criticality chance and damage increases by 10% for each successful hit.

Spell Type: Passive Buff

Mana Cost: 0

Powers, Abilities, Techniques
Decaun Equino has trained for nearly a century in magic, learning Grendel Bell’s spells, and mastering much of his own as well. However, all he has learned so far is just the theoretical aspect of magic.

Now, in an attempt to gain experience, he is leaving for the realm of monsters in the dimension of Pandeura, seeking practice and experience so as to use his abilities more efficiently during battle.

Light Magic
Light Magic is broad category of powers in and of itself. Light Magic focuses on healing, conjuring, creating life, as well as manifesting physical objects into the real world. Light magic is primarily composed by strength of will, control and powerful, positive emotions.

Unlike darkness, light can permeate through the thickest clouds of darkness, yet it can equally easily, be obscured. Light aims to spread itself, like a fire, enlightening all who come under it. That is why the Light Empire has expanded thus far, as they have decided to treat Light Magic like a religion.

Dawn’s Incandescence
This is attained when the last vestiges of darkness is converted to energy and sent out, causing Decaun to be filled with pure light energy, unleashing light in the form of rays all around him. As long as he is filled completely with light (Using no light spells or dark spells), his next light spell will deal 2500x its regular damage unto the enemy. Also, a passive light shield is formed, automatically clearing all darkness in the vicinity, and acts as a mirror, deflecting all energy-based attacks. In this state, his hit points regenerate over time, emitting a powerful healing aura.

The amount of mana required to maintain the shield of this state drastically increases the more darkness is in him. Also, all elemental spells will be automatically enhanced with the light element, giving it a holy, burning effect.

Aside from that, holy energies from other sources will also be drawn to the user, flooding the existing environment, and preventing darkness from festering. Also, a halo is formed around Decaun, creating a powerful barrier which safeguards him from many spells, acting as an impenetrable shield. This is a result of Midnight Spark acting on him, becoming a natural defensive mechanism, providing an even more powerful defensive mechanism.

Spell Type: Mode

Mana Cost: 0

Celestial Rain
Celestial Rain is a technique which summons thousands of white portals in the shape of mirrors, the amount depending on Decaun’s choosing. He can summon these mirrors at any location, and from these mirrors, several dozens of arrows, composed of light, will be sent towards the enemy. With it, he can achieve an effect similar to Gilgamesh from Fate Stay Night, or summon an endless rain-storm of light arrows.

With this technique, he can cover his blindspots, move the mirrors at will, and maneuver his enemies into position.

Spell Type: Channeling

Mana Cost: 0.01 (per second per portal)

Hum of Reincarnation
Summoning forth the depth of the emotion, Love, he entwines his energy with this concept of love, causing his Light Energy to be empowered by healing-wise. With this, he can produce the “Hum of Life”, bringing the life back into any dead body, healing and repairing it such that it accepts the soul back, giving life.

It also allows the wandering souls to reincarnate into the different lives which had not been born yet.

Type: Healing

Mana Cost: 250

Messiah’s Hammer
The Hammer of Liberation, summoned by concentrating Light Energy, and fueled by maintaining a constant flow of it as well. Being enormous, it can be swung to deal massive damage, and banish dark energies.

The Messiah’s hammer is a powerful counter to the Dark Energies’ negative influences, as it can literally hammer them out. Also, the Messiah’s Hammer is one of the few weapons which can banish a dark creature for a short period of time

Spell Type: Channeling Construct

Mana Cost: 400 per minute

Relentless Impale
Summoning his Soul orb, he conjures an endless stream of continuous bullets of light, which aim to pierce through the enemy and flood his body with light energy, sending their body into a state of mental flux, preventing them from forming complex plans b disrupting them.

Spell Type: Channeling Attack

Mana Cost: 10 per second

Salvation’s Bliss
In an instant, floods a large area with a blinding light, illuminating the field in a glaring field of sparkling power. As this field of envelopment expands, darkness within it is quelled to the point where they are reduced to mere, harmless shadows without form or capacity to harm. Also, it sends people into temporary enlightenment, understanding, and bliss, making them feel liberated.

This is used to break down the target, rendering darkness users incapable under the immensity of light, also enhancing the power of Light techniques. It is also highly addictive as it grants temporary “Liberation” from the world, which is like an addictive drug or great motivation for would-be members of the Light.

Spell Type: Healing/Dispel/Support

Mana Cost: 750

Grail’s Holy Might
This is a technique which, for 1 minute, turns darkness into light. It utilizes the nature of Light to overcome darkness, replacing darkness and all matter within into pure, yellow light. Using this technique damages and weakens darkness constructs for a period of time.

Spell Type: Support

Mana Cost: 670

Midnight’s Spark
From the depths of darkness, there is always one light which stands tall. It is this tiny spark amidst the great void which illuminates all, and can spread warmth to everything around it. Midnight’s Spark, unlike other light techniques, is all-encompassing, spreading love, warmth and understanding to everything. It causes the spiritual self of whatever this spark touches to flare out in brilliant radiance, which drastically weakens the darkness in them.

This technique can also spread like wildfire, as it spreads endlessly and eliminates the rigid cold of death, replacing it with life’s warmth. Yet, care must be taken to control it, when spread too far and becoming too powerful, the spiritual activity resulting from the spreading “spark” may kill the user.

However, this technique can be countered by darkness as well, and most darkness users always prioritize dealing with Midnight’s Spark over… pretty much everything else.

Spell Type: Attack

Mana Cost: 1500

Rising Sun
Calling upon all that is holy, reaches into a dimension where light is manifested into beings of great power. He summons the mythical White Knight, a being of immense power, to join him in battle. This white knight’s armour is nigh-invulnerable, as it is forged in the Armory of Heaven. Unlike traditional mages, the White Knight uses light magic directly, applying it to sword slashes, even creating wings to aid him in battle.

Spell Type: Summoning

Mana Cost: 3000 (This being is self-sustaining)

Imbued Attachment
A buff which is casted upon the user. Imbued Attachment prevents the user from passing on to the afterlife or having his/her soul stolen by enemy users. It also allows the user to resurrect himself if he were to accidentally die when this buff is active.

Spell Type: Supportive

Mana Cost: 30

Ether Eyes
Ether Eyes allow Decaun to possess the ability to permeate through the darkness with light from the inner soul, originating from the pineal gland. This eye is gained by the most devout and hard-working of Light Mages, as they are expected to be highly trained mentally and spiritually. Despite it being a spiritual side-effect, many associate it with the users’ being at the pinnacle of Light Magic Mastery.

With Ether Eyes, the user may see through intent and thoughts, granting him limited precognition. To a certain extent, he may look into others’ past lives, and learn more about their spiritual flaws as well, or gain more knowledge. Aside from that, is the ability to observe darkness in its truest form, and with this sight, prevent darkness from seeping into his own soul, thereby preventing corruption or external influence. Furthermore, Ether Eyes bestow the user the ability to meld, compose and manipulate Light Energy in its purest form, congregating it and gathering it from the ambient surroundings.

It is also said that Ether Eyes grant the user a far more in-depth understanding and mastery over light magic, though to what degree is uncertain.

The upgraded version of this is Aether Eyes, which can be accessed when Decaun converts his existing light energy into Aether, a more powerful variation.

Spell Type: Passive

Mana Cost: NIL

Ray of Redemption
Fires a ray of white, bright light, which damages evil foes and heals the user and allies. It can heal anything from simple wounds to mental complications and major internal bleeding, or even resurrect the dead. It generates copious amounts of heat in the form of a laser and dries up the area, acting as the light which pierces through the darkness.

When used as an environmental effect, it generates incredible heat which sears the surrounding area, while maintaining a cooling aura amongst all those who are being healed. It has the effect of closing wounds at a rapid rate, and can even resurrect those who were recently killed.

Spell Type: Healing/Defense

Mana Cost: 750

Purifying Inferno
Summons light in the form of fire to flare up and encompass the target, seeking and eliminating darkness from the target. Against darkness users, the light contests with the enemy, seeking to engulf them and bathe them with immense purifying power.

This technique brings searing heat to the enemy’s body, damaging them proportionately to the amount of darkness mana they currently have, feeding off of it like a leech sucking blood.

Spell Type: Attack (Self-Sustaining)

Mana Cost: 380

Aegis of Oblivion
The Aegis of Oblivion draws upon the properties of conversion and creation. When it is used, it converts surrounding energy into pure matter or gas, than disperses them into the surroundings.

The effects of this attack occur after the initial blinding flash fades, where the effects slow enemy attacks until all of the energy in its makeup is converted, and dispersed into harmless gas.

Spell Type: Defense

Mana Cost: 540

Purifying Conversion
Condenses and converts the user’s energy to purified Aether energy. Aether Energy’s properties exceed that of regular light energy, and is known to be fired in the form of lasers and giving life to gigantic stone structures. It opposes Nether Energy by creating pure, mystical energy in the form of stones, which draw stones upon it to form sturdy titans.

Aether Energy can also ensure fair weather for months, and known Aether users have had the effect of calming people, creating peace and harmony, and improving the moods of everyone they meet. Aether users also reassert reality and prevent darkness from seeping into their souls, and thus prevent themselves from being subject to manipulation. Strong enough users may also break out of the dark worlds created from Nether Energy.

Unlike Nether Energy, Aether energy empowers and creates, rather than morph, disfigure and manipulate. Weapons or the elements can also be imbued with this energy for the sole purpose of eliminating its Nether counterpart.

