Dementia (Anima: Beyond Fantasy)

==Summary==
Dementia is the strange Lord of Nightmares who rules over madness and is a mysterious, monstrous, and completely unpredictable spirit.
It is believed that he was originally a renowned psychologist who somehow came into perfect synchronization with the concept of dementia (although some people think he was never a mortal to begin with). While he lacks the combat abilities of other Lords of Nightmares, his powers are terrifying, and unlike his peers, Dementia manifests in the real world regularly. When seen, he takes on the appearance of a sickly angel, with wings of bone, tied with chains and bands simulating a straitjacket. He also always hangs upside down, so as to be a gross parody of all rules of logic.
His personality is determined by the insanity which sustains him.
Thus, he is completely crazy and does not communicate with anyone, except crazy people and psychopaths. He has no interest in increasing his power or competing with his peers; spreading insanity across the world is all that makes him happy.
Dementia currently lacks a sphere of influence in the Wake. In fact, he moves continuously from one feeding place to another, seeking out madness. When he has gained sufficient strength to open a breach into the real world, he manifests in Gaïa. His appearances are thus quite unpredictable, though he is attracted to the most extreme places, either those where madness is very high (such as mental hospitals or psychiatric institutions) or those where everything is extremely peaceful.
==Powers and Stats==
Tier: , possibly 
Name: Dementia, The Bearer of Madness
Origin: Anima: Beyond Fantasy
Gender: Male
Age: Unknown
Classification: Spirit, Lord of Nightmares
Powers and Abilities: <tabber>
|-|Within Reality=
|-|Within The Wake=All previous to a higher degree, Immortality (Types 3 and 5), (), Avatar Creation, Reality Warping (), Extrasensory Perception, Dimensional Travel (, ), Aura (), Resistance Negation ( and even "absolute immunity" to specific things), Invulnerability Negation (, , ), Incorporeality (), Fate Manipulation, Probability Manipulation (), Self-Power Bestowal (Can potentially give himself any of these abilities). Resistance to Regeneration Negation (Up to Mid-Godly), Transmutation, Sealing, Duplication, Void Manipulation, Existence Erasure, Conceptual Manipulation (Type 1), Soul Manipulation, Law Manipulation, Causality Manipulation, Reality Warping, Magic, Damage Reduction, Mind Manipulation, Precognition, Damage Boost, Power Mimicry, Extrasensory Perception, Information Analysis, Power Nullification, BFR, Sound Manipulation, Time Manipulation, Necromancy, Death Manipulation, Power Absorption, and Immortality Negation
</tabber>
Attack Potency: Unknown, possibly Human level (Does not physically fight, but his strength is average by human standards)
Speed: Immobile (Does not move outside of teleportation)
Lifting Strength: Average Human
Striking Strength: Unknown, possibly Human level
Durability: Unknown (Relies entirely on his existence between reality and The Wake, being very weak should one actually be able to hit him. As a spirit, he does not possess durability in a conventional sense, merely being held together by the strength of his mind alone)
Stamina: Infinite
Range: Low Multiversal, Varies with Aura of Dementia
Standard Equipment: Possibly the Sickles of Madness, although these could simply be metaphorical extensions of his power or even a part of his body
Intelligence: Extraordinary Genius (Despite being completely insane, he is still comparable to Ergo Mundus in this aspect)
Weaknesses: While it is debatable whether or not this is actually a weakness, Dementia is irrecoverably insane and tends to appear in-person rather than using avatars. Those who are insane can see him, even if they cannot normally see invisible things, although it is, again, debatable if this is an actual weakness or not
Notable Attacks/Techniques:
*Spiritual Disturbance: Dementia exists between reality and the Wake, untouchable as a shadow flickering between both worlds. This unusual ability allows him to be virtually immune to any conventional type of attack; although he stays still, weapons, spells, and powers are simply unable to reach him. Beings with Gnosis 35 or higher ignore this ability.
*Change Place: The real Dementia never moves by normal means away from the first place he manifests, but if he needs to relocate, he creates a loop in space and jumps to a place within 500 feet of himself. To do this, there must be a person affected by Dementia’s madness near the location he wants to jump to. In all ways, this movement acts as a teleport, although he can pass through supernaturally protected areas. Only the most powerful barriers are able to stop this teleport. In the Wake, this power has no limit as to how far Dementia can move; he is able to go freely wherever he feels a great deal of madness.
*Aura of Dementia: Once Dementia has manifested, he begins to extend his presence, expanding gradually like an evil shadow that eats people’s sanity. The time it takes to complete this process is very random; sometimes it requires no more than a few minutes to break someone’s mind and other times it takes days on end. Interestingly, the aura does not have a specific range in space. Its limits are always set by the extent of a building or complex; it might affect a hospital, a walled village, or an underground tunnel network equally. Anyone within the aura begins to be affected by Dementia’s madness; he starts to have visions and hear strange voices, and his perception of reality alters until he enters a state of compulsive psychosis. This state continues until he sinks completely into the most absolute madness for the rest of his days. This effect is also noted to become more potent over time, ensuring that even the most robust of minds eventually falter.
*Shadows: After appearing in the material world, Dementia can project multiple images of himself to different places no more than a mile away from him. Each of these shadows has the same powers as the original, but their Aura of Dementia is somewhat weaker and they are extremely fragile. The maximum number of images that the creature can generate at a time can never exceed three.
*Invisible to the Eyes of Man: Dementia is invisible to normal sight, and only those who can see spirits have the ability to perceive him, with even them having difficulty. However, anyone who is in a state of near madness can see him, more or less clearly depending on the degree of insanity.
*Sickles of Madness: Although during his manifestations Dementia does not have any abilities that enable him to attack directly, he has two strange artifacts that in the absence of a better term have been called the Sickles of Madness. These are two blades attached to the chains that wrap Dementia that can move freely within the range of his Aura of Dementia. No one knows whether they are independent objects or parts of his body (or little more than representations of his power). Either way, the Bearer of Madness can use them to connect to any person who is in deep psychosis (more exactly, he may stick them into the person’s neck), altering the person’s body and giving the person both Superhuman powers and a monstrous appearance. Each person changes differently depending on the origin and nature of his madness, but his powers and abilities always depend on his innate darkness. The Sickles of Madness also benefit from Dementia's odd state of existence in case someone wants to attack the chains joining the madman with Dementia to end the transformation.
*Lord of Fools: Dementia can subtly influence the views and feelings of the insane, making them see and hear what he wishes. Normally, he simply explores their darkest memories to drive them further down the spiral of dementia, but he may also push them to psychotically attack those who have not been affected by the madness and are being an impediment to his plans.
*Brand of Madness: A person affected by an extreme degree of madness is completely unable to harm Dementia in any way. Those who are only partially mad cause only half damage.
*Wisdom of Fools: Dementia can use the talents, skills, or knowledge possessed by an insane person in his area of influence.
*Lord of Nightmares: In the Wake, within an area that is mostly dominated by darkness and madness, Dementia’s Gnosis is increased to 40 (and he gains all the powers this grants). Additionally, there he cannot be destroyed by any entity with lower Gnosis than he has.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Wally (Sandra and Woo) Wally's Profile
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