All light spells are enhanced by 200x when this spell is active, and cost 2x the Mana.

Spell Type: Buff

Mana Cost: 2000

Alabaster Intervention


Summons a white hole. This white hole, instead of drawing and absorbing energy, instead condenses it and releases it in a controlled, powerful laser. The light from this attack, when unrestrained, is known to be visible to planets of other galaxies, and has caused many people to mistake night for day due to its effects on the sky.

This is also known as the penultimate Light Spell, emitting untold brightness from it.

Spell Type: Attack

Mana Cost: 4000

Dark Magic
The opposite of Light Magic, it opposes Light Magic as it focuses more on the inhibition of freedom and is fuelled by negative emotions, such as anger, fear and desire. It is also all-encompassing, being present at every nook and cranny, ready to overtake the moment signs of wavering are shown.

It is relentless, uncompromising, and deadly. Yet, such ideals of this energy are just the baseline of what darkness is about. In truth, Darkness is Entropy, the eventual end of all life, existence and creation. Comprising all that is not, and making even light naught, it serves to be the primordial origin from which existence starts and ends.

Darkness aims to hide, to shroud in ignorance, to obscure the truth, and more importantly, to keep people hooked in delusions of power. Darkness users do not dwell in superstition, rather, they believe in power and might, and are highly realistic. Abstract concepts do not apply, and most end up to be slaves of their own desire for power.

Dusk’s Veil


Elliptical orbits of darkness revolve and orbit around Decaun, akin to the elliptical orbits of electrons around an atom. These darkness “electrons” crackle with lightning every second, and every 10 seconds, another “electron” is formed.

Dusk’s Veil is the opposite of Dawn’s Incandescence, being formed when all the light in the user is used up. However, unlike Dawn’s Incandescence, it does not project a shield outward, nor does it heal and empower nearby objects. Rather, it draws in Mana from the environment, sucking it all in to form “electrons” floating in elliptical orbits. These “electrons” are called “Void Orbs”, which can each restore 10,000 Mana to Decaun. This veil enhances the next darkness attack by 1200x, and for every extra Void Orb used in the attack, the attack’s power will be multiplied by 1.5x (the power progression is thus 1200x, 1800x, 2700x, 4050x, and so on). However, the mana cost of the attack will be multiplied by 2x per Void Orb used.

All light in the vicinity is also slowly absorbed by these Void Orbs. These Void Orbs represent the opposite of Light. This is because the light variation focuses on powerful defense, while darkness focuses on redirection and offense.

Spell Type: Mode

Mana Cost: 0

Void Orb
Void Orbs are a key part to Darkness Spells. With it, Mana can be substituted with these, resulting in no MP used to generate a more powerful version of the attack, whilst maintaining the state of Dusk’s Veil.

These Void Orbs also have their own gravitational field, sucking energy towards itself. Hence, when placed tangent to the beam, it can absorb energy to its heart’s content, forming more Void Orbs or resupplying Decaun with Mana. It is often used to negate and counter enemy attacks, pulling them away from Decaun.

Below are the effects of the Orbs For every Orb, Darkness percentage in Elemental attacks are increased by 0.5%

For every 5 orbs, A darkness shield is formed around the user

For every 15 orbs, Decaun’s Mana reserves are increased by 10,000, and he regenerates 5,000 Mana

For every 25 orbs, the potency of his darkness attacks is multiplied by 40x

Every 50 orbs, he gains an intimate layer of darkness surrounding him, granting him superhuman strength, speed, power, etc. Also allows for instant use of Darkness Collapse, precognition, and a projectable Aura (which acts like an external cloak)

Spell Type: Buff

Mana Cost: 0

Malevolent Permeation
Draws upon the darkness in the target’s heart, and empowers it to overwhelm their light side. It can be done so either subconsciously, out of battle, or forcefully during a fight. Malevolent Permeation has often resulted in targets getting manipulated and controlled like puppets, or even outright corrupted and driven insane.

Malevolent Permeation also uses the properties of darkness to infect and seep through the defenses of target’s, using the ever-present darkness and permeating properties of shadows to overcome pesky barriers and whatnot. When used offensively in that manner, it looks like a barely visible shade on the ground.

It is often used to weaken Light Mages, and limit their power, or for other, more sinister purposes like corruption and infilitration.

Spell Type: Curse

Mana Cost: 200

Rotten Perturbation
Using subtle dark magic, the user perturbs the target’s mind by use of “suggestion”, tempting the target to consider other options to fulfill his deep, dark desires.

During times of peace, this rotten perturbation is used to target the weak-minded, and can trouble enemy commanders to no end, to the point where they begin making mistakes during battle. In combat, however, this technique can be amplified to the point where it affects the enemy’s peace of mind, making them more prone to weakness and error.

Spell Type: Curse

Mana Cost: 500

Armageddon
This spell conjures an all-encompassing pool of darkness which emerges from the ground, shrouding the world in black. Messing around with the opponent’s senses, most find it impossible to escape in this endless void, and end up becoming insane.

Aside from that, it sends up countless tendrils, beams, howling winds and black thunder all come crashing down unto you. The air is freezing, as cold as the void, the literal absence of everything desiring to snuff out your flame. The ground beneath you threatens to engulf you whole, and it forces you to reconsider your allegiance to light, as fear is brought out from the very core of your soul.

Eroding the physical body, and snuffing out all signs of light, heralds Armageddon. The enemies are often eroded to nothing when this technique is used, making it one of the more dangerous techniques in his arsenal. Those who are not eroded, however, are often paralyzed as a result.

Spell Type: Attack

Mana Cost: 630

Void’s Curation
Thje Pitch Black night encompasses the sky, shrouding it in mist and uncertainty. This technique calls upon the all-consuming void to absorb the target, and shred him into pieces. However, it is hard to control, making it inefficient despite its power.

When this technique is used, the temperature of the area drops to near absolute zero, driving everything to be weakened over time, as more energy is absorbed into the limitless nothingness.

Spell Type: Environmental Effect

Mana Cost: 700 (Self-Sustaining)

Thanatos’s Quintessence
Element Death. The very essence of the void. It is the epitome of darkness magic mastery, the core of what darkness is meant to be. Thanatos’s Quintessence basically allows the user to force the target to equilibrium, forcefully disintegrating them.

Aside from that, Thanatos’s Quintessence allows the user to generate copious amounts of “nothingness”, drawing upon the void to encompass the area and destroy it. It can even destroy or occupy areas where air is present, removing all potential mediums.

Aside from that, it is the only element which can truly harm any and all being, and meet almost no resistance whatsoever. The problem lies in the tendency for Thanatos’s Quintessence to… try and consume everything…

It should be known that this void energy is significantly more powerful than Darkness Energy, and aims to consume targets.

All darkness are enhanced by 10,000% when this energy is used. Spells’ mana costs are multiplied by 1.2x

Spell Type: Buff

Mana Cost: 900

Forsaken Indulgence
This technique summons the Grimoire Necronomicon, granting abject knowledge over the arts of necromancy, and provides a more in-depth understanding of darkness itself. This book, when read entirely, is said to grant the user a mastery which parallels even the Transcendent of Darkness. However most who have read the book often fall into insanity less than halfway through. Stronger darkness users are said to have read just up to three quarters, while their leader is said to have read all of it.

Decaun has read about nine tenths of the book, and remarks that each page’s effects get exponentially stronger with every page read, as the knowledge is engraved unto the memory of the user, along with the mental effects.

If the Necronomicon is read backwards, however, the user turns into a Void Phantom (which can also be accessed by absorbing enough Nether Energy), which requires immense light magic to free the user. It also grants incredible power at the cost of insanity. Only the enemy leader is said to have mastered this form, turning into what he calls, “Lord Tenebro”.

Decaun mostly accesses the Void Phantom state during Equilibrum mode, as it is then where he can counterbalance the Darkness properly.



Spell Type: Summoning

Mana Cost: 50

Hades’ Hole
The portal to the unending, infinite River Styx. Hades’ Hole drags all entities within it, converting their bodies to both light and dark, and absorbing it. This strengthens Decaun’s power.

It can be used to test the Spirituality of the target, for example the level of inclination towards the dark or light. Also, it can be used to absorb other powerful techniques as well. The downside is that this technique only lasts for 30 seconds.

Spell Type: Attack

Mana Cost: 870

Midnight Sun
Gigantic orbs of darkness cloud the night sky, and obscures the land in twisting, confusing ways. Light is twisted around certain angles, which messes up the target’s senses, and prevents the target from getting out by simply illuminating the area.

These orbs then rain down like meteors, releasing absolute zero void shards everywhere, which are highly sensitive to all forms of energy. These makes the void shards homing and incredibly hard to destroy and avoid.

Void shards can be countered with Physical force and extreme amounts of light energy, for Ki, however, the amount of it needed to destroy Void Shards is much greater, as each Void Shard is linked to another.

Spell Type: Attack

Mana Cost: 1350

Void Shards
These Void Shards are made of Void Energy, which can absorb almost any form of energy. However, the difference between Void Shards and Ender Crystal is that Void Shards do not gain any power from absorbing energy, instead sending it straight to the void. Also, it has a weakness, which is that it can be broken by Physical attacks, or drastically powerful light and Ki attacks.

Spell Type: Attack

Mana Cost: 10 (per shard)

Forlorn Banishment
Absolute Banishment. This allows the user to cast an eternal torture unto his victims, pulling out their souls and placing them in another body. Better yet banishing their mind to be caged within itself, while the user implants another soul, or possesses the body itself for the user to control.

It is an incredibly harmful torture technique, which can cause immense damage to the target’s psyche. Another thing which it can be used for is to imprison the minds of powerful, enemy wizards into weak, fragile bodies to be placed in prison

Spell Type: Curse

Mana Cost: 930

Shadow’s Delusion
This creates illusions which supersedes and temporarily replaces the vital core of the user’s existence. The enemy’s attacks, as a result, seemingly affect the enemy, when in actuality, he is unaffected. This provides a buffer between the user and potentially deadly afflictions, and allows him to deceive the target.

It also allows him to cast multiple different spells at once, as these shadow delusions can form more clones of the user.

Spell Type: Illusion/Defense

Mana Cost: 1400

Mirroring Shadow
A technique which creates several magical, dark copies of the user. Mirroring Shadow is completely intangible, but mimics the actions of the user entirely, effectively multiplying the user’s attack count by a large margin. The cloned magic spells deal 50% of the damage of the original spell, yet deal twice the damage when the user uses physical attacks. Lasts 600 seconds.

Spell Type: Support

Mana Cost: 400 (Per shadow)

Apocalyptic Devastation


This conjures columns upon columns of dark fire and lightning, spreading through the area like wildfire. The fire spreads dangerously, consuming energy, then propagating to the next target with energy in order to continually sustain itself and grow stronger. The Dark lightning however, travels through the “path of least resistance”, and is fuelled by the dark fire.

Targeting and expanding at a phenomenal rate, it is no wonder that Apocalyptic Devastation is a terrifying a sight to behold.

Spell Type: Attack

Mana Cost: 3354

Fog of Deprivation
Creates the backdrop of freezing dryness, causing all forms of life to drop dead almost instantly. Dark, tumultuous thunderclouds gather overhead, crackling with lightning, whilst raining dense hailstones. Howling winds make the environment even more unbearable as this environment persists continuously.

On top of that, due to the inherently dry environment, static electricity gathers extremely quickly, proving to be a fatal distraction in battle. Furthermore, such dry air also draws all forms of lightning toward the target.

Any targets that die will decompose very quickly under the effects of this fog. Wounds will also be infected by this, and the effects of viruses and poisons will be greatly enhanced. This is what makes the fog a highly dangerous technique to the target.

Spell Type: Support

Mana Cost: 800 per minute

Behemoth’s Forgotten Terror


Summons a Legendary Dark Titan thought to be long forgotten. This titan wields a great round globe on its back, similar to Atlas. Despite making it sluggish, it’s blows are known to curse the opponent with dark magic, and deal fatal damage as well.

Spell Type: Summoning

Mana Cost: 3250

Void’s Eye
The eye of darkness, the ultimate all-seeing eye. Unlike the Ether Eyes, the Void’s Eye is not based or rooted in the Pineal Gland, rather, it is activated by channeling darkness into the eyes, giving excellent night vision and perception into darkness.

One thing that should be noted for Void’s Eye is that it is impossible to experiment upon. Its abilities are based on and rooted in knowledge. It is only in the Grimoire Necronomicon where more information on the Void’s Eye, as well as the incantations required to unlock its more advanced states, can be unlocked.

When Void’s Eye is activated, the typical effects are that all darkness spells are enhanced, and they become more resistant to light. Their eyes also turn darker, signifying the extent of dark magic they can use. There are 4 levels to Void’s Eye.

1st level: Drastic enhancement to darkness affinity, incredible darkness awareness. Also grants the ability to manipulate shadows and control others’ movements. Darkness spell mana costs reduced by 20%

2nd level: Higher order spells and knowledge and access to Thanatos’s Quintessence. Enhances the user’s perceptive abilities and allows the user to conjure an invisible, observing eye which instantly relays information back to the user. The number of “invisible eyes” that can be conjured increases with mastery of Void’s Eye and multitasking capability. Darkness spell mana costs reduced by 35%

3rd level: Dark spells become capable of swallowing light itself. User can access the pinnacle of darkness spells, calling upon the essence of nonexistence and even summoning a Black Hole, or its counterpart Hades’ Hole. Darkness spell mana costs reduced by 50%

4th level: The user gains access to a mystical energy known as Nether, which is one of the most powerful forms darkness can become. The user’s understanding, knowledge and power over darkness exceeds what was previously thought impossible and has the literal effect of unnerving people. Darkness spell mana costs reduced by 70%

5th level: This level is said to be possessed by the Leader of Darkness. The abilities of this state are unknown, but it is said that even Time is under their jurisdiction and control.

Spell Type: Buff

Mana Cost: (1) – 300, (2) – 500, (3) -700, (4) – 1000, (5) - ???

Chthonic Energy


Often called the Energy of the Nether. It is the inbetweener, the existence of nonexistence, and the core of all beings. Nether Energy has vast abilities, drawing upon the energy of souls, life and dark. Unlike regular darkness and necromancers, Nether Energy does not summon skeletons, or mere husks for people. Rather, they summon people and enhance them into powerful minions such as ogres or trolls, empowering them with incredible physical strength, as well as power and experience. Giants can also be created with this power.

This is the energy which affects the far more subtle energies in the world, such as ley-lines, concepts, etc. With it, portals and dimensions can be created which grant the user total control over the environment and the people within.

It can also transform the user into a controlled version of Void Phantom, by using the Gauntlet of Damnation to pull in all forms of soul, light and dark energy and pooling it into the user.

Other effects of Nether Energy include the temporal nullification of certain universal laws on a set area, as well as the sealing of enemy spells, preventing them from reciting the same incantation. It may also be used to wipe their memory clean of recent events.

With enough Chthonic Energy, it is said that even the counterparts of the elements, Anti-Elements, can be summoned and used in battle.

Multiplies effects of dark spells by 680x, Mana cost X 40

Mana
The Primordial Origin and source of all forms of magic in the universe – Mana. Unlike Light and Darkness, Mana is finite depending on the user’s knowledge, understanding and physical capacity, and it is this Mana which directly affects the amount of energy which can be conjured at any point of time, and determines the potency of the energy itself.

Greater amounts of Mana and capacity of it affects the knowledge and power of the user, as the more Mana the user has, the more the user gets to grasp upon the effect of minute amounts of Mana, due to its properties being very elusive.

Mana can take the form of almost any kind of spell, though most people on Decaun’s planet use Light and Dark, it is, in fact, Elementally Neutral.

Infinity
A skill which temporarily bypasses the barriers between the user and his surroundings, allowing him to directly draw an acquire Mana from space and the ambient environment, leaving him with a literally endless supply of Mana for 3 minutes. User’s Mana is automatically replenished at the end of Infinity.

Spell Type: Mode

Mana Cost: 0

Summoning: Darkovian Pentagon
Summons each of the 5 Darkovian lords: The Werewolf King, Vampire Queen, Wolfwing the Werepyre, Dracopyre Nightbane and the Primordial Essence Dragon to assault the enemy.

Spell Type: Summoning

Mana Cost: 5000

Summoning: Cordial Zodiac
Summons each of the 12 animals in the Zodiac, each empowered by Dynamic Equilibrium and sent towards the enemy. The Cordial Zodiac are a self-sustaining summon group, however they mostly aim to do physical damage, and Entropic Energy is used to enhance their strength immensely.

Alternatively, they can be summoned with 12 Entropic Summoning Stones.

Spell Type: Summoning

Mana Cost: 12,000

Summoning: Mythical Carnax


Summons a gigantic, multi-elemental beast of incredible power. Its body is incredibly dense and thick, with all forms of powerful magic and energy proving useless on it due to an incredibly powerful seal. As such, it can only be withered away by weak spells, which aren’t nullified by its body’s special properties.

Spell Type: Summoning

Mana Cost: 68,000

Summoning: Trigoras the Trinity Dragon


Dragons have, for a long time, cohabited the world with mages, Yet, they are often solitary creatures, and prefer not to engage in any form of combat, preferring to live out their days in isolation. However, the occasional Mage always meets them, and these dragons always offer them a challenge in the form of a battle or whatever. It so happens that Decaun won a challenge against the powerful Trigoras.

Trigoras is the Dragon of Trinity. It is green, representing its affinity to the Earth and landscape, and as such, its primary affinity is Earth. Trigoras is only summoned in rare occasions, particularly when Decaun is face-to-face with other powerful Elemental Mages.

Trigoras has extremely dense scales, being almost impossible to damage. Furthermore, despite its size, it is incredibly deft, dodging attacks and guarding against powerful attacks with his enormous wings, even deflecting them. Each of its heads can fire a particular Elemental breath attack, with the 1st head fire, the 2nd head ice, and the 3rd head Energy.

Containing extreme resistances, it is able to absorb all fire, ice, electricity/Energ, and Earth-related attacks for increased hit points. However, Trigoras has a slight weakness to water.

Spell Type: Summoning

Mana Cost: 56,000

Elusive Element X
Element X is… different from the darkness variation of the Void. Rather than consuming everything, Element X stems from the purest essence of Mana, the stuff which rewrites reality itself. When this element hits the enemy, they are either reduced to the primal void and become free for the user to alter (highly exhausting), or they allow reality to reassert itself (massive pain spiritually and physically wise). When raw Void energy is used, reality will melt all around the user, and this loss of medium will prevent literally anything from passing through.

Shape Mana
Shape Mana takes Mana, and shapes its raw form into an invisible energy. After which, it is fired unto the enemy, literally causing reality to collapse on the enemy, causing extreme pain throughout. Stronger variations of this Shape Mana spell are known to even knock out powerful entities decisively, due to the pain it causes.

Spell Type: Attack

Mana Cost: Varies, minimum 354

Rexxius


Rexxius is a being composed of raw, pure mana, sapping energy directly from Decaun himself. All of its attacks directly use the Elusive Element X, which bypasses almost any form of protection. Rexxius, being composed of purely mana, also cannot be disposed off in the standard, destructive manner, as although his form may be destroyed, his energy can and will linger and reform.

Rexxius glows a turquoise blue, and looks like a miniature buff humanoid thing. Depending on the amount of Mana put into him, Rexxius’ shape and size may change accordingly.

Spell Type: Summoning, Channeling

Mana Cost: 354-1500 per minute

Xenator’s Twist
Decaun Equino, using complex magic, turns Rexxius into a perfect copy of any creature or being. Element X then takes on the properties of the forms’ default energy, however, Rexxius’ physical attacks are still enhanced by regular Element X, only this time, when the attacks hit the target, it is transformed to whatever is their weakness at the time, or a random element.

It is aptly named Xenator’s Twist as it can be transformed into almost any being under the sun. One of Decaun’s favourite entities to have Rexxius transform into is the TerrorZard, which takes basically -10,000x the damage of enemy attacks, which heals the Terrorzard’s health points, which can then be used for extremely powerful attacks…

Spell Type: Support, Buff

Mana Cost: Varies depending on form selected. 3000 for Terrorzard.

Formless Entity
Rexxius becomes a pure, controlled element of the user’s choice. It can disguised together with other attacks, such as Rexxius turning to fire then assaulting the enemy with a Fire attack, and in turn cause fatal damage as they only cast a simple dispel or shield in defense.

Spell Type: Support

Mana Cost: 0

Dissipate Mana
A devastating technique to use against other Mages. This is because this technique combusts and burns the Mana within the target enemy, and their Spiritual Energy as well, leaving them weakened drastically.

Spell Type: Attack, Debuff

Mana Cost: 1300

Spatial Masquerade
Using a large portion of mana, this ability temporarily grants him the ability to warp and decentralize gravitational ley lines and reconfigure the positions of atoms and light within the surroundings, and in turn obscure the world by preventing light particles from ever escaping.

Spell Type: Defense

Mana Cost: 5800

Elemental Null Zone
Calling upon the power of the Elemental Gods to temporarily nullify the effects of all Elemental Attacks in the area, be it infused with mana or Ki, or summoned from sheer power. This technique, however, does not dispel the effects which had already transpired (eg. When the spell was cast, his arm was burned, his arm won’t recover from using this spell)

Spell Type: Ward

Mana Cost: 2930

Manasplosion


Deals damage based on current, maximum mana. The user must have their mana at a certain range when using this ability, or face the risk of the attack backfiring.

Coalescing mana into a tight core, it unleashes a pure Mana attack in the form of a Big Bang, dealing massive damage to the enemy, as well as convert surrounding energy attacks into even more Mana to fuel the explosion.

Spell Type: Attack

Mana Cost: 800 - 100,000

Elemental Spells
The most common and the favourite kind of spells for Magicians, these Elemental spells are highly devastating, with its abilities being channeled from the Elemental Gods themselves, who aid users of mana shape and channel their power into the elements.

Elemental attacks are known for their far lower energy costs, and are generally easier to manipulate.

Synonymous Retribution
The Void Eyes of Observing(stage 2) are activated. From where the “eyes” are located, lava, darkness, wind, lightning and fire all converge and overwhelm the enemy from several directions, where the invisible focal points are located. These eyes and Decaun himself can see through the attacks, thereby ensuring the enemy does not escape.

Spell Type: Attack

Mana Cost: 10 (per “Eye”)

Pressuring Inferno
Decaun Equino summons the winds to pressure the opponent from all sides, meanwhile sending lava soaring out of the ground. This lava is then attracted towards the wind, but just as it is sucked in, the heat is suddenly removed from it, turning the molten lava back into solid stone, and the fire sent flying towards the opponent.

This fiery effect applies to lava-related abilities. It basically turns all sources of heat against you.

Spell Type: Attack

Mana Cost: 90

Earthen Entanglement
A large patch of land turns into a muddy sinkhole, aiming to drown enemies. Slimy tendrils made out of natural superglue emerge from within the sinkhole, aiming to keep people within it and dragging others down as well.

Once grabbed by the superglue, slower, more massive earth hands rise to grab the target, after which, it slowly buries the target under a condensed Earth Core(summoned by Decaun for this technique), which absorbs the mana and power of users over time to relieve energy expenses from Decaun.

Spell Type: Attack

Mana Cost: 100

Shocking Static
Draws all the static charges from Earth into an orb on his hand, becoming a miniature generator. As all Earth’s charges flow into him, lightning and thunder reverberate and echoes throughout the world, aiming to neutralize the voltage difference. Then, all the lightning in the world is controlled to home in on a single point – the enemy.

Lightning then strikes down, and Decaun unleashes his as well. This combination often leaves the enemy charred and weak.

Spell Type: Attack

Mana Cost: 90

Aquatastrophe
Ice is mixed with water to give it a deadly piercing effect, as the winds, ice and water form tumultuous currents and sink the area in a massive flood. When ice is created, the energy lost from the cooling down of ice is utilized to create stronger currents, making this technique incredibly powerful as it is mostly self-sustaining.

Spell Type: Attack

Mana Cost: 125

Turbulent Tornado of Ramification
Tornado off Light pulls in everything with immense winds, and then disassembling them into their constituent particles, absorbing their energy, then being reassembled. For energy attacks, Decaun may absorb their power through this tornado. As the energy conversion system is flawed, he would likely gain only a fifth the power of the original attack.

This conversion doesn’t work on channeling attacks. Rather, channeling attacks are normally made to swirl around the tornado and back at the user.

Spell Type: Attack

Mana Cost: 230

MegaShock
Decaun’s favourite Energy spell. It is a blast which will shake the very foundations of the enemy’s core!

Spell Type: Attack

Mana Cost: 800

Akdranor’s Searing Essence (or FTWBBQ)


Decaun chanced upon this spell in Grendel Bell’s archives, as he recorded every single spell he knew, including theoretical spells. This spell was crafted by the deceased Akdranus, God of all Fire Dragons. His magic was great, and his fire’s potency insurmountable when he lived. He was said to burn even darkness and time itself, turning almost anything to fuel. As an ancient spell, it requires a phenomenal amount of Mana to conjure, and its fires are often impossible to quell.

The first part of this spell is to recite the incantation “Esperanub’rozin, Ishkota Scorcha!”, creating a connection between the user and the Essence of Fire. After that is done, the concept of fire will emerge in the user’s mind, giving him utmost knowledge in the area of pyrokinetics as he focuses, allowing him to conjure this technique.

After which, a searing inferno emerges from the ground, consuming all those within it, and it can even encompass entire landscapes (depending on Decaun’s choice). This fire can devour any living being in less than a second, and eliminate armies without access to powerful Pyromancers/Hydromancers, who can counter and temporarily offset its effects. Unlike regular combustion, it also speeds up the rate of decomposition and oxidation to ungodly levels, which neglects durability to a large extent. Aside from that, is the mental, searing effect it has on the opponent’s mind, disabling multiple senses as they are overwhelmed by the sight, smell, taste, touch and sound of a ruthless, unforgiving fire, disorienting them greatly if they are capable of withstanding the fire.

When more Mana is used, greater fires are generated, and sometimes, even time itself can be said to be burned, slowing it to a halt, even “burning” away damage on the user when Decaun surrounds himself in that fire.

Despite its borderline-extreme Mana Cost, it is easily maintained once the fire itself is conjured, as it can sustain itself on even Air.

Spell Type: Attack

Mana Cost: 80,000

Akdranor’s Source
Akdranor’s Source is the fuel of imaginings, something thought impossible to burn, a highly compressed, condensed version of the hydrocarbon C billion H 2 billion and 2. Normally, this would be impossible to faze even by the most powerful of energy attacks, due to its melting point and boiling point being of absurd temperatures. However, it can be ignited by Akdranor’s Flame, which sends the temperature soaring to absurd levels.

When this is used, the flame of Akdranor becomes drastically empowered, changing instantly from a luminous, orange flame to a highly focused flame, and its temperature becomes capable of vaporizing almost every known living creature.

With this, Akdranor’s Searing Essence’s strength and power is multiplied several thousandfold.

Spell Type: Fuel

Mana Cost: 130,000 (limited supply)

Mysterious Melodies
They are spells conjured through channeling magic into multiple runes, generating certain sounds which affect the state of mind of the opponent, or even damage their physical body with certain runes(which are activated by certain tunes). Such abilities are incredibly potent, but come at a larger Mana cost.

Wizard’s Zeal
Several runes on the floor are spontaneously generated, summoning the core soul and power of the first Archmage. With Wizard’s Zeal activated, the spells known by the user become subconsciously familiar to him/her, granting him precognition, combat sensory, reaction and experience, as well as a strengthened desire for magic as his reserves expand. When this is used, Buff durations are extended by up to 80% (Infinity included), and magical damage is multiplied by 10x.

Spell Type: Buff

Mana Cost: 7500

Siren’s Song
An altered state of mind induced by the Siren’s Song. Decaun Equino has found a way to record and inscribe such a song into the runes, which induces the effect of rendering Decaun to be guarded by a Mana Shield, which also enhances the power of his spells. This shield, however, runs on Decaun’s mana.

Spell Type: Defense, Support

Mana Cost: 4000

Power Word
Power Words are basically the summarized version of the spell itself, preventing enemies from copying the recital of the spell, and also has an immediate effect. Power words are generally more taxing on the user as they generally cost more Mana. However, their effects are also more varied as a result, as the spells’ effects are far more direct.

Power Word: Infusion
Infuses the target with whatever element of the user’s choice. This can range from generic elements to even more subtle ones like illusion (distracting their opponent), or even obscure abilities like the ability to ignore external force’s effects. Normally, Decaun just infuses himself and most other things with speed.

Spell Type: Buff

Mana Cost: 200-20,000 (Amount of mana used affects potency)

Power Word: Undead Army
An Undead spell, part of the Grimoire Necronomicon. It is a Power Word as most magicians do not wish for their enemies to suddenly conjure millions of Undead Troops out of nowhere.

This spell summons undead grunts, brutes, berserkers, past magicians, ogres, and other assorted nasty creatures.

Spell Type: Summoning

Mana Cost: 20,000 (for a Million-Strong Undead Army)

Power Word: Giant
Enlarges the target/targets to epic proportions, to towering heights greater than that of Godzilla himself. The effects of this spell last 10 minutes.

It acts as a Chain Lightning spell when there is more than one target, therefore the mana cost is perpetually the same regardless of how many beings are summoned.

Spell Type: Buff

Mana Cost: 1500

Power Word: Disruption
Forces the opponent to fail in whatever they do the next time they attack. The more complex their plan, or method of attack, the more damage the failed attack will do on the user himself. Also, it can disrupt their energy flow as well.

Spell Type: Curse

Mana Cost: 2000

Soul Orb
The orb which demonstrates Decaun Equino’s current state of mind, and magic affinity. When one element is used (Light for example), the other is empowered (in this case Darkness will be enhanced)

This is a crude, physical representation of the distribution of Light and Darkness within Decaun’s soul. Also, it is a very powerful, invulnerable orb (which does nothing but remind Decaun of which spells he should use to attain equilibrium). Also, this orb can be used to directly fire Darkness, Light or Entropic blasts.

Spell Type: Support

Mana Cost: 150

Equilibrium


A state achieved when the darkness and light are at perfect harmony and equilibrium within the Soul Orb, when it is biased towards neither side. When Equilibrium is reached, the Soul Orb turns white, grey and black. Grey spirals circling around the black centre of the Soul Orb. Around the orb, is a white outline travelling opposite the direction of the grey spiral.

This Equilibrium state is the state of abject calm, of perfect harmony and entropy. As such, control and manipulation over the darkness and light elements are drastically enhanced and improved, multiplying its power tenfold in terms of potency, manipulation, and effect.

A passive effect of this state is to “Equalize” all incoming attacks, preventing them from dealing damage to [Decaun Equino]], and making it impossible to harm Decaun Equino in this state, as he basically assimilates and absorbs all incoming attacks. As such, it is the Ultimate Defense.

Furthermore, it grants Decaun the ability to use the forbidden power, the Entropic Energy which is a mixture of both Light and Darkness energy, to its fullest extent.

This power which combines both Light and Dark Energies, both its defensive and offensive aspects, makes Equilibrium a state to be reckoned with, as it is the best of both worlds.

This state lasts for 5 minutes. 9 minutes when Infinity is activated beforehand (continues even after Infinity buff ends). Decaun’s Mana supply is also increased by 300,000

Spell Type: Mode

Mana Cost: 0

Disharmonic Nullification
In the Equilibrium state, Decaun gains an aura kown as Disharmonic Nullification. It basically slows all things down to the state of entropy – the state of calmness. This is where the enemy’s spells are rendered null and void preventing most attacks from even reaching the user, and strengthens his abilities largely as all excess energy is absorbed by him.

As such, this spell prevents the opponent’s use of weak attacks, and drastically weakens all spiritual Ki attacks. Thus, it limits the opponent only to close-range combat, as other options are mostly a waste of energy. However most of the time, this aura seems redundant as it is almost impossible to even harm Decaun in this state.

Spell Type: Aura

Mana Cost: 0.

Entropic Energy
The sign of death is not darkness, it is Entropy. It is the absence of movement, negativity, whatsoever, the perfect, harmonious equilibrium. Even in darkness, things can exist, move, corrupt, influence, and spread. In light, everything aims to consume, to burn on, to enlighten. However, in Death, Entropy, none of these exist, as everything is calm, and that is the point and power of Entropic Energy – a power which brings about nothingness.

Entropic Energy involves an equal mixture of both light and dark magic, alongside large amounts of Mana. Hence, at regular times, it would be extremely improbable to use Entropic Energy, as Decaun needs to concentrate and focus on the amounts of Light and Dark energy he is using, as well as summon mana to stabilize it, which creates a large cooldown for these abilities.

However, in Equilibrium state, he need not worry about such concentrations or mana cost, being perfectly capable of summoning highly stable Entropic Energy, as well as removing cooldown time.

Entropic Energy is superbly powerful, whereby its spells transcends time and space itself and is capable of freezing the opponent’s permanently, removing all their energy, conjure primordial beasts, and even enhance existing creatures to phenomenal levels. Unlike the Void energy, which aims to consume, this aims to balance and disable, and can overwhelm almost any other concept. Hence, Entropic Energy is one of the most potent magics, used by mages in Eccanterlight.

Entropic Reapers


Summons 4 gigantic scythe-toting reapers, holding blades of length 10 meters and shaft of length 25 meters, sweeping down and carving the enemies on the ground at hyper speeds. One Scythe is composed of light, the other darkness, and the last 2 of Entropic Energy.

Due to their entropic nature, they are exempt from the laws of time and the physical realm, allowing them to bypass most physical resistance and in particular time-based spells. As such, even though the target may block the Reaper’s Death Scythe, the reapers will still pass through them even though they dealt no damage.

As these reapers travel along, they unleash entropic winds which literally aim to drag the life out of the target, while their scythes are coated with Entropic Flames. Everytime they complete one reap, they disappear into invisible portals (which only they can enter) and reappear somewhere else to begin reaping again, this time reaping again at an increased speed as the energies of enemies are absorbed, and the reapers are strengthened.

These reapers can only be hit by spiritual attacks (Undead creatures, Ki, magical elements, etc.)

With every reap, the speed of the reaper is multiplied by 2

Every 5 reaps, a reaper clone (at the initial speed and size of the original), is formed and starts reaping.

Every 8 reaps, the size of the reaper and its scythe is multiplied by 1.5

Every 10 reaps, a shield of Entropy forms around the reaper, slowing enemies and weakening enemy attacks

Every 16 reaps, they gain another scythe which they can telekinetically control to reap more things

Every 25 reaps, a portal to the world of Entropy releases Entropic Energy, restoring Decaun’s Mana by 1,000

Every 100 reaps, Decaun Equino gains an Orb of Entropy, which he can use to utilize the more terrifying abilities accessible from Entropic Energy.

Every 125 reaps, an Entropic Summoning Stone is summoned (comes in the form of a raining, black meteor). These summoning stones are almost impossible to destroy, as it is surrounded by an Entropic Aura which slows down and weakens any attack being sent towards it. To destroy it, a long, powerful channeling ki/magic attack is required, as physical materials will immediately be disintegrated. Even though it looks as if time is slowed inside the barrier, and the attack as well, the truth is that the attack is moving “real time”, so when the user stops the attack, the attack inside the barrier doesn’t continue, but is instead dissipated instantly.

Decaun can also select whether he wants a collective “reap count”, or an individual one. A collective reap count means that if there are 15 reapers for example, when they reap once, they get all the effects which comes from 15 reaps (shield, 30x speed, etc.). However, in the collective count, reaper clones can’t be formed.

It is the recommended method for dealing with armies.

Spell Type: Attack, Area-Of-Effect

Mana Cost: 100,000 (Non-Equilibrium), 1500 (Equilibrium), 2500 (Dynamic Equilibrium).

Maintenance cost: 50,000 per minute

Summoning: Primordial Entropic Carnax
[[File:Primordial_Entropic_Carnax_FINAL.png|thumb|Primordial Entropic Carnax

Many thanks to Genki Dama for his help creating this!]]

If Decaun Equino manages to summon THIS guy in battle… you might as well turn around, strip, bend over, kneel down, and let Decaun personally kick your ass one by one to kingdom come.

This Carnax requires 200,000 Entropic Summoning Stones to be summoned, and even then, an absurd amount of Mana has to be used to summon him. This Primordial Entropic Carnax is noted to be incredibly deadly, firing condensed but enormous blasts of Plasma casually. Furthermore, this Carnax is in a state of perma-Equilibrium, reducing the damage of all attacks to a mere 1 compared to his unfathomably colossal hit point count. It is twice the size of the regular, Mythical Carnax normally, but can change its size at will.

Alongside that, is an incredibly powerful seal which guards it, preventing ungodly Magical and Ki attacks from being used against it, causing those attacks to fizzle out of existence and be absorbed by this Carnax, regenerating and raising its hit points.

When Carnax is on the battlefield, countless reapers will continually pour out of an Entropic Portal (Under Decaun Equino’s control), and Ender Blades will begin raining from the skies as a side effect. Carnax’s aura also causes the speed of most beings to be slowed down immensely, preventing them from dealing powerful physical blows. Aside from that, it also has the power to reverse effects of negative Magic, for example, if you tried to turn this Carnax small, instead, he will become enormous. This makes Carnax a tough foe to even challenge and beat, as he is literally immune to almost everything. Gigantic, pillar structures of Ender Crystals are also formed throughout the landscape, draining the area to be void of all energy.

Its physical strength is also off the charts, as it is a magical creature. As such, it can alter its density to be as light as an unmoving, entropic void, or as heavy as a neutron star. This makes Carnax unnaturally agile and strong, as it can move about at extremely fast speeds unnoticed.

It has the Entropic Ice on its frontal-left leg repels energ, and controls the Ender Crystals, while its other purple leg generates the constraining Entropic Flames, which acts like an elastic band – the more the enemy moves when being burned by these flames, the more the band stretches, the more energy they spend moving, and the more energy is drained by the flame.

On its back, is a white and black temple which acts as a reserve system, drawing energy from the void like Decaun Equino’s Infinity spell, only this lasts forever. This temple is its source of energy, and grants it the ability to use extreme Telekinesis. Aside from that, its other effect is to maximize and reinforce the Entropic, Harmonic nature of Equilibrium, akin to an externally enforced Equilibrium. This prevents enemies from disrupting the effects of Carnax’s equilibrium through its body, maximizing the power of all Equilibrium spells, and granting it infinite reserves and hit points. On top of that, an aura is present around the temple, guarding it from being destroyed, as it is the only thing on Carnax which is not immune to powerful magical spells (Since the temple is an “external” part of Carnax, but Carnax can still regenerate it). However, it is not easy to get rid of this temple, as Carnax at full power is a force to be reckoned with. It should be noted that destroying this temple does not destroy Carnax’s equilibrium, merely it allows people to disrupt it (if they manage to tap into it), and eliminate its connection to the Source (Entropic Void). This also makes it immune to both Dark and Light attacks as it absorbs them.

It’s yellow eyes represent life and power, and allows Carnax to create massive neon lightning attacks, or condensed plasma balls. Lasers are also a common attack utilized by Carnax’s eyes. Aside from that, it has the potential to heal all assorted injuries, and it often uses healing rays on itself, annoying its enemies to no end. When the enemy is hit by these rays, however, they are immediately put into a deep sleep, as a side effect of these rays is the fast-forwarding of time (and as a result, a potential quick death).

Its body is also a dark blue in colour, which is the same colour as the backdrop of the dark and bluish night-sky. This dark-blue colour gives Carnax the ability to summon pure Mana and Void energy, which strengthens the effect of his other attacks immensely by allowing him to reconstruct most matter into other forms. Through its mouth, it can also fire a transparent beam of pure Entropic, Void energy, which has the effect of aging, burning, electrifying and reshaping the person into nothing. Of course, this is but a simple application of its power, as it can also use it to render itself intangible, invisible, change its shape, or even temporarily altering the enemy’s attack to nothing to get out of the way.

It’s back 2 legs, however, contain different properties. They are dark green in colour, representing the Elements of the Earth. With it, Carnax can control and manipulate any element he wishes, and renders him partly immune to concepts such as Gravity due to his control over it. Combined with the source of energy provided by the temple, and Mana from the dark blue body, gigantic natural disasters can be summoned with no problem whatsoever. This also renders elemental attacks to be almost useless against him.

Lastly, there is his Red Tail, granting Carnax the power of Knowledge itself. It is red as it signifies power and the desire to seek things outwards, the ability to consume and absorb into itself the one thing that entropy cannot eliminate – Understanding. With this power, Carnax can utilize his power wisely, and not be a mindless beast of useless destruction, instead focusing its abilities to cast multitudes of massive spells and shields to eliminate the enemy. Carnax can also absorb the knowledge from dead enemies and grant them to Decaun himself, increasing his knowledge.

These abilities, Good and Evil (black and white temple), Life and Age (yellow eyes), Energy and Void (Dark-blue body), Elemental Unity (Dark green legs), and Knowledge (Red Tail), can be combined to form the famed Death Energy. This energy is the energy of annihilation and creation, as it can erase the enemy from existence, or even bring someone erased from existence back. Death Energy can be used for a multitude of purposes, and is the penultimate form of magic. The first time the Primordial Entropic Carnax was summoned was when Grendel Bell fought the other two ancient masters of Light and Dark (who was from Eccanterlight), with Infinity activated (Their infinity could last for 1 hour). The battle was long, as the Darkness master kept using “Power Word: Giant Undead Army”, while the Light Master kept summoning a never-ending hail of light bolts, lightning, fire, angelic warriors, etc. Grendel Bell, however, kept countering with his Death Scythe, which gained power immensely from the amount of Undead, up until they reaped enough times for him to summon THIS version of Carnax. Needless to say, Grendel Bell won the battle. All of them have gone into retirement since then.

Truth to be told, Carnax is actually a peaceful beast, since it is harmonic (being made from Entropy),

Spell Type: Summoning

Mana Cost: 9,999,999,999,999,999,999,999 (Normal mode), 100,000 (Equilibrium), 150,000 (Dynamic Equilibrium)

Mana Cost (w/o Entropic Summoning Stones): 10^33 (Normal Mode), 10^15 (Equilibrium), 10^17 (Dynamic Equilibrium)

Ender


Conjures a gigantic Blade composed of a balanced Light and Dark energy, fired at the target. When it strikes the enemy, the enemy feels a combination of Light and Dark, Burning Cold, Soothing Pain, and Brightly Dark are some of the descriptions of the kind of pain felt from this technique. If it does not instantly kill the enemy, it deals 7 hits of Critical damage to both their souls and bodies.

When it hits the landscape, it is known for destroying and replacing life in the area, but not before creating a huge explosion of light and darkness, affecting nearby creatures. Prior to that, Entropic Flames trail the blade of Ender itself, covering the landscape. These Entropic Flames absorb the energy from the surroundings and form Ender crystals, which can be used by Decaun.

This is said to be one of the more terrifying abilities of Equilibrium, as Ender can potentially rain down upon the enemy, assimilate both light and dark skills, and travel through regular elemental skill shields as if it were intangible, making it exceptionally dangerous.

Spell Type: Attack

Mana Cost: 30,000 (Non-Equilibrium), 1000 (Equilibrium), 1500 (Alternate-Equilibrium)

Equalize


A defensive technique used by Decaun. It can be activated at any time when Decaun is not in Equilibrium mode. This is used in order to temporarily utilize Equilibrium abilities and access his ultimate defense. However, unlike regular Equilibrium, this lasts only for 30 seconds.

It has a cooldown of 20 minutes.

Spell Type: Buff

Mana Cost: 4500

Entropic Enhancement
Utilizes the state of equilibrium of many things, Earth, Nature, and the like, to enhance and empower his own spells. The difference between this and Infinity, however, is that this only increases the power of his Light and Darkness energy, boosting their potency 4 thousand times over, as it allows him to concentrate energy far more efficiently.

This is because it taps onto the unused energy, the dormant energy of life – the more the energy is untapped/unused, the more power this ability can draw. The Energy drawn when this state is used mainly comes from the Light and Dark energy present in all things.

Spell Type: Buff

Mana Cost: 25,000

God’s Equivocation
Using Entropic Energy, calls upon a large amount of energy to equalize the opponent’s elemental energies, converting their attack to your own and using it against them. It first summons a portal made of Entropic Energy. When the enemy’s attack passes through it, Fire for example, it will be converted and transformed into Anti-Water for Decaun’s use, sending it back at the enemy to both burn and drown them in scorching water. If wind is sent at Decaun, Anti-Earth is generated to be sent back at the enemy, delivering solid cuts and erodes them at high speeds.

Anti-Fire : Fire-like, freezing properties, feeds of their energy

Anti-Water: Water-like, burning properties, drowns them and absorbs their energy to form Anti-Ice in their lungs

Anti-Earth: Earth-like, eroding properties, forms tornadoes of solid Anti-Earth which feeds on Air

Anti-Air: Air-like, solid, transparent but can be used to form transparent jutting stones to destroy the enemy

Spell Type: Conversion

Mana Cost: 20,000 (Normal), 750(Equilibrium), 1000 (Dynamic Equilibrium)

Ender Crystals
The Crystals from the Dimension of Entropy, they are condensed forms of Entropic Energy, partly-saturated with Mana and Energy. An Ender Crystal shard which forms from the Entropic Flames is normally enough to regenerate up to 20,000 Mana points, but it can be used for other things as well, such as the creation of armour, or the storage of energy, as it has the potential to store up limitless amounts of energy, and grow as a result.

In the Equilibrium state, Decaun is able to nudge these crystals to launch themselves towards the enemy, forcing them to flee in terror. If Entropic Flames are on them, they lose energy more rapidly and slow down, until these Ender Crystals can attack themselves onto the enemy, where they forcefully extract energy from the enemy’s body and harden, acting like unbreakable superglue.

Decaun can also use the energy it has captured to revert it back to Entropic Flames, which he can manipulate with greater ease and efficiency.

As it gets harder the more energy it received, it is also often used as armour. With its incredible homing properties, capacity for energy storage, as well as malleability, the Ender Crystals are likely the worst thing the enemy could deal with, due to their inherent indestructibility. Also, although it can be broken by Physical attacks, it will turn back into fire, which would begin restricting the opponent once more.

Spell Type: Attack, Defense

Mana Cost: 75,000 per minute (Normal), 5,000 per minute (controlling them in Equilibrium state), 6,500 per minute (Dynamic Equilibrium State)

Entropic Fire
Entropic Fire is one of the special elements in the Dimension of Entropy, and works like a constraining elastic band. The more the target moves while being burned by Entropic Flames, he will feel his joints weaken and burn up, feeling more tired as energy leaves his body. As he moves, the flames act like an elastic band, creating resistance to the person’s movement. However, unlike regular elastic bands, it does not move pull the target according to its movement, retracting appropriately, rather, it continues pulling them at a direction directly opposite of where they intend to go. Hence, the resistance force increases and increases, to the point where the opponent’s movements become sluggish, and finally, it forces them to stop.

Another effect of this Entropic Fire, is it directly feeds off the enemy’s energy source, without restriction, similar to its Ender Crystal counterpart. Anything it comes into contact with, it attempts to burn and convert into more energy to fuel itself.

This Fire is much easier to move about as compared to its Ender Crystal counterpart, and moves much faster. Walls of this can be used to directly guard against powerful Magical or Energy attacks, soaking up the damage and creating an enormous shield of Ender Crystals, which can be converted to Mana in Equilibrium Mode.

Spell Type: Attack, Defense

Mana Cost: 90,000 per minute (Normal Form), 8000 per minute (Equilibrium), 11500 per minute (Dynamic Equilibrium)

Entropic Ice
Entropic Ice has properties contrasting Entropic Fire; however they complement each other very well. While Entropic Fire forcefully restricts the movement of its opponent, Entropic Ice instead acts like a powerful “electromagnet”, either repelling or attracting the enemies’ energy towards the user. This can be used for powerful combo attacks, forcing the opponent into a trap, or making it easier for the user to rip out the enemies’ energy with Entropic Ice.

Another application of this Entropic Ice is that it can weaken attacks which take some time to gather energy, or weaken a channeling energy attack. By placing it tangential and at the sides of energy beams, some of the energy will deviate outwards, weakening the force which is directed at the user. Also, when attacks like Spirit Bomb are used, by placing it around the target enemy, it can effectively repel all the “good” energy away from them, and attract them towards the user.

It is also used to mimic powerful gravitational effects, especially when the enemy can fly.

As such, it is highly useful tool in repelling, and redirecting energy wherever the user wants it to go. This works very well with Entropic Power, which creates a greater resistance the more the user moves (or is moved). Hence, this can force even solitary and slow users who require very little movement to deal a lot of damage to be quickly restricted by the Entropic Fire, and overwhelmed. When placed together with Entropic Fire in the formation of a shield, it increases the amount of kinetic energy from the enemy’s attack, increasing the amount of energy absorbed by the Entropic Fire.

Entropic Ice gains energy for its attraction and repulsion by pulling in matter and energy, absorbing them directly. This gives it more power to pull in energy, or repel things with a powerful deflection shield.

When summoned, they come in the form of large orbs.

Spell Type: Support, Defense

Mana Cost: 90,000 per minute for 40 orbs (Normal), 5,000 per minute for 40 orbs (Equilibrium), 7,500 per minute for 40 orbs (Dynamic Equilibrium)

Entropic Summoning Shards
Entropic Summoning Shards are extremely powerful anchors, which weaken the dimensional barriers between the Dimension of Entropy and this world, allowing Decaun to summoning entities from that realm into this realm, by using up the power of the stones.

These stones can summon many things from that dimension, be it Entropic Fire and Ice, Ender Crystals, or creatures. It, however, is most often used to summon powerful creatures from that dimension, removing the strain from Decaun Equino when he summons those creatures.

Each Entropic Summoning Stone can summon 10, gigantic, Ender Crystal Sword and Shield wielding Entropy-Fire filled soldiers.

Spell Type: Summoning

Mana Cost: 50,000 (Normal), 12,500 (Equilibrium), 17,500 (Dynamic Equilibrium)

Chrono-Stagnation
Creates a “Tai-Chi” sphere composed of both Light and Dark energies, in perfect Equilibrium at the core of it. Comprising the very core of Entropic Energy, the forces balance out to stagnate time itself, slowing everything within the Tai Chi sphere greatly.

Within the Tai Chi sphere, energy attacks are useless, as they are immediately assimilated into the Equilibrium, which causes the temperature within to skyrocket.

Within this Tai Chi sphere, all spells using Entropic energy are strengthened, as they can absorb energy from the sphere itself for more power. It also warps spatial ley lines to an extent, creating portals within it and causing attacks to just warp to different parts of the Tai Chi sphere, while outside, attacks just curve around it.

When Infinity is activated, this skill spans hundreds of kilometers, encompassing the landscape, and then it is used in conjunction with Entropic Reapers to eliminate the enemy, alongside raining Ender Blades, etc.

Spell Type: Area-Of-Effect, Attack

Mana Cost: 100,000 (Normal), 8,000 (Equilibrium), 12,000 (Dynamic Equilibrium)

Equinox Dragon
[[File:Tyton89_ender-dragon.png|thumb|400px|Equinox Dragon

Picture taken from http://www.newgrounds.com/art/view/tyton89/ender-dragon]]

The Equinox Dragon, found in the depths of the realm of Entropy. This dragon is unique, one-of-a-kind, and requires 150 Entropic Summoning Stones.

On its underbelly, transparent, Entropic Ice coats its scales, allowing the dragon to have full control over its position, dodging attacks with great ease, repelling others, and in general granting it extreme maneuverability in the skies. On its body, Ender Crystals coat its wings and back, granting it extreme protection from attacks. When energy attacks, etc., hit the dragon, the scales will glow in response, showcasing the newly stored Energy in its wings, which the Dragon can either absorb, or redirect back towards the enemy in a stronger beam. This energy can also be used to coat its body in even more Ender Crystals, making it almost impossible to truly harm the dragon.

As each of the 2 different materials have the body as a medium, energy can be transferred between them freely, allowing the dragon to exchange durability for speed, strength for repulsion force, or even durability for firepower. This is because it can generate and spew Entropic Fire out of its mouth, which, combined with its absurd agility, makes it almost impossible for the opponent to outmaneuver this dragon.

Another one of its abilities helps it tap into the essence of any planet, drawing upon its untapped power (Potential Energy is already in Equilibrium) and pulling it into him, pooling it into the Ender Crystals scattered throughout its body. This causes the Ender Dragon’s features to become more defined than before, and sharper, while increasing its size. During this new Equinox state, the dragon becomes equal shades of white and black, and its Entropic Energy’s potency is strengthened even more than before.

Spell Type: Summoning

Mana Cost (w/o stones): 20,000,000 (Normal), 4,000,000 (Equilibrium), 6,000,000 (Dynamic Equilibrium)

Mana Cost (w/ stones): 200,000 (Normal), 20,000 (Equilibrium), 30,000 (Dynamic Equilibrium)

Nephiloxx the Oblivion King


Stronger than the Equinox Dragon, Nephiloxx requires 200 Entropic Summon Stones to summon forth into battle. Unlike the more physical, direct nature in which the Equinox Dragon defeats its opponents, Nephiloxx takes a less direct path, often casting spells to boost itself.

However, despite its tendency to use spells, Nephiloxx is actually highly adept in physical combat, often overpowering enemies with his unnatural, magical strength.

Dynamic Equilibrium


This is a forced state of equilibrium, attained by literally projecting from one hand, all his darkness, while from the other hand, all his light energy. This is when the amount of energy being used, no matter dark or light, will cause the equilibrium to only shift and adapt accordingly, generating the opposing kind of energy to counteract the other (More darkness generated = more light formed). In this state, Decaun can access Equilibrium spells, albeit at a relatively higher Mana cost.

However, this dynamic equilibrium also comes with its own advantages and disadvantages. For one thing, it does not have the absolute defense which comes with the Equilibrium, which means he is still equally susceptible to damage. Also, this state can be disrupted by other beings as well if they understand how the 2 “clones” work in conjunction.

Its advantages include access to other abilities which make him even more unpredictable, as well as the ability to fire both Light and Dark spells simultaneously, with the advantage of Equilibrium’s increased potency for both elements. This also allows him to multitask more efficiently, as his light and dark sides can take on personas of their own, while he himself maintains the Zen state which comes with Dynamic Equilibrium (Not regular equilibrium).

Often, this technique is a powerful substitute to regular Equilibrium, with its primary flaw lying in that Decaun is unable to achieve regular Equilibrium in this state. However, Dynamic Equilibrium can be maintained indefinitely, unlike Equilibrium.

However, it should be noted that this state can be accessed while in Equilibrium, combining the advantageous aspects of both forms. When both states are used, the power of Equilibrium spells increases by 100x, and Mana costs for Equilibrium abilities decrease by 30%.

Spell Type: Mode

Mana Cost: 1,000/minute

Zen Eyes
Dynamic Equilibrium grants Decaun the Zen Eyes, as a result of him projecting all the alternating emotions of light and dark into 2 other, separate entities. This leaves the original with the perceptions of a neutral man, free from the influence of conceptualization and bias, thus allowing him to become more rationalized, honest, and less delusional.

These Zen Eyes grant the user the “Perception of the Thousand Truths”. Seeing the objects for what they are, without associating any concept whatsoever to it, or predefining its purpose, is what makes the Zen Eyes so ruthlessly efficient in deciphering veiled attacks. With it, Decaun manages to foresee and predict the potential possibilities as he is able to read what the attack is most likely going to do, and this gives him a sense of Precognition.

Another power to these great eyes is that they unlock the Zenith of Perception, allowing him to gaze directly upon different realms of magic, exploring the many possibilities underlying Mana. This has aided him in his investigation on Mana, however, it has not granted him any significant advantage in researching it as of yet.

However, it should be noted that it unlocks the state of Zen, which is very useful for focusing spells.

This state enhances Decaun’s Equilibrium Magic 5x

Spell Type: Passive

Mana Cost: 0

State of Zen
The state of Zen is one of abject concentration. With his identity and ability to associate things with concepts melting away, he gains greater focus and basically thinks his “gut instinct”. By that I mean Decaun gaining extrasensory perception, as he understands perfectly what his gut feeling is saying, allowing him greater maneuverability and instinctive dodging, to a greater efficiency than that of Spider Man. This is the physical portion and more notable effect of Zen Eyes.

Aside from that, the focus behind his casting of spells is enhanced. As such, Mana spells of Darkness and Light skills in this state are reduced to 50% of its original cost, with the technique’s power being 5x of its original strength.

Spell Type: Passive

Mana Cost: 0

Damage Reflect
One of the most peculiar spells under the possession of Decaun. This attack has no real fundamental premise, rather, it functions on a select set of unique spells placed upon himself, which stores and controls the effects of Damage Reflect.

When the enemy hits Decaun with their attack while his Damage Reflect is activated (Seen from the swirling brown energies around Decaun), he receives a portion of the damage which they attempt to inflict, and then circulates it in seals and other assorted power enhancers, causing it to flood and circulate through his body at a greater rate and power. After which Decaun glows blue, brighter and brighter as the energy stored increases over time, then being stored in the form of Lorian Orbs, which can be unleashed at the enemy.

Decaun then uses his magic to attach a powerful link between him and the opponent, coursing all the received damage directly at the opponent’s body, regardless of their armour.

Up to 10 Lorian Orbs can be formed at any time. With each Lorian Orb formed, the time he can maintain the orbs decreases drastically. While 1 Lorian Orb can be maintained for 1 hour, while 10 Lorian Orbs can be maintained for less than a minute.

For optimum effect, Decaun can absorb his enemies’ strongest attack, instantly forming 10 orbs. However, despite being very efficient and powerful, the 10 orbs must be discharged within the minute it is formed, right back at its source, or else Decaun himself will receive extensive damage.

Spell Type: Buff

Mana Cost: 50,000 (Normal), 8,000 (Equilibrium), 5,000 (Dynamic Equilibrium)

Lorian Orbs
These peculiar orbs are the result of Decaun receiving damage. Unlike other forms of magic, this technique requires the user as a medium to receive the enemy’s powerful attack, without the use of Magic Guard.

With great pain comes great power, or so they say. This technique is highly risky, as Decaun isn’t as highly adept in combat as masculine close-ranged fighters, however, the advantage which comes with it are these perpetually-glowing Lorian Orbs. These Lorian Orbs multiply the power of the enemy’s attack’s effects, storing and amplifying it as Decaun receives damage. Despite relieving 60% of the damage, the enemy’s attacks still deal a significant amount of damage as compared to when he has Magic Guard on.

This allows Decaun to reflect any kind of attack, including status ailments. This is because by experiencing the attack head on, he gains an intimate, experiential understanding of how the technique works, and this Orb passes on those very same effects of the attack to the opponent, regardless of immunity. The “Pain” felt if the opponent doesn’t receive damage is just the direct transferring of Decaun’s personal experiences with the attack. In other words, Decaun select which pain he wishes to inflict, be it mental or physical, transferring it through the Lorian Orbs to deal damage. Oftentimes, he combines both of these aspects together.

Solunar Eminence
The 3 entities – Decaun, his Light Clone, and his Dark Self, flex their aura. These 3 auras pressure the opponent, and intermix to form powerful, intermittent pressure alterations. Aside from that, the 3 different types of auras work harmoniously.

The Light clone’s aura effects are simple. In essence, it forms a tender, shining light which blinds the target, preventing him from looking up. It also induces the mental projection of sizzling skin, affecting the target mentally. Above all, it serves as an homing beacon for light attacks, locking every single light attack onto the enemy.

The Dark Self’s aura, however, acts as a powerful, opposing force. Being situated beneath the target, it pulls them in like a tireless, ceaseless black hole. Functioning upon the need to devour, this aura can be seen in the form of chains drooping around the user, as well as the large seal right beneath Decaun, expanding 20 meters around the Dark Self. This pit also exerts a stronger force on those who stare directly at it, as they will be implanted with mirror illusions and false realities, disorienting them greatly.

Decaun himself, however, emits the aura of Rectification. As the aura of recreation, it materializes the concept of harmony, and reconciles the differences between the effects of the Light and Dark auras, mediating them to coexist, whilst enhancing both effects.

Spell Type: Passive/Buff

Mana Cost: 200 (Activation)

Essence Transfer
When dealing with energy attacks in this state, Decaun is capable of transferring, amplifying, and redirecting enemy attacks, or that of his own. This is done so through Essence Transfer, whereby both the Dark Self and Light Clone creates portals, of a colour opposite that of their own element. When the enemy fires an attack directly at either clone in this state, the attack will literally “disappear” into them, after which it is either amplified or re-released, or absorbed entirely into Decaun through the medium of the clone (which temporarily stores the energy). This technique, though spontaneous and highly efficient to use in battle, costs quite a bit of mana and creates a weakness.

That weakness is that the actual Decaun cannot move as all the focus is sent into these 2 alternate personas of himself. Though they can shield Decaun, his immobility is a major drawback to this powerful skill.

Spell Type: Mode

Mana Cost: 10,000 (Activation cost per use, only available in Dynamic Equilibrium)

Void Phantom State


Utilizing the power of the Necronomicon, Decaun reads through it backwards, causing his Dark Self to turn into a Void Phantom. His Light Clone, in order to counteract this transformation, adds unfathomable amounts of power unto itself.

However, what is unique about the Void Phantom state is not about his ability to cast huge, area-of-effect spells like apocalypse. Rather, it focuses on the concise release of concentrated blasts of darkness, eradicating almost all available durability in that area and allowing his attacks to cut through enemies with the utmost of ease.

In this mode, an aura is emanated, absorbing the life forms and energies of anything within a 20 meter radius at rapid rates, while weakening everything biological and weakening anything metallic.

This state is one of his most powerful forms, as while it lacks Equilibrium’s durability, it makes up for it with absurd offense. Only useable in Dynamic Equilibrium.

Spell Type: Mode

Mana Cost: 35,000

Pinnacle of Zenith Mastery
A mode resulting from the mixture of all his transformations and modes, resulting in a Decaun who is capable of doing almost anything with his abilities. Despite its immense power, it can only be held for 2 minutes, lest he loses control or dies from overwhelming power.

Cooldown: 1 day

Spell Type: Mode

Mana Cost: 0

Staff or Ruin


The Staff he originally wielded. This staff has a red core in the centre of the tip’s spiral, is a magical artifact. Being inclined towards darkness, this weapon enhances all darkness spells by a factor of 3. However, its true purpose and abilities lies in the decaying and decomposition of structures and creatures.

In total, he has fought a total of 3,000 battles with this Staff, and throughout these battles, the staff has been renewed and refined to the level it is now.

Scepter of Death


This Staff was created from the Death Energies of the Primordial Entropic Carnax, and is Decaun’s most powerful weapon. As Decaun hasn’t mastered this weapon, it drains magical energies from him the more he uses it. Although it only helps the staff get attuned to its wielder, in battle, it serves as a distraction and has the effect of wasting Decaun’s magical reserves.

This Scepter’s affinity, instead of inclining towards Death, instead inclines towards Mana and Light energies, and as such enhances related attacks at a far higher rate and efficiency as compared to that of the other elements.

It enhances the user’s spells tenfold more than the Staff of Ruin, at the cost of (the temporary problem of) Mana being absorbed.

Bishop’s Staff


A staff passed on to Decaun from a powerful secular Magician (who had guided him when he lived in the lands occupied by Dark Mages). This Staff looks simple at first glance, however it contains a highly advanced Light Amplifier and Converter, allowing the user to convert most forms of energy into Holy Light, using either Mana or Magic.

Decaun, having used it for quite some time, has used his knowledge to further refine this artifact, and it has become something more than a simple “family heirloom”.

Gauntlet of Damnation
Forcefully sucks and absorbs all forms of light, dark and soul energy in the area into the gauntlet, gathering energy for Decaun to enter the Void Phantom state controllably. It is also capable of regenerating Decaun’s own reserves and energy, or weaken enemy attacks as they travel toward him.

Trivia and More Information

 * His name is an anagram of “nuanced”, which fits into his character concept of “Equilibrium”
 * Decaun is a loner for a leader, while he is powerful for a mage, multitudes of mages can still beat him.
 * Decaun’s world is located in one of the planets in Geti186’s massive universe, currently undiscovered.
 * He is the 3rd Original Character I have created
 * Decaun’s Character Page is now longest character page I have made thus far.
 * He ended up in the Lookout Universe by experimenting on Dimensional Portals and their properties, and he occasionally drops by Lookout.

Credit

 * User:Crestero helped give me some important ideas for several spells!
 * User:Genki Dama helped me recolour the picture for the Primordial Entropic Carnax!
 * Many thanks to everyone else who helped me think of ideas!
 * All the works of art I have used (belonging to users), come from these people/sites: Romantzer, Tyton89, hybridt, wallgc.com, AQWorlds, Adventurequest, Final Fantasy, Yugioh, Huntik, and Maplestory.